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[Path: Master of Adventures > Treasure > Magic Items ] ing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow. BOOTS OF THE WINTERLANDS Wondrous item, uncommon (requires attunement) These furred boots are snug and feel qui...
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[Path: Master of Adventures > Treasure > Magic Items ] ignore difficult terrain created by ice or snow. You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit. BOWL OF COMMANDING W...
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[Path: Master of Adventures > Treasure > Magic Items ] ast the conjure elemental spell. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. BRACERS OF ARCHERY Wondrous item, uncommon (requires attunement) ...
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[Path: Master of Adventures > Treasure > Magic Items ] ese bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons. CHAPTER 7 I TREASURE BRA"LIER OF COMMANDING f iRE ELEMENTALS BRACERS OF DEFENSE Wondrous item, rare (requires...
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[Path: Master of Adventures > Treasure > Magic Items ] Wondrous item, rare (requires attunement) While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. BRAZIER OF COMMANDING FIRE ELEMENTALS Wondrous item, rare While a fire burns in this brass brazier, you can use ...
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[Path: Master of Adventures > Treasure > Magic Items ] mental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn. The brazier weighs 5 pounds. BROOCH OF SHIELDING Wondrous item, uncommon (requires attunement) While wearing this brooch, you have resistanc...
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[Path: Master of Adventures > Treasure > Magic Items ] ds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carr...
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[Path: Master of Adventures > Treasure > Magic Items ] he broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile ...
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[Path: Master of Adventures > Treasure > Magic Items ] lender 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 DM chooses the god and associated alignment or determines the alignment randomly. d20 Alignment d20 Alig...
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[Path: Master of Adventures > Treasure > Magic Items ] 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 ...
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[Path: Master of Adventures > Treasure > Magic Items ] us. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or...
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[Path: Master of Adventures > Treasure > Magic Items ] a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle. CAP OF WATER BREATHING Wondrous item, uncommon While wearing this cap underwater, you can speak its command wor...
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[Path: Master of Adventures > Treasure > Magic Items ] eathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater. CAPE OF THE MOUNTEBANK Wondrous item, rare This cape smells faintly of brimstone. While wearing it, you can us...
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[Path: Master of Adventures > Treasure > Magic Items ] again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your ...
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[Path: Master of Adventures > Treasure > Magic Items ] pet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. Four sizes of carpet of flying exist. The DM chooses the size of a given carpet or determines it randomly. dlOO Size Capacity Flying Speed 01- 20 ...
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[Path: Master of Adventures > Treasure > Magic Items ] y up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. CHAPTER 7 I TREASURE I 57 . CLOAK OF DISPLACEMENT CLOAK OF ELVENKIND CENSER OF CONTROLLING AIR ELEMENTALS Wondrous item, rare While incen...
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[Path: Master of Adventures > Treasure > Magic Items ] an't be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. CHIME OF OPENING Wondrous item, rare This hollow metal tube measures about 1 foot long and :-veighs 1 pound. Y...
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[Path: Master of Adventures > Treasure > Magic Items ] r tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time it cracks and becomes useless. ' CIRCLET OF BLASTING Wo...
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[Path: Master of Adventures > Treasure > Magic Items ] ll with it. When you make the spell's attacks, you do so with an attack bonus of +5'. The circlet can't be used this way again until the next dawn. CLOAK OF ARACHNIDA Wondrous item, very rare (requires attunement) This fine garment is made of black silk inter...
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[Path: Master of Adventures > Treasure > Magic Items ] ng speed. CHAPTER 7 I TREASURE You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. • You ca...
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[Path: Master of Adventures > Treasure > Magic Items ] e DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. CLOAK OF DISPLACEMENT Wondrous item, rare (requires attunement) While you wear this cloak, it projects an illus...
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[Path: Master of Adventures > Treasure > Magic Items ] creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are in-capacitated, restrained, or otherwise unable to move. CLOAK OF ELVE...
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[Path: Master of Adventures > Treasure > Magic Items ] dvantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action. CLOAK OF INVISIBILITY Wondrous item, legendary (requires attunement) While wearing this cloak, you can pull its...
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[Path: Master of Adventures > Treasure > Magic Items ] carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action. . C I RCLE T OF B LAS TI NG CusE O F Fo R cE Deduct the time you are invisible, in increments of 1 minute, from t...
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[Path: Master of Adventures > Treasure > Magic Items ] uration. CLOAK OF PROTECTION Wondrous item, uncommon (requires attunement) You gain a +1 bonus to AC and saving throws while you wear this cloak. C LOAK OF THE BAT Wondrous item, rare (requires attunement) While wearing this cloak, you have advantage on De...
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[Path: Master of Adventures > Treasure > Magic Items ] If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yours...
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[Path: Master of Adventures > Treasure > Magic Items ] are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn. C LOAK OF THE MANTA RAY Wondrous item, uncommon While wearing this cloak with its hood up, you can breathe und...
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[Path: Master of Adventures > Treasure > Magic Items ] MANTA RAY Wondrous item, very rare or legendary (requires attunement) 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. The following crystal ball variants are ...
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[Path: Master of Adventures > Treasure > Magic Items ] tect 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...
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[Path: Master of Adventures > Treasure > Magic Items ] 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....
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[Path: Master of Adventures > Treasure > Magic Items ] h a radius of 120 feet centered on the spell's sensor. CUBE OF FORCE Wondrous item, rare (requires attunement) This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20...
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[Path: Master of Adventures > Treasure > Magic Items ] Force Faces table. Each CHAPTER 7 I TREASURE 159 . face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is ...
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[Path: Master of Adventures > Treasure > Magic Items ] You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, ...
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[Path: Master of Adventures > Treasure > Magic Items ] pass through the barrier. 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. 4 4 Spell effects can't pass through the barrier. 5 5 ...
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[Path: Master of Adventures > Treasure > Magic Items ] 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 Disintegrate Horn of blasting Passwall Prismatic spray Wall of .fire Charges Lost ldl2 ldlO...
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[Path: Master of Adventures > Treasure > Magic Items ] radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to plane: determined by the DM. You can use an action to press one side of the cube to...
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[Path: Master of Adventures > Treasure > Magic Items ] ave DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expend: 1 charge. The cube regains ld3 expended charges daily at dawn. DAERN'S INSTANT FORTRESS Wondrous item, rare You can use ...
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[Path: Master of Adventures > Treasure > Magic Items ] grows into a fortress that remains until you use an action to speak the command word that dismisses ir. which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battleme...
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[Path: Master of Adventures > Treasure > Magic Items ] of. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the are...
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[Path: Master of Adventures > Treasure > Magic Items ] save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically . . CUBIC GA...
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[Path: Master of Adventures > Treasure > Magic Items ] r, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or l...
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[Path: Master of Adventures > Treasure > Magic Items ] You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed ...
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[Path: Master of Adventures > Treasure > Magic Items ] D Weapon (any sword), very rare (requires attunement) You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5...
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[Path: Master of Adventures > Treasure > Magic Items ] 0 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause rhe sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it ies up to 30 feet and tries to return to your hand. If ...
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[Path: Master of Adventures > Treasure > Magic Items ] , it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. DECANTER OF ENDLESS WATER Wondrous item, uncommon This stoppered flask sloshes when shaken, as if it contains ...
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[Path: Master of Adventures > Treasure > Magic Items ] whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: "Stream" produces 1 gallon of water. "Fountain" produces 5 gallons of water. ...
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[Path: Master of Adventures > Treasure > Magic Items ] reature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 20...
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[Path: Master of Adventures > Treasure > Magic Items ] s item, uncommon This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards...
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[Path: Master of Adventures > Treasure > Magic Items ] ow it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presen...
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[Path: Master of Adventures > Treasure > Magic Items ] here within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who DAERN's INsTANT FoRTRESs DANCING SwoRD CHAPTER 7 I TREASURE . r62 uses an action to visually ins...
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[Path: Master of Adventures > Treasure > Magic Items ] 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 Ace of hearts King of hearts Queen of hearts jack of hearts Ten of hearts Nine of hearts Eight...
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[Path: Master of Adventures > Treasure > Magic Items ] wner) DECK OF MANY THINGS Wondrous item, legendary Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two. Before you draw a card...
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[Path: Master of Adventures > Treasure > Magic Items ] e the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the ...
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[Path: Master of Adventures > Treasure > Magic Items ] t fades from existence. Unles~ 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 Ace of diamonds Vizier* King of diamonds Sun Queen of diamonds Moon jack of diamonds S...
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[Path: Master of Adventures > Treasure > Magic Items ] spades Rogue Two of spades Balance'< joker (with TM) Fool'< joker (without TM) jester "'Found only in a deck with twenty-two cards Balance. Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes ...
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[Path: Master of Adventures > Treasure > Magic Items ] tile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect. Donjon. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything yo...
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[Path: Master of Adventures > Treasure > Magic Items ] e sphere. You can't be located by A QUESTION OF ENMITY Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on mul...
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[Path: Master of Adventures > Treasure > Magic Items ] to confront the devil itself. In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adven...
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[Path: Master of Adventures > Treasure > Magic Items ] rison. You draw no more cards. Euryale. The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse. The Fates. Reality's fabric unravels and spins ane...
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[Path: Master of Adventures > Treasure > Magic Items ] lames. A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. Fool. You lose 10,000 XP, discard this card, and draw fro...
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[Path: Master of Adventures > Treasure > Magic Items ] nough XP to keep your level. Gem. Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet. Idiot. Permanently reduce your Intelligence by ld4 + 1 (to a minimum score of 1). You can draw one additional card beyo...
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[Path: Master of Adventures > Treasure > Magic Items ] nd your declared draws. Key. A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon. Knight. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter...
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[Path: Master of Adventures > Treasure > Magic Items ] . Moon. You are granted the ability to cast the wish spell 1d3 times. Rogue. A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish sp...
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[Path: Master of Adventures > Treasure > Magic Items ] magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. Skull. You summon an a...
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[Path: Master of Adventures > Treasure > Magic Items ] yo~, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death c...
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[Path: Master of Adventures > Treasure > Magic Items ] he score can exceed 20 but can't exceed 24. Sun. You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands. CHAPTER 7 I TREASURE AVATAR OF DEATH Medium undead, neutral evil Armor Class 20 Hit Points half the hit point...
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[Path: Master of Adventures > Treasure > Magic Items ] TREASURE AVATAR OF DEATH Medium undead, neutral evil Armor Class 20 Hit Points half the hit point maximum of its summoner Speed 60ft., fly 60ft. (hover) STR 16 (+3) DEX 16 (+3) CON 16 (+3) INT 16 (+3) Damage Immunities necrotic, poison WIS 16 (+3) ...
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[Path: Master of Adventures > Treasure > Magic Items ] es darkvision 60ft., truesight 60 ft., passive Perception 13 Languages all languages known to its summoner Challenge- (0 XP) Incorporeal Movement. The avatar can move through other creatures and objects as if they were difficult terrain. It takes 5 (1d10) for...
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[Path: Master of Adventures > Treasure > Magic Items ] vatar sweeps its spectral scythe through a creature within 5 feet of it, dealing 7 (1d8 + 3) slashing damage plus 4 (1d8) necrotic damage. Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish. ...
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[Path: Master of Adventures > Treasure > Magic Items ] somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as. yours. Vizier. At any time you choose within one year of drawing this card, you can ask a question in meditation and me...
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[Path: Master of Adventures > Treasure > Magic Items ] puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. The Void. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful b...
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[Path: Master of Adventures > Treasure > Magic Items ] ody is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. DEFENDER Weapon (any sword), legendary (requires attunement) You gain a +3 bonus to attack and damage rolls mad...
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[Path: Master of Adventures > Treasure > Magic Items ] using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect . ~t il the start of your next turn, although you must hold e sword to gai...
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[Path: Master of Adventures > Treasure > Magic Items ] .J.rmor (plate), very rare (requires attunem ent) ":hile wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, ·he armor's clawed gauntlets turn unarmed strikes "th your hands into magic weapons that deal slashin...
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[Path: Master of Adventures > Treasure > Magic Items ] d a damage die of 1d8. Curse. Once you don this cursed armor, you can't .:off it unless you are targeted by the remove curse spell r imilar magic. While wearing the armor, you have · advantage on attack rolls against demons and on saving throws against their ...
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[Path: Master of Adventures > Treasure > Magic Items ] tem, rare ·ou can use an action to place these shackles on an incapacitated creature. The shackles adjust to -t a creature of Small to Large size. In addition to : rving as mundane manacles, the shackles prevent a creature bound by them from using any method ...
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[Path: Master of Adventures > Treasure > Magic Items ] e from passing-through an :.nterdimensional portal. You and any creature you designate when you use the :hackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics) check. On a success, the creature br...
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[Path: Master of Adventures > Treasure > Magic Items ] etimes dragons collect their cast-off : ales and gift them to humanoids. Other times, hunters arefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to C, you hav...
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[Path: Master of Adventures > Treasure > Magic Items ] h weapons of dragons, and you have resistance to one damage type that is etermined by the kind of dragon that provided the : ales (see the table). Additionally, you can focus your senses as an action '0 magically discern the distance and direction to the los...
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[Path: Master of Adventures > Treasure > Magic Items ] ion to the losest dragon within 30 miles of you that is of the same _·pe as the armor. This special action can't be used gain until the next dawn. Dragon Resistance Dragon Resistance 3lack Acid Gold Fire 3lue Lightn ing Green Poison 3rass Fire Re...
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[Path: Master of Adventures > Treasure > Magic Items ] wARvEN THROWER EFREETI BoTTLE DRAGON SLAYER Weapon (any sword), rare You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purp...
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[Path: Master of Adventures > Treasure > Magic Items ] of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as a...
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[Path: Master of Adventures > Treasure > Magic Items ] it. If you mpve more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out. D...
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[Path: Master of Adventures > Treasure > Magic Items ] the dust into the air, you and CHAPTER 7 \TREASURE DwARvEN PLATE each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature a...
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[Path: Master of Adventures > Treasure > Magic Items ] OF DRYNESS Wondrous item, uncommon This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where ...
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[Path: Master of Adventures > Treasure > Magic Items ] smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution sav...
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[Path: Master of Adventures > Treasure > Magic Items ] nd in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and ...
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[Path: Master of Adventures > Treasure > Magic Items ] NCE EFREETI CHAIN DusT OF SNEE"liNG AND CHOKING while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it · conscious, a creature can repeat the saving throw at the end of each of its turns, ending the ef...
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[Path: Master of Adventures > Treasure > Magic Items ] ration spell can also end the effect on a creature. DWARVEN PLATE .-trmor (plate), very rare Vhile wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the ...
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[Path: Master of Adventures > Treasure > Magic Items ] onus to attack and damage rolls made ·ith this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. .\'hen you hit with a ranged attack using this weapon, . deals an extra ld8 damage or, if the target is a giant,...
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[Path: Master of Adventures > Treasure > Magic Items ] very rare .,..his painted brass bottle weighs 1 pound. When you e an action to remove the stopper, a cloud of thick :moke flows out of the bottle. At the end of your turn, die smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccu...
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[Path: Master of Adventures > Treasure > Magic Items ] what happens. dl OO Effect 01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. ll-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a ne...
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[Path: Master of Adventures > Treasure > Magic Items ] a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. 91-00 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. EFREETI CHAIN Armo...
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[Path: Master of Adventures > Treasure > Magic Items ] to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground . ELEMENTAL GEM Wondrous item, uncommon This gem contains a mote of elemental energy. When you use an action to ...
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168
[Path: Master of Adventures > Treasure > Magic Items ] mmoned 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 Blue sapphire Yel low diamond Red corundum Emerald ELIXIR OF HEALTH Potion, rare Summoned Elemental A...
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168
[Path: Master of Adventures > Treasure > Magic Items ] se afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it. ELVEN CHAIN Armor (chain shirt), rare You gain a +1 bonus to AC while you wear this armor. You are considered ...
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168
[Path: Master of Adventures > Treasure > Magic Items ] s bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius incr...
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[Path: Master of Adventures > Treasure > Magic Items ] is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or mo...
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[Path: Master of Adventures > Treasure > Magic Items ] do so after 1 round. EYES OF CHARMING Wondrous item, uncommon (requires attunement) These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoi...
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[Path: Master of Adventures > Treasure > Magic Items ] Wondrous item, uncommon These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying ...