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[Path: Master of Adventures > Treasure > Magic Items ] uires attunement) These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as s...
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[Path: Master of Adventures > Treasure > Magic Items ] GURINE OF WONDROUS POWER Wondrous item, rarity by figurine A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of...
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[Path: Master of Adventures > Treasure > Magic Items ] ects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends it...
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[Path: Master of Adventures > Treasure > Magic Items ] he giant fly. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word aga...
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[Path: Master of Adventures > Treasure > Magic Items ] ed in the figurine's description. Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. Ebony Fly (Rare). This ebony statuette i...
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[Path: Master of Adventures > Treasure > Magic Items ] can't be used again until 2 day have passed. GIANT FLY Large beast, unaligned Armor Class 11 Hit Points 19 (3d10 + 3) Speed 30 ft ., fly 60ft. STR 14 (+2) DEX 13 (+1) CON 13 (+1) INT 2 (-4) WIS 10 (+0) Senses darkvision 60ft., passive Perception 1...
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[Path: Master of Adventures > Treasure > Magic Items ] aneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differ...
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[Path: Master of Adventures > Treasure > Magic Items ] as 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it ...
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[Path: Master of Adventures > Treasure > Magic Items ] ntil 30 days have passed. CHAPTER 7 I TREASURE . 170 FoLDING BoAT GEM OF BRIGHTNESS The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1/ance, and the...
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[Path: Master of Adventures > Treasure > Magic Items ] nd the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be ...
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[Path: Master of Adventures > Treasure > Magic Items ] ng the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed. Marble Elephant (Rare). This...
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[Path: Master of Adventures > Treasure > Magic Items ] d. Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed. If you have a good alignment, the figuri...
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[Path: Master of Adventures > Treasure > Magic Items ] orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form. Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has CHAPTER 7 I...
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[Path: Master of Adventures > Treasure > Magic Items ] invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed. Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be ...
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[Path: Master of Adventures > Treasure > Magic Items ] ). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. FLAME TONGUE Wea...
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[Path: Master of Adventures > Treasure > Magic Items ] t in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sw...
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[Path: Master of Adventures > Treasure > Magic Items ] nds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. . FLAME ToNGUE One command word causes the box to unfold into a ~at 10 feet long, 4 feet wide, and 2 feet deep. Th...
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[Path: Master of Adventures > Treasure > Magic Items ] up to four Medium creatures comfortably. The second command word causes the box to unfold JJto a ship 24 feet long, 8 feet wide; and 6 feet deep. -he ship has a deck, rowing seats, five sets of oars, a _ eering oar, an anchor, a deck cabin, and a mast with a ...
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[Path: Master of Adventures > Treasure > Magic Items ] red in the box remains in the boat. The third command word causes the folding boat -o fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the ~x remain outside the box as it folds. Any objects in the -:...
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[Path: Master of Adventures > Treasure > Magic Items ] ttack using this magic sword, · -e target takes an extra 1d6 cold damage. In addition, hile you hold the sword, you have resistance to ~-e damage. In freezing temperatures, the blade sheds -;;ight light in a 10-foot radius and dim light for an _ ditionallO f...
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[Path: Master of Adventures > Treasure > Magic Items ] TS OF OGRE POWER GAUNTLETS OF OGRE PowER Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. GEM OF BRIGHTNESS Wondrous item, uncommon ...
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[Path: Master of Adventures > Treasure > Magic Items ] command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem. ...
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[Path: Master of Adventures > Treasure > Magic Items ] at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a succes...
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[Path: Master of Adventures > Treasure > Magic Items ] 0-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a non magical jewel worth 50 gp. CHAPTER 7 I TREASU...
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[Path: Master of Adventures > Treasure > Magic Items ] F SEEING Wondrous item, rare (requires attunement) This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For t"'~ next 10 minutes, you have truesight out to 120 feet w you peer through the gem. The gem regains 1d3 ex...
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[Path: Master of Adventures > Treasure > Magic Items ] n you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed o- a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls....
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[Path: Master of Adventures > Treasure > Magic Items ] nus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk an...
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[Path: Master of Adventures > Treasure > Magic Items ] armor. GLOVES OF MISSILE SNARING Wondrous item, uncommon (requires attunement) These gloves seem to almost meld into your hands wh you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction r reduce the damage by ...
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[Path: Master of Adventures > Treasure > Magic Items ] . provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. GLOVES OF SWIMMING AND CLIMBING Wondrous item, uncommon (requires attunement) While wearing these gloves, climb...
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[Path: Master of Adventures > Treasure > Magic Items ] ves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand checks and Dexterity checks made to pick locks. GoGGLES oF NIGHT Wondrous item, uncommon While wearing these dark lenses, you have darkvision out to a range o...
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[Path: Master of Adventures > Treasure > Magic Items ] DERBOLTS Weapon (maul), legendary You gain a +1 bonus to attack and damage rolls made with this magic weapon. Giant's Bane (Requires Attunement). You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon....
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[Path: Master of Adventures > Treasure > Magic Items ] 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack wit...
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[Path: Master of Adventures > Treasure > Magic Items ] roperty with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunn...
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[Path: Master of Adventures > Treasure > Magic Items ] s attunement) While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. HEADBAND OF INTELLECT Wondrous item, uncommon (requires attunement) Your Intelligence score is 19 while you wea...
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[Path: Master of Adventures > Treasure > Magic Items ] unement) This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wear...
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[Path: Master of Adventures > Treasure > Magic Items ] fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm. As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is...
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[Path: Master of Adventures > Treasure > Magic Items ] ng as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmle...
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[Path: Master of Adventures > Treasure > Magic Items ] takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spe...
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[Path: Master of Adventures > Treasure > Magic Items ] rity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed. HELM OF COMPREHENDING LANGUAGES Wondrous item, uncommon While wearing this helm, you can use an action to cast ...
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[Path: Master of Adventures > Treasure > Magic Items ] ondrous item, uncommon (requires attunement) While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a...
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[Path: Master of Adventures > Treasure > Magic Items ] While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn. HELM OF TELEPORTATION Wondrous item...
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[Path: Master of Adventures > Treasure > Magic Items ] ile wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn. HEWARD'S HANDY HAVERSACK Wondrous item, rare This backpack has a central pouch and two side pouches, each of w...
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[Path: Master of Adventures > Treasure > Magic Items ] et. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item fr...
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[Path: Master of Adventures > Treasure > Magic Items ] to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the CHAPTER 7 I TREASURE iiEWARO'S liANDY liA...
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[Path: Master of Adventures > Treasure > Magic Items ] where. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after whi...
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[Path: Master of Adventures > Treasure > Magic Items ] imilar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Pl...
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[Path: Master of Adventures > Treasure > Magic Items ] attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendl...
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[Path: Master of Adventures > Treasure > Magic Items ] throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius o: the aura increases to 30 feet. HORN OF BLASTING Wondrous item, rare You can use an action to speak the horn's command word and then blow the ho...
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[Path: Master of Adventures > Treasure > Magic Items ] e must make a DC 15 . 11oLv AvENGER Constitution saving throw. On a failed save, a creature rakes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of gl...
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[Path: Master of Adventures > Treasure > Magic Items ] the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. H ORN OF VALHALLA Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron) You can use an...
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[Path: Master of Adventures > Treasure > Magic Items ] nual. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines h...
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[Path: Master of Adventures > Treasure > Magic Items ] termines how many berserkers answer its summons, as well as £he requirement for its use. The DM chooses the horn's rype or determines it randomly. Berserkers dl OO Horn Type Summoned Requirement 01-40 Silver 2d4 + 2 None 41-75 Brass 3d4 + 3 Profici...
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[Path: Master of Adventures > Treasure > Magic Items ] h all martial weapons I MMOVABLE Roo 110RN OF VALHALLA 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. HORSESHOES ...
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[Path: Master of Adventures > Treasure > Magic Items ] shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the cre.ature can cross or stand above nonsolid or unstable surfaces, such as water or lava. Th...
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[Path: Master of Adventures > Treasure > Magic Items ] ours a day without suffering exhaustion from a forced march. HORSESHOES OF SPEED Wondrous item, rare These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walk...
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[Path: Master of Adventures > Treasure > Magic Items ] gically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can...
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[Path: Master of Adventures > Treasure > Magic Items ] d fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. CHAPTER 7 I TREASURE 175 . ANSTRUTH JiARP CHAPTER 7 I TREASURE Doss LuTE CANAITH MANDOLIN INSTRUMENT OF THE B A RDS Wondrous item, rar...
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[Path: Master of Adventures > Treasure > Magic Items ] le of it kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and i...
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[Path: Master of Adventures > Treasure > Magic Items ] t must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn...
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[Path: Master of Adventures > Treasure > Magic Items ] e disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. Instrument Rarity Spells All Fly, invisibility, levitate, protection from evil and good, plus the spells li...
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[Path: Master of Adventures > Treasure > Magic Items ] ONE Wondrous item, rarity varies (requires attunement) An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to t...
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[Path: Master of Adventures > Treasure > Magic Items ] net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. CLI LYRE . A stone has AC 24, 10 hit poin...
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[Path: Master of Adventures > Treasure > Magic Items ] llipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are...
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[Path: Master of Adventures > Treasure > Magic Items ] l it. Agility(Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head. Fortitude (Very Rare). Your Constitution ...
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[Path: Master of Adventures > Treasure > Magic Items ] llipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are...
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[Path: Master of Adventures > Treasure > Magic Items ] ht (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits yo...
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[Path: Master of Adventures > Treasure > Magic Items ] ere orbits your head. Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head. Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head. Regeneration (Legendary). You regain 15 ...
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[Path: Master of Adventures > Treasure > Magic Items ] his vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains ld4 - 1 levels of stored spells chosen by the DM. Any creature can cast a spell of 1st ...
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[Path: Master of Adventures > Treasure > Magic Items ] e stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell sav...
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[Path: Master of Adventures > Treasure > Magic Items ] st the louN STONES IRON BANDS OF BILARRO spell. The spell cast from the stone is no longer stored in it, freeing up space. Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. Sustena...
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[Path: Master of Adventures > Treasure > Magic Items ] lear spindle orbits your head. IRON BANDS OF BILARRO Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see w...
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[Path: Master of Adventures > Treasure > Magic Items ] difier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. A creature, i...
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[Path: Master of Adventures > Treasure > Magic Items ] d the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn. CHAPTER 7 I TREASURE 177 . IRON FLASK ...
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[Path: Master of Adventures > Treasure > Magic Items ] n bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17...
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[Path: Master of Adventures > Treasure > Magic Items ] t has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age. You can use an action to...
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[Path: Master of Adventures > Treasure > Magic Items ] at duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An identi...
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[Path: Master of Adventures > Treasure > Magic Items ] ine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly. dlOO Contents 01-50 Empty 51 Arcana loth 52 Cambion 53-54 Dao 55-57 Demon (type 1) 58-60 Demon (type...
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[Path: Master of Adventures > Treasure > Magic Items ] th 91 Planetar 92-93 Salamander 94-95 Slaad (any) 96 Solar 97-98 Succubusjincubus 99 Ultroloth 00 Xorn This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide ...
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[Path: Master of Adventures > Treasure > Magic Items ] ing damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 ligh...
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[Path: Master of Adventures > Treasure > Magic Items ] ntil the next dawn. In the meantime, the javelin can still be used as a magic weapon. CHAPTER 7 I TREASURE !RON FLASK LANTERN OF R e vEALING . JAVELIN OF LIGHTNING MACE OF DISRUPTION MACE OF SMITING KEOGHTOM'S OINTMENT Wondrous item, uncommon This g...
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[Path: Master of Adventures > Treasure > Magic Items ] smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. LA...
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[Path: Master of Adventures > Treasure > Magic Items ] oot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius. LUCK BLADE Weapon ...
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[Path: Master of Adventures > Treasure > Magic Items ] bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. Luck. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability ...
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[Path: Master of Adventures > Treasure > Magic Items ] While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can't be used again until the next dawn. The sword loses this property if it has no charges. MACE OF DISRUPTION Weapon (mace), rare (requires attunement...
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[Path: Master of Adventures > Treasure > Magic Items ] radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold th...
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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. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or a...
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[Path: Master of Adventures > Treasure > Magic Items ] udgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. CHAPTER 7 j TREASURE . CHAPTER 7 I TREASURE MANTLE OF SPELL RESISTANCE MANUAL OF STONE GOLEMS MANUAL OF CLAY GoLEMs MAcE OF TERROR ...
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[Path: Master of Adventures > Treasure > Magic Items ] re (requires attunement) This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foo radius extending from you must succeed on a DC 15 Wisdom saving throw o...
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180
[Path: Master of Adventures > Treasure > Magic Items ] ts turns trying to move as far away from y _ as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If ...
dmg_1689
dmg
180
[Path: Master of Adventures > Treasure > Magic Items ] its turns, a creature can repeat the savin; throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn. MANTLE OF SPELL RESISTANCE Wondrous item, rare (requires attunement) You have advantage on saving throws against...
dmg_1690
dmg
180
[Path: Master of Adventures > Treasure > Magic Items ] wear this cloak. MANUAL OF BODILY HEALTH Wondrous item, very rare This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines...
dmg_1691
dmg
180
[Path: Master of Adventures > Treasure > Magic Items ] t in a century. MANUAL OF GAINFUL EXERCISE Wondrous item, very rare This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a peri of 6 days or fewer studying the book's contents and practicing its guidelines,...
dmg_1692
dmg
180
[Path: Master of Adventures > Treasure > Magic Items ] e This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To deciph and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that...
dmg_1693
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] olem Time Cost 1-5 Clay 30 days 65,000 gp 6-17 Flesh 60 days 50,000 gp 18 Iron 120 days 100,000 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 h...
dmg_1694
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] ou finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands. See the Monster Manual for its game...
dmg_1695
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] ANUAL OF QUICKNESS OF ACTION Wondrous item, very rare This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying rhe book's contents and practicing its guideline...
dmg_1696
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] tury. M ARINER's ARMOR Armor (light, medium, or heavy), uncommon While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet tow...
dmg_1697
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] ) The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. M IRROR OF LIFE TRAPPING Wondrous item, very rare Wh...
dmg_1698
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] ghs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak i...
dmg_1699
dmg
181
[Path: Master of Adventures > Treasure > Magic Items ] it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must suc...