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[Path: Master of Adventures > Treasure > Magic Items ] lls. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatu...
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[Path: Master of Adventures > Treasure > Magic Items ] . A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. MIRROR OF LIFE TRAPPING MANUAL OF BODILY 11EALTH MEDALLION OF THOUGHTS QuiCKNESs OF AcTION CHAPTER 7 I TRE...
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[Path: Master of Adventures > Treasure > Magic Items ] ure at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While ...
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[Path: Master of Adventures > Treasure > Magic Items ] The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mir...
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[Path: Master of Adventures > Treasure > Magic Items ] medium or heavy, but not hide), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. I£ the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mit...
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[Path: Master of Adventures > Treasure > Magic Items ] I£ the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. NECKLACE OF A DAPTATION Wondrous item, uncommon (requires attunement) While wearing this necklace, you can breat...
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[Path: Master of Adventures > Treasure > Magic Items ] rows made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons). CHAPTER 7 I TREASURE NECKLACE OF PRAYER BEADS NiNE LIVES STEALER NECKLACE OF FIREBALLS Wondrous item, rare ...
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[Path: Master of Adventures > Treasure > Magic Items ] s trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15 You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first. ~ NECKLACE OF PRAYER B ...
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[Path: Master of Adventures > Treasure > Magic Items ] arine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The DM...
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[Path: Master of Adventures > Treasure > Magic Items ] 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 1...
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[Path: Master of Adventures > Treasure > Magic Items ] ) or lesser restoration 13-16 Favor Greater restoration 17-18 Smiting Branding smite 19 Summons Planar ally 20 Wind walking Wind walk . NINE LIVES STEALER Weapon (any sword), very rare (requires attunement) You gain a +2 bonus to attack and damage ...
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[Path: Master of Adventures > Treasure > Magic Items ] ed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this proper...
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[Path: Master of Adventures > Treasure > Magic Items ] den box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is...
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[Path: Master of Adventures > Treasure > Magic Items ] es-such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus,...
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[Path: Master of Adventures > Treasure > Magic Items ] real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but cl...
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[Path: Master of Adventures > Treasure > Magic Items ] aint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. 0ATHBOW Weapon (longbow), very rare (requires attunement) When you nock an arrow on this bow, it whispers in E...
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[Path: Master of Adventures > Treasure > Magic Items ] The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll wit...
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[Path: Master of Adventures > Treasure > Magic Items ] other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. OIL OF ETHEREALNESS ...
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[Path: Master of Adventures > Treasure > Magic Items ] wearing and carrying (one additional vial is required CHAPTER 7 I TREASURE . T84 PERIAPT 01' WouND CLosuRE for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 h...
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[Path: Master of Adventures > Treasure > Magic Items ] ver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. OIL OF SLIPPERINESS Poti...
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[Path: Master of Adventures > Treasure > Magic Items ] the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil c...
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[Path: Master of Adventures > Treasure > Magic Items ] il can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours. PEARL OF PowER Wondrous item, uncommon (requires attunement by a spellcaster) You can use an action to speak t...
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[Path: Master of Adventures > Treasure > Magic Items ] I TREASURE PERIAPT OF HEALTH Wondrous item, uncommon PERIAPT 01' liEAL TH You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pen...
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[Path: Master of Adventures > Treasure > Magic Items ] black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and ha\"e immunity to poison damage. PERIAPT OF WOUND CLOSURE Wondrous item,· uncommon (requires attunement) While you wear this pendant, you stabil...
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[Path: Master of Adventures > Treasure > Magic Items ] Potion, uncommon The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while yo...
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[Path: Master of Adventures > Treasure > Magic Items ] PES OF HAUNTING Wondrous item, uncommon PiPES OF THE SEWERS You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature with...
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[Path: Master of Adventures > Treasure > Magic Items ] me frightened of you for 1 minute. If you wish, all creatures in the area that aren't hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itsel...
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[Path: Master of Adventures > Treasure > Magic Items ] daily at dawn. PIPES OF THE SEWERS Wondrous item, uncommon (requires attunement) You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack ...
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[Path: Master of Adventures > Treasure > Magic Items ] pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm...
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[Path: Master of Adventures > Treasure > Magic Items ] thin half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The...
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[Path: Master of Adventures > Treasure > Magic Items ] reature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the ...
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[Path: Master of Adventures > Treasure > Magic Items ] s friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly sw...
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[Path: Master of Adventures > Treasure > Magic Items ] music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. PLATE ARMOR OF ETHEREALNESS Armor (plate), legendary (requires attunement) While you're wearing this armor, you...
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[Path: Master of Adventures > Treasure > Magic Items ] r until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn. PORTABLE HOLE Wondrous item, rare This fine black cloth, soft as silk, is folded up to the dimensions of a han...
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[Path: Master of Adventures > Treasure > Magic Items ] whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists CHAPTER 7 I TREASURE . . on a different plane, so it can't be u ed to create open passages. Any creature inside an open portable hole can ...
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[Path: Master of Adventures > Treasure > Magic Items ] closes the hole, and any creatures or objects within remain in the extradimensional space. o matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 ...
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[Path: Master of Adventures > Treasure > Magic Items ] creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate. Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack,...
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[Path: Master of Adventures > Treasure > Magic Items ] other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened. POTION OF ANIMAL FRIENDSHIP Potion, uncommon When you drink thi...
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[Path: Master of Adventures > Treasure > Magic Items ] e, a cat claw, or a squirrel hair. POTION OF CLAIRVOYANCE Potion, rare When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. POTION OF CLIMBING Potion, com...
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[Path: Master of Adventures > Treasure > Magic Items ] u make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. POTION OF DIMINUTION Potion, rare When you drink this potion, you gain the "reduce" effect of the enlarge/redu...
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[Path: Master of Adventures > Treasure > Magic Items ] id continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. POTION OF FIRE BREATH Potion, uncommon After drinking this potion, you can use a bonus action to exhale fire a...
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[Path: Master of Adventures > Treasure > Magic Items ] age on a failed save, or half as much damage on a successful one. The effect t;nds after you exhale the lire three times or when 1 hour has passed. This potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is open...
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[Path: Master of Adventures > Treasure > Magic Items ] 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. P...
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[Path: Master of Adventures > Treasure > Magic Items ] concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water. POTION OF GIANT STRENGTH Potion, rarity varies When you drink this potion, your Strength score changes for 1 ho...
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[Path: Master of Adventures > Treasure > Magic Items ] al to or greater than that score. 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 ...
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[Path: Master of Adventures > Treasure > Magic Items ] y rare Legendary When you drink this potion, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and the...
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[Path: Master of Adventures > Treasure > Magic Items ] nts 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. CHAPTER 7 I TREASURE . !88 POTIONS OF HEALING Potion of ... Rarity Healing Common Greater healing Uncommo...
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[Path: Master of Adventures > Treasure > Magic Items ] gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling. POTION OF INVISIBILITY Potion, very rare This potion's cont...
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[Path: Master of Adventures > Treasure > Magic Items ] f you attack or cast a spell. POTION OF INVULNERABILITY Potion, rare For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquified iron. POTION OF LONGEVITY Potion, very rare When you drink thi...
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[Path: Master of Adventures > Treasure > Magic Items ] of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, agai...
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[Path: Master of Adventures > Treasure > Magic Items ] potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it. POTION OF POISON Potion, uncommon This concoction looks, smells, and tastes like a potion of healing or other ...
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[Path: Master of Adventures > Treasure > Magic Items ] l reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of...
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[Path: Master of Adventures > Treasure > Magic Items ] throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. CHAPTER 7 I TREASURE POTION OF RESISTANCE Potion, uncommon When you drink this potion, you gain resistance to o...
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[Path: Master of Adventures > Treasure > Magic Items ] you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type determines it randomly from the options below. d10 Damage Type Acid 2 Cold 3 Fire 4 Force 5 Lightning POTION OF SPEED Potion, very rare dlO Damage...
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[Path: Master of Adventures > Treasure > Magic Items ] gain the effect of the haste spell for 1 minute (no concentration required). 1~­ potion's yellow fluid is streaked with black and swirl on its own. POTION OF VITALITY Potion, very rare When you drink this potion, it removes any exhaustion you are suffering a...
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[Path: Master of Adventures > Treasure > Magic Items ] e maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses wi-- dulllight, calling to mind a heartbeat. POTION OF WATER BREATHING Potion, uncommon You can breathe underwater for 1 hour after drinking this potion. I...
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[Path: Master of Adventures > Treasure > Magic Items ] her. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. dlOO Feather Token 01-20 Anchor 21-35 Bird 36-50 Fan dl 00 Feather Token 51-65 Swan boat 66-90 Tree ...
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[Path: Master of Adventures > Treasure > Magic Items ] the vessel again ends the effect. When the effect ends, the token disappears. Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc (se...
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[Path: Master of Adventures > Treasure > Magic Items ] eed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,00G . pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss ...
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[Path: Master of Adventures > Treasure > Magic Items ] s its place. The fa n floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action. Swan Boat. You can use an action to touch the token to a body of water at ...
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[Path: Master of Adventures > Treasure > Magic Items ] and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures,...
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[Path: Master of Adventures > Treasure > Magic Items ] miss the boat as an action. Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall an...
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[Path: Master of Adventures > Treasure > Magic Items ] adius. Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with...
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[Path: Master of Adventures > Treasure > Magic Items ] nst a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. QUIVER OF EHLONNA Wondrous item, uncommon Each of the quiver's three compartments connects to an extradimensio...
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[Path: Master of Adventures > Treasure > Magic Items ] test compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. You can draw any i...
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[Path: Master of Adventures > Treasure > Magic Items ] rom a regular quiver or scabbard. RING OF ANIMAL INFLUENCE Ring, rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: A...
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[Path: Master of Adventures > Treasure > Magic Items ] beasts that have an Intelligence of 3 or lower Speak with animals QUAAL'S FEATHER ToKENs SwAN BoAT ToKEN ANCHOR TOKEN CHAPTER 7 I TREASURE . RING OF ANIMAL INFL UENCE R ING O F D J INNI SuMMON I N G RING OF DJINNI SUMMONING Ring, legendary (requires at...
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[Path: Master of Adventures > Treasure > Magic Items ] action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops...
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[Path: Master of Adventures > Treasure > Magic Items ] s you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinn...
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[Path: Master of Adventures > Treasure > Magic Items ] , legendary (requires attunement) This ring is linked to one of the four Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they ...
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[Path: Master of Adventures > Treasure > Magic Items ] g has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17. Ring of Air Elemental Command. You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall,...
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[Path: Master of Adventures > Treasure > Magic Items ] d to the ring, you gain access to the following additional properties: CHAPTER 7 I TREASURE FREE ACTION You have resistance to lightning damage. • You have a flying speed equal to your walking speed and can hover. You can cast the following spells from the...
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[Path: Master of Adventures > Treasure > Magic Items ] wr.~.: wall (1 charge). Ring of Earth Elemental Command. You can expe : 2 of the ring's charges to cast dominate monster on ar; earth elemental. In addition, you can move in difficulr terrain that is composed of rubble, rocks, or dirt as if it were normal te...
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[Path: Master of Adventures > Treasure > Magic Items ] g additional properties: • You have resistance to acid damage. • You can move through solid earth or rock as if tho areas were difficult terrain. If you end your turn the:= you are shunted out to the nearest unoccupied space you last occupied. • You can cas...
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[Path: Master of Adventures > Treasure > Magic Items ] tal Command. You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan. If you help slay a fire elemental while attuned to the ring, you gain a...
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[Path: Master of Adventures > Treasure > Magic Items ] spells from the ring, expending the necessary number of charges: burnin: hands (1 charge), fireball (2 charges), and wall of fire (3 charges). . RIHG OF FEATHER FALLING R I NG OF lNVISIBILITV Ring of Water Elemental Command. You can expend 2 of the ring's...
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[Path: Master of Adventures > Treasure > Magic Items ] elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan . . If you help slay a water elemental while attuned to the ring, you gain access to the following additional proper...
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[Path: Master of Adventures > Treasure > Magic Items ] the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges). RING OF EVASION Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges d...
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[Path: Master of Adventures > Treasure > Magic Items ] HER FALLING Ring, rare (requires attunement) When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. RING OF FREE ACTION Ring, rare (requires attunement) While you wear this ring, difficult terrain doesn't cost ...
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[Path: Master of Adventures > Treasure > Magic Items ] earing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible MIND SHIELDING RING OF EvASION with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus actio...
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[Path: Master of Adventures > Treasure > Magic Items ] s attunement) While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. RING OF MIND SHIELDING Ring, uncommon (requires attunement) While wearing this ring, you are immune to magic t...
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[Path: Master of Adventures > Treasure > Magic Items ] ine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can use an action to cause the ring to become invisible until you use another action to make it visible, un...
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[Path: Master of Adventures > Treasure > Magic Items ] ain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. RING OF PROTECTION Ring, rare (requires attunement) You ...
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[Path: Master of Adventures > Treasure > Magic Items ] , very rare (requires attunement) While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 +...
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[Path: Master of Adventures > Treasure > Magic Items ] ou have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. dlO Damage Type Gem Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citri...
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[Path: Master of Adventures > Treasure > Magic Items ] quires attunement outdoors at night) While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other propertie...
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[Path: Master of Adventures > Treasure > Magic Items ] ast faerie fire from the ring. Ball Lightning. You can expend 2 charges as an , action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. Each sphere appears in an unoccupied...
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[Path: Master of Adventures > Treasure > Magic Items ] sphere sheds dim light in a 30-foot radius. 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 CHAPTER 7 I TREASURE RING OF FIRE RESISTANCE RING OF ...
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[Path: Master of Adventures > Treasure > Magic Items ] eature 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 4 Lightning Damage 2d4 3 2d6 2 5d4 4dl2 Shooting Stars. You can expend 1 to 3 charges as an act...
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[Path: Master of Adventures > Treasure > Magic Items ] 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. RING OF SPELL STORING Rin...
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[Path: Master of Adventures > Treasure > Magic Items ] er uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contain ld6 - I levels of stored spells chosen by the DM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. ...
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[Path: Master of Adventures > Treasure > Magic Items ] ect. The level of the slot used to cast the spel! determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caste...
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[Path: Master of Adventures > Treasure > Magic Items ] e original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. . RING OF SHOOTING STARS RING OF SPELL TURNING RING OF SPELL TURNING RING OF WATER WALKING Ring, legendary (r...
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[Path: Master of Adventures > Treasure > Magic Items ] uires attunement) While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you a...
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[Path: Master of Adventures > Treasure > Magic Items ] ack bonus, and spellcasting ability of the caster. RING OF SWIMMING Ring, uncommon You have a swimming speed of 40 feet while wearing this ring. RING OF TELEKINESIS Ring, very rare (requires attunement) While wearing this ring, you can cast the telekinesis...
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[Path: Master of Adventures > Treasure > Magic Items ] ing worn or carried. RING OF THE RAM Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see...
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[Path: Master of Adventures > Treasure > Magic Items ] makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see w...
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[Path: Master of Adventures > Treasure > Magic Items ] Ring, legendary While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from RING OF X·RAV ViSION it. The ring becomes nonmagical when you use the last charge. RING OF WARMTH Ring, uncommon (requires attunement) ...
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[Path: Master of Adventures > Treasure > Magic Items ] it. RING OF WATER WALKING Ring, uncommon While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. RING OF X-RAY VISION Ring, rare (requires attunement) While wearing this ring, you can use an action to speak ...
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[Path: Master of Adventures > Treasure > Magic Items ] his vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker subst...