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dmg_1800 | dmg | 193 | [Path: Master of Adventures > Treasure
> Magic Items
] saving throw or gain one level of exhaustion. ROBE OF EYES Wondrous item, rare (requires attunement) This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: The robe lets you see in all directions, and you have ... |
dmg_1801 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] 0 feet. • You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. CHAPTER 7 I TREASURE . Rose oF Eves Rose o F STARS 194 CHAPTER 7 I TREASURE The eyes on the robe can't be closed or averted. Althoug... |
dmg_1802 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] o while wearing this robe A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make _ Constitution saving throw (DC 11 for light or DC 15 for dayligh... |
dmg_1803 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] OF SCINTILLATING COLORS Wondrous item, very rare (requires attunement) This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern ... |
dmg_1804 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed o... |
dmg_1805 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] attunement) This black or dark blue robe is embroidered with smal! white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you caL u... |
dmg_1806 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you ... |
dmg_1807 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] ment by a sorcerer, warlock, or wizard) This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for whi - the item was created. A white robe was made for good. gr... |
dmg_1808 | dmg | 194 | [Path: Master of Adventures > Treasure
> Magic Items
] r alignment. You gain these benefits while wearing the robe: • If you aren't wearing armor, your base Armor Class is 15 +your Dexterity modifier. You have advantage on saving throws against spell and other magical effects. Your spell save DC and spell attac... |
dmg_1809 | dmg | 195 | [Path: Master of Adventures > Treasure
> Magic Items
] covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following ... |
dmg_1810 | dmg | 195 | [Path: Master of Adventures > Treasure
> Magic Items
] foot pole Hempen rope (50 feet, coiled) Sack In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly. dlOO Patch 01-08 Bag of 100 gp 09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp 16-2... |
dmg_1811 | dmg | 195 | [Path: Master of Adventures > Treasure
> Magic Items
] equires attunement) While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy- not the spell itself- is stored in the rod. The... |
dmg_1812 | dmg | 195 | [Path: Master of Adventures > Treasure
> Magic Items
] d absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of ... |
dmg_1813 | dmg | 195 | [Path: Master of Adventures > Treasure
> Magic Items
] s stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell RoBE oF UseFuL heMs Roo oF A... |
dmg_1814 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] oo oF RESURRECTION slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has ldlO levels... |
dmg_1815 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] becomes nonmagical. Ron OF ALERTNESS Rod, very rare (requires attunement) This rod has a flanged head and the following properties. Alertness. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. SpeJJs. Whi... |
dmg_1816 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility. Protective Aura. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in... |
dmg_1817 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] endly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull th... |
dmg_1818 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] (requires attunement) This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with si.:_ different buttons that are set in a row along the haft. It has thre... |
dmg_1819 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] utton's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's ... |
dmg_1820 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod'... |
dmg_1821 | dmg | 196 | [Path: Master of Adventures > Treasure
> Magic Items
] bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bar... |
dmg_1822 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] art, forming a ladder. The pole can bear up to 4,000 pound . . Ylore weight or lack of solid anchorin cau es the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and gram its u era +10 bonus to Strengt... |
dmg_1823 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. ( othing happens if this function of the rod is used in a location that has no magnetic north.) The rod also give... |
dmg_1824 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] ove it. Drain Life. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half... |
dmg_1825 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This prop... |
dmg_1826 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] rce each creature you can see with in 30 feet of you ·o make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of ; turns, ending the effect on itself on a ... |
dmg_1827 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] uires attunement by a warlock) \.hile holding this rod, you gain a bonus to spell attack :-oils and to the saving throw DCs of your warlock spells. -he bonus is determined by the rod's rarity. 1n addition, you can regain one warlock spell slot - an action whi... |
dmg_1828 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] gain until you finish a long rest. On OF RESURRECTION ~od, legendary (requires attunement by a cleric, druid, r paladin) -:-he rod has 5 charges. While you hold it, you ·can use an action to cast one of the following spells from it: heal expends 1 charge) or... |
dmg_1829 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] he rod regains 1 expended charge daily at dawn. If ·· e rod is reduced to 0 charges, roll a d20. On a 1, the zod disappears in a burst of radiance. • On OF RULERSHIP ~od, rare (requires attunement) • ·ou can use an action to present the rod and command : edi... |
dmg_1830 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] succeed :1 a DC 15 Wisdom saving throw or be charmed by you · r 8 hours. While charmed in this way, the creature gards you as its trusted leader. If harmed by you or ur companions, or commanded to do something contrary to its nature, a target ceases to be cha... |
dmg_1831 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] ate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense... |
dmg_1832 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] ains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar spa... |
dmg_1833 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] se, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when ... |
dmg_1834 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] ten days have passed. ROPE OF CLIMBING Wondrous item, uncommon This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus actio... |
dmg_1835 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] ou first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itsel... |
dmg_1836 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points,... |
dmg_1837 | dmg | 197 | [Path: Master of Adventures > Treasure
> Magic Items
] end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by ... |
dmg_1838 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] rength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points... |
dmg_1839 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] ile in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage. S CARAB OF PROTECTION Wondrous item, legendary (requires attunement) If you hold this beetle-shaped medallion i... |
dmg_1840 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] agical nature. It provides two benefits while it is on your person: You have advantage on saving throws against spells. The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, y... |
dmg_1841 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] SCIMITAR OF SPEED Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. SCROLL OF PROTECTION Scroll... |
dmg_1842 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] are Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. dlOO Creature Type dlOO Creature Type 01-10 Aberrations 41-50 Fey 11-20 Beasts 51-75 Fiends 21-30 Ce... |
dmg_1843 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] 0-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of ... |
dmg_1844 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] ttempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier. SENDING STONES Wondrous item, uncommon Sending stones come in pairs, with each smooth stone carved to match th... |
dmg_1845 | dmg | 199 | [Path: Master of Adventures > Treasure
> Magic Items
] is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell. Once sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a ... |
dmg_1846 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. CHAPTER 7 I TREASURE 199 . 200 SPELLGUARD SHIELD SHIELD, +1, +2, OR +3 SHIELD OF MISSILE ATTRACTION Armor (shield), uncommon (+1), rare ... |
dmg_1847 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] While holding this shield, you have a bonus to AC determined by the shield's rarity. This bonus is in addition to the shield's normal bonus to AC. SHIELD OF MISSILE ATTRACTIO N Armor (shield), rare (requires attunement) While holding this shield, you have res... |
dmg_1848 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] d. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become t... |
dmg_1849 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. Howeve- the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil. S... |
dmg_1850 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] bjects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a containe; contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, t... |
dmg_1851 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] l of etherealness. - with a wish spell. SPELL SCROLL Scroll, varies A spell scroll bears the words of a single spell, written - a mystical cipher. If the spell is on your class's spellli you can use an action to read the scroll and cast its spe without having... |
dmg_1852 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] ast, you must make an ability check using your spellcasting ability to determ· whether you cast it successfully. The DC equals 10 + spell's level. On a failed check, the spell disappears fro- the scroll with no other effect. Once the spell is cast, the words o... |
dmg_1853 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as th scroll's rarity, as shown in the Spell Scroll table. SPELL SCROLL Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5 1st Common 13 +5 2nd Unco... |
dmg_1854 | dmg | 200 | [Path: Master of Adventures > Treasure
> Magic Items
] 8 +10 8th Very rare 18 +10 9th Legendary 19 +11 A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC ... |
dmg_1855 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] + the spell's level. If the check succeeds, the spell is . successfully copied. Whether the check ucceeds or fails, the spell scroll is destroyed. SPELLGUARD S H IELD Armor (shield), very rare (requires attunement) While holding this shield, you have advantag... |
dmg_1856 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] item, legendary This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the ex... |
dmg_1857 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] at touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage. The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana... |
dmg_1858 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, tak... |
dmg_1859 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimen... |
dmg_1860 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] he following table. dlOO Result 01-50 The sphere is destroyed. 51 - 85 The sphere moves through the portal or into the extradimensional space. 86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a ... |
dmg_1861 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw agains... |
dmg_1862 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] save into a successful one. You can't use this property of the staff again until the next STAFF OF CHARMING STAFF OF FI RE SovEREIGN GLUE dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's interve... |
dmg_1863 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] aff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. STAFF OF FIRE Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard) You have resista... |
dmg_1864 | dmg | 201 | [Path: Master of Adventures > Treasure
> Magic Items
] o cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, th... |
dmg_1865 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. CHAPTER 7 I TREASURE 201 . STAFF OF S WARMING INSECTS CHAPTER 7 I TREASURE STAFF OF PowER STA FF OF liEALING STAFF OF FRO ST STAFF O... |
dmg_1866 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] ires attunement by a druid, sorcerer, warlock, or wizard) You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can u e an action to expend 1 or more of its charges to cast one of the following spells f... |
dmg_1867 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed. STAFF OF HEALING Staff, rare (requires attunement by a bard, cleric, or druid) This staff has 10 charges. Whil... |
dmg_1868 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the... |
dmg_1869 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Clas saving throws, and spell attack rolls. The staff has 20 char... |
dmg_1870 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to th... |
dmg_1871 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following sp... |
dmg_1872 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wal... |
dmg_1873 | dmg | 202 | [Path: Master of Adventures > Treasure
> Magic Items
] butive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you... |
dmg_1874 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] throw. On a failed save. a creature rake an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a uccessful save, a creature takes half as much damage. Distance from Origin 10 ft. away or closer 11 to 20... |
dmg_1875 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] very rare (requires attunement) This staff can be wielded as a magic quarterstaff that grants a + 3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For... |
dmg_1876 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] ff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. STAFF OF SWARMING I NSECTS Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wiz... |
dmg_1877 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] rges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses. Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells... |
dmg_1878 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] lding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm move... |
dmg_1879 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. STAFF OF THE A DDER Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use a bonus a... |
dmg_1880 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] mand word again, you return the staff to its normal inanimate form. You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succe... |
dmg_1881 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it's not destroyed, the staff regains all lost hit points when it reverts to its inanimate form. STA... |
dmg_1882 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] nd damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff... |
dmg_1883 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal t... |
dmg_1884 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] f doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below). Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells... |
dmg_1885 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges). You can also use an action to cast one of the following spells from the staff without using any charges: arcane ... |
dmg_1886 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] and good. Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sp... |
dmg_1887 | dmg | 203 | [Path: Master of Adventures > Treasure
> Magic Items
] you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as ... |
dmg_1888 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] mage 8 x the number of charges in the staff 6 x the number of charges in the staff 4 x the number of charges in the staff CHAPTER 7 I TREASURE . STAFF OF THE PYTHON Staff, uncommon (requires attunement by a cleric, druid, or warlock) You can use an action ... |
dmg_1889 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] f you. The staff becomes a giant constrictor snake (see the Monster Manual for statistics) under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space form... |
dmg_1890 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] he snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is ... |
dmg_1891 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] (requires attunement by a druid) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properti... |
dmg_1892 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] s daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, us... |
dmg_1893 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] in (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges. Tree ... |
dmg_1894 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] he staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While to... |
dmg_1895 | dmg | 204 | [Path: Master of Adventures > Treasure
> Magic Items
] sing another action to speak its command, word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. STAFF OF THUNDER AND LIGHTNING Staff, very rare (requires attunement) This staff can be wielded as a magic quar... |
dmg_1896 | dmg | 205 | [Path: Master of Adventures > Treasure
> Magic Items
] properties is used, it can't be used again until the next dawn. CHAPTER 7 I TREASURE STAFF OF THE PYTHON STAFF OF T HE~ STONE OF Gooo L u c.K . STAFF OF THE WooDLAND S STAFF OF WITHERING ""OF THUNDER = - I GHTNING STONE oF CoNTROL lNG EARTH ELEME T"~s ... |
dmg_1897 | dmg | 205 | [Path: Master of Adventures > Treasure
> Magic Items
] ng damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your nex... |
dmg_1898 | dmg | 205 | [Path: Master of Adventures > Treasure
> Magic Items
] e must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creatur... |
dmg_1899 | dmg | 205 | [Path: Master of Adventures > Treasure
> Magic Items
] d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't ... |
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