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Nov 27, 2017 1:45 pm
Helm of the Trusted Defender

This helmet was worn for four hundred years by halflings and gnomes in the small and virtually unknown community called Shepherd's Valley. Each dawn, the Night Watch captain would hand the helmet over the Day Watch captain. Each dusk, the Day Watch captain returned the helm. This cycle continued without fail until Pheldon Tock, a Night Watch captain, decided to trade in the helm for another. The helmet probably would have remained in Gibling Armstrong's Curious Armor Shoppe for quite some time if a bored dwarf hadn't bought it and set it on his mantle in distant lands.

Requires Attunement
Wearer is immune to the Sleep spell and has advantage on saving throws against exhaustion.
Nov 27, 2017 3:51 pm
Spiffy!
Jan 20, 2018 6:06 pm
Arakon's Boot of Holding

With all the priests distracted by the ongoing wrestling match, Maverick communes with the boot. Apparently, it used to belong to Arakon, the archwizard who once threatened all of the North, and is now here as a trophy of war. At some point during the turmoil of the last battle, with planar gates opening and closing in ways they were not meant to, this boot was imbued with a strange pocket dimension. It is likely that these priests remain unaware of this magical ability.
OOC:
It basically functions as a Bag of Holding, but the opening is restricted to the size of the boot.
Jan 29, 2018 2:33 pm
Necklace of Adaptation

Maverick can tell this necklace was created with magic and artistry from the Feywild. Hrothgar likely came across it on one of his previous adventures.

Requires Attunement
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Feb 5, 2018 7:46 pm
Necklace of Fireballs

This necklace has 2 beads hanging from it. You can use an action to detach a bead and throw it up to 6 feet away. When it reaches the end of its 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.
Feb 28, 2018 1:00 pm
Heartbiter

This longsword did not gets name from cutting out the hearts of its victims (though the weapon surely has been put to that use countless times over the centuries), but because of its ability to deprive those it strikes of their will to fight on.

It is a vicious weapon, and has been wielded by many callous villains. Its most famous owner was a bounty hunter named Blackhand Sam, who built up such a reputation for the sword that merely drawing it from its sheathe would cause his quarry to surrender. Heartbiter passed to another the day that Blackhand Sam tried to hunt down a particularly cagey mage. After roasting the bounty hunter with a fireball, the wizard kept the weapon for a time before eventually selling it to a caravan guard heading into the Spine of the World.

Requires attunement

+1 to hit and damage

This weapon has 3 charges. When hitting a creature, the wielder can expend 1 charge to curse the victim. For the next round, whenever the target makes an attack roll or a saving throw, the target must roll a d4 and subtract the number rolled from the attack roll or saving throw.

Heartbiter regains all expended charges at dawn.
Mar 29, 2018 11:39 pm
Star of Fury

Requires attunement

This mace likely belongs to a priest of Auril of reasonably high standing. It confers several abilities upon its user.

+1 to hit and damage rolls

Can cast the Frostbite cantrip, using Wisdom

Resistance to cold damage
Apr 13, 2018 2:21 am
Necromancer's Stone

MAV STILL HAS THIS

Requires attunement

When you cast a spell that deals necrotic damage, add your spellcasting modifier to that damage.

The stone has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: Speak With Dead (1 charge) or Animate Dead (2 charges). The stone regains 5 charges daily at midnight.
Apr 13, 2018 2:25 am
Spider Mask

While you wear this mask, difficult terrain doesn't cost you extra movement. In addition, neither spiderwebs nor magic can reduce your speed or cause you to be paralyzed or restrained.
Apr 14, 2018 7:56 pm
Erestor's Chain

This chain shirt was given to Zenithral by his father in an uncharacteristic gesture of goodwill.

Requires attunement

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

In addition, while wearing the armor you can use an action to cast the Disguise Self spell from it. Once used, this property can't be used again until the next dawn.
Apr 23, 2018 12:40 am
Black Wolf Talisman

Requires attunement

This black stone tablet grants several benefits to the wearer:

- Max Hit Points increase by 10

- Resistance to necrotic damage

- +1 bonus to saving throws
Apr 23, 2018 1:14 am
Blitzkrieg

Requires attunement

This glaive was once Kresselack the Black Wolf's weapon of choice while mounted on his favorite wyvern mount. Stories abounded among the soldiers that their warlord could strike anywhere, at any point of the battlefield, as suddenly as a snake.

Though not normally built for throwing, this glaive's magic makes up for any aerodynamic flaws. It has the same thrown range as a javelin. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a glaive when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the glaive plus 4d6 lightning damage. This property can't be used again until the next dawn.

Additionally, as a bonus action on your turn you can summon the glaive to your hands if it is within 300 feet of you.
May 1, 2018 3:53 pm
Ring of Shadows

Priests of Mask made this plain silver ring in order to help their more generous worshippers. In return, the thieves who borrowed the ring gave a portion of their earnings to the churches of Mask. The ring left the church's ownership when an ungrateful thief named Jennick decided to run away with the prized item. The church of Mask hired assassins to hunt the man down and kill him, but he was never captured. It is believed that Jennick retired in Waterdeep and lived out the rest of his days in peace.

- While you wear this ring, you have advantage on Dexterity (Stealth) checks made to hide.

- Additionally, while wearing this ring you are under the effect of the Nondetection spell.
[ +- ] Nondetection
May 1, 2018 4:41 pm
Wand of Dripping Darkness

This wand was created by a mad kobold necromancer named WeakJaw. WeakJaw thought himself clever (though nobody else did) and when he grew powerful enough he created his own phalactory, he decided it would be a good idea to use an entire mountain to house his soul. For nothing can destroy an entire mountain, especially not one guarded by a city of dwarves. He completed the ritual and bound his soul to the mountain. Then his clever research began in earnest. The method used to charge this wand has thankfully been lost to time (mining dwarves broke the phalactory spell structure imbued in the mountain), however whispered rumors remain. According to lore you had to find a creature capable of casting spells, but has never cast one before, and that creature casts a necromatic spell for their first spell while holding this wand it becomes their last. Any spell slots that creature had available to it is permanently drawn into the wand for future use.

The wand slowly dripps black droplets. It's said these are the tears of the fooled creatures weeping over their unfulfilled dreams.
Quote:
"This wand has 3 remaining charges. While holding this wand, you can expend 1 charge to increase the level of a necromancy spell you cast by 1 more than the slot you use to cast it. After the last charge has been expended, this wand turns to ash.
Last edited May 1, 2018 4:59 pm
May 6, 2018 3:21 am
Dinkeldorf the Devious’ Dagger of Dastardly Dark Deeds

Dinkeldorf was a brilliant wizard prodigy of the Gnomish Neapolitan Observatory of Magic Endeavors. Never bound by rules like his fellow wizards, he had a nasty habit of sneaking around town at night. One night he discovered that the local bakery had been left unlocked. Sneakily he crept into the kitchen and proceeded to consume all of the pastries set aside for the gnomish orphans to eat for breakfast. As he gorged himself on the delicious pastries, he noticed a large knife left by the cook. Once satiated, he stole the knife, only to discover it enhanced his magical ability. It was that night that a horrible crime spree began. No pastries were left untouched by his madness. Even to this day not a single gnomish orphan has been able to consume a single delicious treat out of fear that the most dubious of gnomes Dinkeldorf the Devious may be lurking in the shadows ready to it snatch it up.
Quote:
"Requires Attunement by a Spellcaster

You have a +1 bonus to attack and damage rolls made with this weapon.

You can use this dagger as your arcane focus. While this dagger is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot of of 4th level or higher, the new slot is 3rd level. Once this ability has been used, it can't be used again until the next dawn."
May 23, 2018 8:30 pm
Mantle of the Coming Storm

This snow-white robe once belonged to Lysan, an Aurilite priestess. It seems to reject any substance that would sully it.

Requires Attunement

While wearing this cloak, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

Also, you gain a +1 bonus to AC and saving throws.
Jul 7, 2018 11:49 pm
Magic Mirror of Narciss

Legends tell of a magical mirror of incredible powers. Its most well known power was the granting of wishes. One wish per day. You see it was commissioned by the Emperor Midos. He gathered the totems of 616 genies, squeezed them, and collected the magical essence-oil that dripped out. Each item only gave one drop. With 616 drops of essence-oil collected the ultimate artifact was created. Unlimited wishes. Every day you can make a new wish. This mirror was lost to time.

The Magic Mirror of Narciss is not that legendary mirror. Instead it was commissioned by a vapid lady of the court who had a chronic skin condition and a really big crooked nose. This mirror was made to hide her ugly. It was said that despite the magic of the mirror said lady still couldn't get anyone to court her. The mirror was sold to the highest bidder and the lady began working in a new item to improve her personality, which was even uglier than her face.
[ +- ] Magic Mirror of Narciss
Last edited August 13, 2018 2:05 am
Jul 8, 2018 10:58 am
Maul of Racism (From the Set of Bual'Atha)

This maul was created by the famous bigot Bylli Bab Bual'Atha. He devoted his life to the creation of powerful magical items that would lay low any race that was not his. Bylli Bab was a giant who was raised in a secluded village far north of most civilization. He wanted for nothing else but to lie on a warm sunny beach. In his mind it was the other race's fault his tribe was in that terrible northern wasteland, so very far away from the beaches. His plan was to make weapons of great racist powers for all the races except Giants and then sell them. Within each of his weapons wasn't a curse per se, but a hint of a suggestion. Anyone wielding one of his weapons would slowly begin to hate the race the weapon was made to fight. Due to his secluded locale, Bylli Bab wasn't able to procure any samples from races other than Giants in order to attune the weapon against them.

So, in order to practice and gain in skill, Bylli Bab created Giant killing weapons with the plan of melting them down and starting over once he got ahold of another race. He actually wasn't sure what all races were out there, but he hated them all so very badly. One late night in his workshop Bylli Bab was working on his racist enchantment when something went wrong. The metal of the weapons, instead of holding the enchantment, instead conducted it in one side and out the other into Bylli Bab's other hand. Try after try the enchantment failed to stick. Unknowingly to Bylli Bab he was infecting himself with the racism against Giants. It was a truly subtle spell. So subtle that he himself didn't notice he was being effected. Layer upon layer slowly Bylli Bab stopped blaming other races for his lack of beautiful beaches and instead blamed his tribe for settling there. Giants where to blame! Full of new ideas Bylli Bab created as many Giant Killing weapons as he could. Hoping his tribe would go to war with another and kill all those to blame for him not being on a beach.
[ +- ] Maul of Racism
Last edited July 8, 2018 11:00 am
Jul 30, 2018 10:55 pm
The Mastercraft Elvenbow of Adran Amakiir

This bow was crafted nearly half of a millennium ago by a master craftsman elf, Adran Amakiir. An expert archer himself, Adran believed bowmanship to be a form of art and self-expression as much as a weapon. With fey magic literally carved into its intricate designs, the bow reads the intentions of its wielder and bends itself in assistance. The result is a significantly higher draw weight without requiring any additional strength to use, allowing it to fly faster and penetrate defenses easier.

Adran gifted the bow to a close friend who died and lost the bow in a war. It has traded hands dozens of times over the centuries, and has only been favored by those with elven blood.
[ +- ] Mastercraft Elvenbow
Last edited July 30, 2018 10:56 pm
Aug 13, 2018 1:34 am
Nessa's Cloak

The origins of this cloak remain a mystery...

Requires Attunement

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Also, while wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Aug 14, 2018 3:09 am
The Sticky Wand of Teamwork

It's hard being a teeny spider. There ain't much to eat that's littler than you, and lots of bigger things that would like to turn you into a snack. It also takes forever to spin a web that's big enough to matter, and don't even mention traveling.

These little spiders decided to work together to achieve something greater, and are all clinging tightly together in the shape of a wand. Perhaps this way they can spin a really good web, and someone will carry them in their coat where they can eat pocket sand and be safe, and even see the world!

They are only teeny spiders, though, so they will probably get bored after shooting their webs about seven times. And it's hard having 9,999 roommates. The bickering! Yeah, it's not gonna last. But it could be fun in the meantime. Just don't squish 'em!
[ +- ] The Sticky Wand of Teamwork
Last edited August 14, 2018 2:44 pm
Aug 14, 2018 1:36 pm
The Stormwood Wand of Nocara Majere

Imbued with the power of a blue dragon and crafted partly from a shard of one of its scales during a thunder storm, this wand was used by a powerful elven electromancer known as Nocara Majere. Stubborn and proud as one, he forged a pact with a blue dragon: power for the wand in exchange for Nocara's services as an influential elven mage. Though the wand was stolen from him long ago, it's said that Nocara still seeks to reclaim it today.
[ +- ] Stormwood Wand of Nocara Majere
Aug 14, 2018 2:40 pm
The Ring of the Forgetful Mage

This ring is a common and popular marriage saver all along the Sea of Swords. Along the coast, which is frequented by both rain and wizards, wives of said wizards got tired of prestidigitating their house clean every time their husbands came home. As is a modern trend, many wizards will read their tomes on the way about the city. So enthralled in their studies they rarely notice stepping in puddles of various liquids, nor do they notice tracking said liquids all over the house. Commissioned, purchased, or created by wives everywhere, this ring is a requirement if you have a distracted husband mage. Locator beacon enchantments sold separately. Add insurance to your purchase to replace the ring in the inevitable outcome of this ring being lost and forgotten.
[ +- ] Ring of the Forgetful Mage
Last edited August 14, 2018 2:41 pm
Aug 15, 2018 3:48 am
The Heartstone Gem

At long last the party has recovered this druidic artifact. They do not yet know enough of its workings to unlock its full potential, but anyone with a special connection to the natural or supernatural can attune to it.

While you are attuned to the Heartstone Gem you cannot be attuned to any other magic items. The first time you attune to the Gem you take 4d10 psychic damage. While attuned to the Gem you are subject to these effects:

You cannot be blinded, deafened, petrified, or stunned.

You have advantage on Intelligence and Wisdom ability checks.

You must spend half again as long as you normally would to receive the benefits of a long rest. Your dreams are filled with visions.

You have vulnerability to all damage.

You know every spell from the school of divination, and can cast them without using your spell slots. Each time you choose to do so, you take 1d12 psychic damage per level of the spell you cast.
Aug 24, 2018 1:45 am
Rod of Resurrection

The 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 resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
[ +- ] Heal
[ +- ] Resurrection
Aug 25, 2018 1:48 am
Sending Stone

Given to the party by Revered Brother Poquelin, to be used to get a message to him.

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target 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 pair is destroyed, the other one becomes nonmagical.
Sep 13, 2018 1:37 am
Valraxxaxath's Dragonheart

Requires attunement

With this heart in your chest, you gain the following traits:

You age only 1 year for every 5 years that pass.

Your Constitution score is 19. This has no effect on you if your Constitution score is 19 or higher without it.

Also, when you roll a Hit Die to regain hit points, the minimum number of hit points you regain from the roll equals twice your Constitution modifier.

Whenever you fail a saving throw against fear, you must also expend one Hit Die, gaining no benefit from it. If you fail a saving throw against fear and have no Hit Dice remaining, you are stunned until the end of your next turn.
Nov 21, 2018 3:07 pm
The Heartstone Gem - for Ras

Ras has learned how to properly use the Heartstone Gem. It now only takes up one attunement slot for him.

While attuned to the Gem, you are subject to these benefits:

You cannot be blinded, deafened, petrified, or stunned.

You have advantage on Intelligence and Wisdom ability checks.

The Gem has 9 charges. While holding the Gem, you can expend these charges to activate the following effects:

- Cast any divination spell, expending a number of charges equal to the level of the spell (none for a cantrip).
- As a bonus action, you can expend 1 charge to choose a creature you can see within 30 feet of you. If the chosen creature has any ideals, bonds, or flaws, you learn one.

The Gem regains 1d6+3 expended charges at dawn.


List and description of all divination spells here.
Jan 23, 2019 2:45 am
Rod of the Pact Keeper

Requires attunement by a warlock

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
Jan 23, 2019 2:46 am
Ring of Protection

Requires attunement

You gain a +1 bonus to AC and saving throws while wearing this ring.
Jan 23, 2019 2:48 am
Pomab's Wand of Cantrips

Requires attunement by a spellcaster

Before receiving great magical powers through his dealings with Belhifet, Pomab always kept this wand close at hand.

While holding this wand, you gain the following benefits:

You can use the wand as a spellcasting focus for your spells.

You can try to cast a cantrip that you don’t know. The cantrip must be on your spell list, and you must make a DC 10 ability check using your spellcasting ability. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted.
Jan 27, 2019 12:35 am
Faerwind

This scimitar once belonged to Lethias, Zenithral's great-uncle, an elven Bladesinger of the Hand of the Seldarine. The curved blade has intricate holes drilled into it that cause a hum as it sweeps through air. It is a finely-wrought weapon, and has powerful defensive capabilities.

Requires attunement by someone proficient with scimitars.

You have a +1 bonus to attack and damage rolls made with this weapon.

When you take damage while holding this weapon, you can use your reaction to expend one spell slot and reduce that damage to you by an amount equal to five times the spell slot's level.
May 29, 2019 3:39 am
Restored Blade of Aihonen

This once-shattered blade lay in the breast of Icasaracht, the last of the white dragon matriarchs that ruled the Spine of the World. It was wielded by Aihonen, a distant ancestor of Jhonen the fisherman in Easthaven - the sword has lain at the bottom of the lake for almost a century, waiting to be returned to one of its wielder's bloodline. How it has been restored to its original state is unknown, but whatever the reason, it looks like a powerful weapon that can help you free Easthaven from Brother Poquelin.

The blade seems to draw its strength from Lac Dinneshere itself. As long as the wielder is within a dragon's flight distance of the lake, the blade is a fearsome weapon.

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns.

Additionally, while within a dragon’s flight of Lac Dinneshere it gains the following benefits:

- The bonus to attack and damage rolls increases to +3

- You gain resistance to cold damage

- You gain resistance to fire damage

- Your hit point maximum increases by 10
Jun 1, 2019 10:40 pm
Black Swan Armor

This half-plate armor was made by the dwarven smith Karador and an elven enchanter known as Elameth of Five Trees. During the time of cooperation between the Hand of the Seldarine and Dorn's Deep, many wondrous items were produced. This suit of armor was one of them. Exceptionally light and beautiful, the armor was originally worn by a female elven marshal in the Severed Hand, which is why the orcs didn't take it when they sacked the towers. The armor was later stolen from the Hand by Ilmadia.

Requires attunement

You have a +1 bonus to AC while wearing this armor.

While wearing this armor, you can use your action to cast polymorph on yourself, transforming into a black swan (use the statistics of a vulture). While you are in the form of the black swan, you retain your Intelligence, Wisdom, and Charisma scores. The armor can't be used this way again until the next dawn.
Jun 1, 2019 10:51 pm
Alamion

This long sword is part of a matched pair of weapons, the other being theshort sword Malamion. Alamion's blade is slightly thinner than a typical long sword blade and features a thin fuller down the center. Acid-etched snowflake patterns are scattered along the length of the blade, most of them concentrated towards the hilt. The hilt of the sword is made of bronze sandwiched between two off-white pieces of ivory carved to show clouds unleashing winds and snow. The grip is covered with mother-of-pearl lashed securely into place with bronze wire. The pommel of the weapon is a solid bronze globe with the snowflake lozenge of Auril etched into the bottom.

The full history of this blade and its brother have been well documented. Roughly two hundred years ago, a wizard from Shannath named Obren the Left-Handed was hired to make a pair of swords for the glory of Auril. Obren reluctantly did so, producing Alamion ("Frost Daddy") and Malamion ("Frost Baby") over a five year period. After a dispute about Obren's fee, priests of Auril tried to take the sword from him by force. The exact outcome of the battle is unclear, but Obren's swords did not end up in the hands of Auril's faithful. Thirty years later, a warrior named Berdino in Procampur bragged that he had a blade that could kill demons in a single strike. Berdino was found dead on the shore two tendays later, the victim of many poisoned crossbow bolts.

The new owner of Alamion was a vain, egotistical thief called Pellas the Fair. Pellas had acquired Malamion, quite by accident, fourteen years earlier and strongly desired its brother when he learned of its existence. Pellas held onto the swords until he died at the hands of a paladin named Garijon Renold of Torm. Garijon found the blades invaluable in his battles against the fiery denizens of the outer planes and the two swords were passed on for generations from paladin to paladin.

Heleban of Ithmong, a paladin of Tyr, was the last warrior known to have used the swords. His battles against slavers and pirates on the Sword Coast brought him to an untimely end. According to Ilmadia, Erestor took offense at Heleban’s interference and assassinated the paladin, then gifted her Alamion. She does not know what became of the weapon’s partner.

You have a +2 bonus to attack and damage rolls made with this weapon.

When you use this weapon to hit a creature that has resistance or immunity to fire damage, that creature takes an extra 3d6 damage of the weapon’s type.
Jun 1, 2019 10:54 pm
The Argent Shield

This silver shield once resided in the Hand of the Seldarine, where it wasused to protect its bearer from harmful magic and attacks. Because of its racial attunement, the marauding orcs and goblins left it in the tower. Maiden Ilmadia grabbed it from the ruins.

Requires attunement by someone of elven heritage.

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Jun 14, 2019 5:07 am
Girdle of Beatification

Whatever the origins of this powerful magical item, it has long been treasured by the Reghed barbarian tribes of Icewind Dale. According to the tales, it has been fought over countless times over centuries, to the point that Tempus himself consecrated it to be a token of the mightiest tribe. The sentient female identity within the stash, however claims that to be a load of superstition. She’s ‘just special’, no thanks to meddlesome deities.

It was held most recently by members of the Tribe of the Elk, until Chief Tansia lent it to Reòthadh.

Requires attunement

While wearing this sash, you are under the effect of the Bless spell.
[ +- ] Bless
Jun 20, 2019 8:23 pm
Staff of Nature’s Wrath

This oak staff appears simple and humble to the eye, but in truth it is a powerful druidic weapon. Wrought from the boughs of the Great Oak of Kuldahar, which was planted and cultivated by Silvanus himself, the staff has been passed down from one archdruid to the next, to be used in the defense of nature’s servants.

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.

The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, 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.

Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus:

bones of the earth (6 charges)
call lightning (5th-level version, 5 charges)
erupting earth (5th-level version, 5 charges)
entangle (1 charge)
greater restoration (5 charges)
moonbeam (2 charges)
thunderwave (3rd-level version, 3 charges)
wall of stone (5 charges)
Jun 20, 2019 8:28 pm
Nym’s Portable Hole

This item functions as any other portable hole, with the following exception: It can be used to create open passages, such as through a wall or floor.

This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.

You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.

You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.

If the hole is folded up, a creature with in the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the 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, or similar 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 Plane. The gate then closes. The gate is one-way only and can't be reopened.

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