![]() While wearing this circlet, you can use an action to cast the scorching ray spell from it, except each ray deals 4d6 radiant damage. Once struck, the chime cannot be used again for 10 minutes. During this time, any creature that attempts to cast a spell that requires verbal components within 30 feet of the chime must succeed on a DC 15 Constitution saving throw (as if it took damage while concentrating on a spell) or the spell fails. While holding this chime, you can use an action to strike it, causing it to emit a resonant tone for 1 minute. The light is multicolored, and the aura only flashes to blind constructs and lawful-aligned celestials and fiends. You use an action to cast the holy aura spell from the gem (save DC 19). The spell does not affect chaotic creatures.Ĭloak of Chaos. You use an action to cast the divine word spell from the gem (save DC 19). The circle affects all lawful creatures instead of one of the usual types of creatures affected by the spell. The spell is centered on the gem and moves with it, and cannot be oriented in the reverse direction. You use an action to cast the magic circle spell from the gem (save DC 19). You use an action to cast the confusion spell from the gem (save DC 19).Īnti-Law Aura. If you attempt to use a property that does not have any uses remaining, nothing happens and the action is wasted.Ĭonfusion. The DM should roll secretly each day for each property separately. It has the following properties, each of which can be used 1d4 times per day and regain expended uses daily at dawn. This lustrous gemstone is the size of a human fist. ![]() Wondrous item, legendary (requires attunement by a creature of chaotic alignment) Since the spell has no caster, it is unknown whether a creature succeeds or fails on its saving throw. When the effect ends or the flame is extinguished, the candle is ruined and becomes nonmagical. The zone lasts for 1 hour or until the flame is snuffed out. When burned, this candle creates the effect of a zone of truth spell in a 5-foot radius (save DC 11). If the creature is willing and on the same plane of existence, it instantly teleports to the nearest unoccupied space, and the charm disappears. As an action, you can key one creature known to you to a charm (or change the keyed creature on a charm that's already been keyed).Īs an action, you can grasp a keyed charm and speak the keyed creature's name. This bracelet has 1d4 charms hanging from it. A creature can use an action to breath from the bottle. ![]() Air removed from the bottle is constantly replenished. This bottle is always filled with air, even in an airless environment (such as underwater or in a vacuum). The boots regain 1d3 expended charges daily at dawn. While wearing these boots, you can expend 1 of its 3 charges to cast the teleport spell from it as an action. Wondrous item, very rare (requires attunement) The cost of copying spells into this spellbook is halved. It has 1,000 pages, although it isn't any thicker or heavier than an ordinary spellbook. It is resistant to nonmagical damage, and all damage it takes is reduced by 5. It is waterproof and magically locked (thieves' tools DC 25). If you aren't a monk, you can roll 1d4 in place of the normal damage of your unarmed strikes. Once you do so, you can't use this ability until you finish a short rest. Additionally, if you have the Stunning Strike class feature, you can use it without expending a ki point. If you are a monk, your Martial Arts damage die is that of a Monk up to six levels higher (if you are 17th-level or higher, it becomes 2d6). ![]() While wearing this belt, you gain a +1 bonus to AC. Wondrous item, rare (requires attunement) Your Natural Armor base Armor Class is determined by the amulet's rarity. Your Armor Class equals your Natural Armor plus your Dexterity bonus. While wearing this amulet, your skin hardens into armor. Wondrous item, uncommon (13), rare (14), very rare (15) (requires attunement) The bonus is determined by the amulet's rarity. While wearing this amulet, your unarmed strikes are magical and you gain a bonus to attack and damage rolls made with them. Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
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