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You can use the poison in this vial to coat one slashing or piercing weapon or up to three pieces of ammunition. Applying the poison takes an action. A creature hit by the @condition[poisoned] weapon or ammunition must make a DC 10 Constitution saving throw or take [[/r 1d4]] poison damage. Once applied, the poison retains potency for 1 minute before drying.

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When you drink this potion, you can cast the @spell[animal friendship] spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

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A chain has 10 hit points. It can be burst with a successful DC 20 Strength check.

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You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Base items.

This item variant can be applied to the following base items:

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Multiple variations of this item exist, as listed below:

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Back Talker, the Chaotic Evil sword, has jet set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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When you drink this potion, you gain resistance to force damage for 1 hour.

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Includes:

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Multiple variations of this item exist, as listed below:

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While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

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When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[storm giant].

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While wearing this armor, you have resistance to bludgeoning damage.

Curse.

This armor is cursed, a fact that is revealed only when an @spell[identify] spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the @spell[remove curse] spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.

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Ink (1-ounce bottle)

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":10,"attunement":0,"equipped":false,"rarity":"","identified":false,"attuned":false,"damage":{"parts":[]}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095108,"modifiedTime":1662222019893,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"3XdiR6WP1HG9XV99","name":"+2 Ammunition","type":"loot","img":"modules/plutonium/media/icon/crossed-swords.svg","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"%2b2%20ammunition_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-ammunition.3XdiR6WP1HG9XV99"}},"system":{"description":{"value":"\n\t\t

You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Base items.

This item variant can be applied to the following base items:

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This crystalline blue shield is fashioned from a sapphire dragon's scale and is created to aid in rooting out the influence of Aberrations. While wielding the shield, you have resistance to psychic and thunder damage. Also, when you take damage from a creature that is within 5 feet of you, you can use your reaction to deal [[/r 2d6]] thunder damage to that creature.

As an action, you can use the shield to help you locate Aberrations until the end of your next turn. If any Aberrations are within 1 mile of you, the shield emits a low humming tone for a moment, and you know the direction of all Aberrations within that range. Once this property is used, it can't be used again until the next dawn.

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В течение 1 минуты после того, как вы выпили это зелье, вы обладаете сопротивлением ко всем видам урона. Это густое как сироп зелье выглядит как расплавленное железо.

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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 properties. It regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r 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, using your spell save DC: @spell[animal friendship] (1 charge), @spell[awaken] (5 charges), @spell[barkskin] (2 charges), @spell[locate animals or plants] (2 charges), @spell[speak with animals] (1 charge), @spell[speak with plants] (3 charges), or @spell[wall of thorns] (6 charges).

You can also use an action to cast the @spell[pass without trace] spell from the staff without using any charges.

Tree Form.

You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the 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 @spell[detect magic]. While touching the tree and using 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.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":20,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"glaive","properties":{"hvy":true,"two":true,"rch":true},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064329,"modifiedTime":1662222019905,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"4nA8bgcyz53l7U7y","name":"Candle","type":"consumable","img":"icons/sundries/lights/candle-unlit-white.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"candle_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.4nA8bgcyz53l7U7y"}},"system":{"description":{"value":"\n\t\t

For 1 hour, a candle sheds bright light in a 5-foot radius and dim light for an additional 5 feet.

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This armor is leather armor with heavy rings sewn into it. The rings help reinforce the armor against blows from swords and axes. Ring mail is inferior to chain mail, and it's usually worn only by those who can't afford better armor.

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Multiple variations of this item exist, as listed below:

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Objects viewed through a spyglass are magnified to twice their size.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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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.

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Пока вы держите этот щит, вы получаете бонус +1 к КД. Этот бонус идёт в дополнение к обычному бонусу щита к КД.

Щит изготавливается из дерева или металла, и несётся одной рукой. Использование щита увеличивает КД на 2. Вы получаете преимущество только от одного щита одновременно.

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Вы получаете бонус +1 к броскам атаки и урона, совершённым этим магическим оружием.

Если вы попадаете этим оружием по дракону, он получит дополнительный урон [[/r 3d6]], соответствующий виду оружия. Для этого оружия «дракон» означает любое существо с видом «дракон», включая @UUID[Compendium.sc-creatures.sc-creatures.R6TPOwEghQZcyNfw]{виверн } и @UUID[Compendium.sc-creatures.sc-creatures.vN3yAWOJnvEtjHtL]{дракочерепах}.

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As an action, you can spill these tiny metal balls from their pouch to cover a level area 10 feet square. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall @condition[prone]. A creature moving through the area at half speed doesn't need to make the saving throw.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0.25,"price":0.05,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"rwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleR","baseItem":"dart","properties":{"fin":true,"thr":true,"amm":false,"hvy":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false,"ver":false},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220075418,"modifiedTime":1662222019917,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"name":"Breastplate","type":"equipment","img":"icons/equipment/chest/breastplate-layered-steel-black.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"breastplate_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-armor.RxgFs5vVHmJVnHdx"}},"system":{"description":{"value":"\n\t\t

This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered.

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This staff has 10 charges and regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1, a @creature[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 from it, using your spell save DC: @spell[giant insect] (4 charges) or @spell[insect plague] (5 charges).

Insect Cloud.

While holding 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 moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.

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Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":"50","attunement":0,"equipped":false,"rarity":"","identified":false,"damage":{"parts":[]},"details":{"description":"

Essential for wizards, a spellbook is a leather-bound tome with 100 blank vellum pages suitable for recording spells.

\n

The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.

\n

Copying a Spell into the Book

\n

When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a spell level you can prepare and if you can spare the time to decipher and copy it. Copying that spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation. For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.

\n

Replacing the Book

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You can copy a spell from your own spellbook into another book - for example, if you want to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.

\n

If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place. The Book's Appearance. Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

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As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes [[/r 2d6]] acid damage.

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This kit includes a wooden rod, silken line, corkwood bobbers, steel hooks, lead sinkers, velvet lures, and narrow netting.

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Клочок пергамента с картой региона.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Squelcher, the Neutral Evil sword, has a spinel set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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When you drink this potion, you gain resistance to thunder damage for 1 hour.

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A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 ([[/r 1d6]]) poison damage and become @condition[poisoned]. The @condition[poisoned] creature must repeat the saving throw every 24 hours, taking 3 ([[/r 1d6]]) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.

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When you nock an arrow on this bow, it whispers in Elvish, \"Swift defeat to my enemies.\" When you use this weapon to make a ranged attack, you can, as a command phrase, say, \"Swift death to you who have wronged me.\" 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 with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra [[/r 3d6]] piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

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A vial can hold up to 4 ounces of liquid.

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Найденный в маленьком мешочке, этот порошок выглядит как очень мелкий песок, но его количества будет достаточно для разового применения. Если вы действием развеете порошок в воздухе вокруг себя, то вы и все существа и предметы в пределах 10 футов от вас становитесь невидимыми на [[/r 2d4]] минуты. Эта продолжительность одинакова для всех существ и предметов. Как только магический эффект начинает действовать, порошок исчезает. Если существо, находящееся под действием порошка, совершает атаку или накладывает заклинание, невидимость для него заканчивается.

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Special.

You have disadvantage when you use a lance to attack a target within 5 feet of you. Also, a lance requires two hands to wield when you aren't mounted.

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Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their ammunition in silver. You can silver ten pieces of ammunition for 100 gp. This cost represents not only the price of the silver, but the time and expertise needed to add silver to the ammunition without making it less effective.

Base items.

This item variant can be applied to the following base items:

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Padded armor consists of quilted layers of cloth and batting.

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Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.

Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.

Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.

Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.

Magic Weapon.

The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a @item[belt of dwarvenkind], a @item[dwarven thrower], and a @item[sword of sharpness].

Random Properties.

The axe has the following randomly determined properties:

Blessings of Moradin.

If you are a dwarf attuned to the axe, you gain the following benefits:

Conjure Earth Elemental.

If you are holding the axe, you can use your action to cast the @spell[conjure elemental] spell from it, summoning an @creature[earth elemental]. You can't use this property again until the next dawn.

Travel the Depths.

You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the @spell[teleport] spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.

Curse.

The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a @spell[greater restoration] or @spell[remove curse] spell.

Destroying the Axe.

The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.

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A bullseye lantern casts bright light in a 60-foot cone and dim light for an additional 60 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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A quiver can hold up to 20 @item[arrow|phb|arrows].

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A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become @condition[poisoned] for 8 hours. The @condition[poisoned] creature is @condition[unconscious]. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

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A jug holds 1 gallon of liquid.

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This poison is typically made only by the @creature[drow], and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 1 hour. If the saving throw fails by 5 or more, the creature is also @condition[unconscious] while @condition[poisoned] in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.

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На этом ожерелье висят [[/r 1d6]] + 3 бусины. Вы можете действием оторвать одну бусину и метнуть её на расстояние до 60 футов. Достигнув конечной точки, бусина детонирует как заклинание@UUID[Compendium.sc-spells.sc-spells.j2cNLHZYnbKl46gZ]{ огненный шар [fireball]} 3-го уровня (Сл спасброска 15).

Вы можете метнуть одним действием сразу несколько бусин или даже всё ожерелье. При этом увеличьте уровень огненного шара на 1 за каждую бусину после первой.

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While wearing this armor, you have resistance to piercing damage.

Curse.

This armor is cursed, a fact that is revealed only when an @spell[identify] spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the @spell[remove curse] spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.

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This potion's container looks empty but feels as though it holds liquid. When you drink it, you become @condition[invisible] for 1 hour. Anything you wear or carry is @condition[invisible] with you. The effect ends early if you attack or cast a spell.

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This poison must be harvested from a dead or @condition[incapacitated] @creature[carrion crawler]. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be @condition[poisoned] for 1 minute. The @condition[poisoned] creature is @condition[paralyzed]. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.

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Держа этот 10-футовый шест, вы можете действием произнести командное слово и сложить шест в 1-футовый жезл для удобства хранения. Вес шеста не меняется. Вы можете действием произнести другое командное слово и заставить жезл снова превратиться в шест, однако шест удлинится только настолько, насколько позволяет окружающее пространство.

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Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.

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A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 ([[/r 9d6]]) poison damage on a failed save, or half as much damage on a successful one.

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Вы получаете бонус +1 к броскам атаки и урона, совершённым этим магическим оружием.

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This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and 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 [[/r 4d6 + 2]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 20, the staff regains [[/r 1d12 + 1]] charges.

Spell Absorption.

While holding the staff, you 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 to the absorbed spell's level. However, if 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 from it, using your spell save DC and spellcasting ability: @spell[conjure elemental] (7 charges), @spell[dispel magic] (3 charges), @spell[fireball] (7th-level version, 7 charges), @spell[flaming sphere] (2 charges), @spell[ice storm] (4 charges), @spell[invisibility] (2 charges), @spell[knock] (2 charges), @spell[lightning bolt] (7th-level version, 7 charges), @spell[passwall] (5 charges), @spell[plane shift] (7 charges), @spell[telekinesis] (5 charges), @spell[wall of fire] (4 charges), or @spell[web] (2 charges).

You can also use an action to cast one of the following spells from the staff without using any charges: @spell[arcane lock], @spell[detect magic], @spell[enlarge/reduce], @spell[light], @spell[mage hand], or @spell[protection from evil 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 sphere centered on it.

You have a [[/r 1d100]] (50 percent) chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × 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 shown in the following table. On a successful save, a creature takes half as much damage.

Distance from OriginDamage
10 ft. away or closer8 × the number of charges in the staff
11 to 20 ft. away6 × the number of charges in the staff
21 to 30 ft. away4 × the number of charges in the staff
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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":18,"price":"50","attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":100,"long":400,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"heavycrossbow","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"lod":true,"ada":false,"mgc":false,"sil":false,"nodam":false,"fulldam":false,"halfdam":false,"critOther":false},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220075421,"modifiedTime":1662222019969,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"name":"Black Dragon Scale Mail","type":"equipment","img":"modules/plutonium/media/icon/scale-mail.svg","effects":[{"label":"Saving Throw Bonus","icon":"modules/plutonium/media/icon/scale-mail.svg","changes":[{"key":"system.bonuses.abilities.save","mode":2,"value":"+1","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"rhbpqnwmtxdmtd0b","origin":null},{"label":"Damage Resistance","icon":"modules/plutonium/media/icon/scale-mail.svg","changes":[{"key":"system.traits.dr.value","mode":2,"value":"acid","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"rygwpsaee8xwxhsa","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"black%20dragon%20scale%20mail_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-armor.yDL84BiiS4HwySWs"}},"system":{"description":{"value":"\n\t\t

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.

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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 each charge you expend, the target takes an extra [[/r 1d6]] force damage. The staff regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1, the staff becomes a nonmagical quarterstaff.

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A set of pulleys with a cable threaded through them and a hook to attach to objects, a block and tackle allows you to hoist up to four times the weight you can normally lift.

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When you drink this potion, your physical age is reduced by [[/r 1d6 + 6]] years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by [[/r 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, against all reason, is still beating. These ingredients vanish when the potion is opened.

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A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a @item[spellbook|phb].

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A book might contain poetry, historical accounts, information pertaining to a particular field of lore, diagrams and notes on gnomish contraptions, or just about anything else that can be represented using text or pictures. A book of spells is a @Compendium[dnd5e.items.LBajgahniRJbAgDr]{Spellbook}.

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У этой волшебной палочки 7 зарядов. Если вы её держите, вы можете действием потратить 1 заряд, чтобы создать безвредную разноцветную вспышку света в точке в пределах 60 футов. Эта вспышка сопровождается потрескивающим шумом, слышимым на расстоянии 300 футов. Свет такой же яркий, как пламя факела, но длится всего секунду.

Палочка ежедневно восстанавливает [[/r 1d6+1]] заряд на рассвете. Если вы потратили последний заряд, бросьте [[/r d20]]. Если выпадет 1, палочка взрывается безвредным пиротехническим всполохом и уничтожается.

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

Giant's Bane (Requires Attunement).

You must be wearing a belt of giant strength (any variety) and @item[gauntlets of ogre power] to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be @condition[stunned] until the end of your next turn. The hammer regains [[/r 1d4 + 1]] expended charges daily at dawn.

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

\n

Giant's Bane (requires attunement)

\n

You must be wearing a Belt of Giant Strength (@Compendium[dnd5e.items.wBYmPQG3nZfD88aP]{Storm}, @Compendium[dnd5e.items.NRj0lC3SM03s1YB3]{Cloud}, @Compendium[dnd5e.items.bq9YKwEHLQ7p7ric]{Fire}, @Compendium[dnd5e.items.ORKf6RRcalrdD6Qp]{Frost}, @Compendium[dnd5e.items.fCUZ7h8YYrs16UhX]{Stone}, or @Compendium[dnd5e.items.ER75WHewYN04Zp11]{Hill}) and @Compendium[dnd5e.items.3TWT5bv3z5zGUZCe]{Gauntlets of Ogre Power} to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30.

\n

When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

\n

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

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Ladder (10-foot)

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As an action, you can spread a single bag of caltrops to cover a 5-foot-square area. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving and take 1 piercing damage. Until the creature regains at least 1 hit point, its walking speed is reduced by 10 feet. A creature moving through the area at half speed doesn't need to make the saving throw.

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When you drink this potion, you gain resistance to acid damage for 1 hour.

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A component pouch is a small, watertight leather belt pouch that has compartments to hold all the material components and other special items you need to cast your spells, except for those components that have a specific cost (as indicated in a spell's description).

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You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

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This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.

Lightning.

When you hit with a melee attack using the staff, you can cause the target to take an extra [[/r 2d6]] lightning 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 @condition[stunned] until the end of your next turn.

Lightning Strike.

You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking [[/r 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 creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes [[/r 2d6]] thunder damage and becomes @condition[deafened] for 1 minute. On a successful save, a creature takes half damage and isn't @condition[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 expend the daily use of those properties, only the use of this one.

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Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with 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 the @spell[etherealness] spell for 1 hour.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":"Medium or smaller creature. Takes 10 minutes to apply."},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102616,"modifiedTime":1662222019990,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"IoURt0JrpFfeoDkP","name":"Arrow","type":"consumable","img":"icons/weapons/ammunition/arrow-head-war.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"arrow_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-ammunition.IoURt0JrpFfeoDkP"}},"system":{"description":{"value":"\n\t\t","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0.05,"price":0.05,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":"","autoDestroy":false},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["","piercing"]],"versatile":"","value":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"ammo","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220108097,"modifiedTime":1662222019990,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"IuCLJql2seXBJcPf","name":"Potion of Cloud Giant Strength","type":"consumable","img":"icons/consumables/potions/bottle-round-corked-blue.webp","effects":[{"label":"Base Strength","icon":"icons/consumables/potions/bottle-round-corked-blue.webp","changes":[{"key":"system.abilities.str.value","mode":4,"value":"27","priority":4}],"disabled":true,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"fju7rgxabxfmvqlp","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"potion%20of%20cloud%20giant%20strength_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.IuCLJql2seXBJcPf"}},"system":{"description":{"value":"\n\t\t

When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[cloud giant].

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Includes:

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Includes:

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You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

Base items.

This item variant can be applied to the following base items:

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When you use your action to set it, this trap forms a saw-toothed steel ring that snaps shut when a creature steps on a pressure plate in the center. The trap is affixed by a heavy chain to an immobile object, such as a tree or a spike driven into the ground. A creature that steps on the plate must succeed on a DC 13 Dexterity saving throw or take [[/r 1d4]] piercing damage and stop moving. Thereafter, until the creature breaks free of the trap, its movement is limited by the length of the chain (typically 3 feet long). A creature can use its action to make a DC 13 Strength check, freeing itself or another creature within its reach on a success. Each failed check deals 1 piercing damage to the trapped creature.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":25,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":false,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d4","piercing"]],"versatile":"1"},"formula":"","save":{"ability":"dex","dc":13,"scaling":"flat"},"consumableType":"trinket","proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095133,"modifiedTime":1662222019998,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"KjomtjQRjpvfp6rU","name":"Paper (one sheet)","type":"loot","img":"icons/sundries/documents/document-bound-white.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"paper%20(one%20sheet)_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.KjomtjQRjpvfp6rU"}},"system":{"description":{"value":"\n\t\t","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":0,"price":0.2,"attunement":0,"equipped":false,"rarity":"","identified":false,"damage":{"parts":[]},"proficient":true,"attuned":false,"consume":{"type":"","target":"","amount":null},"range":{"value":5,"long":0,"units":"ft"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095133,"modifiedTime":1662222019998,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"Km4BVhH2bxwznPxC","name":"Staff of Power","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Power.jpg","effects":[{"label":"Bonus AC","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Power.jpg","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"2","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"oj19tlpziyr91vzg","origin":null},{"label":"Saving Throw Bonus","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Power.jpg","changes":[{"key":"system.bonuses.abilities.save","mode":2,"value":"+2","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"s7vmgvoblxessih0","origin":null},{"label":"Spell Attack Bonus (Melee)","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Power.jpg","changes":[{"key":"system.bonuses.msak.attack","mode":2,"value":"+2","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"l9vfjhjvdii1l7k0","origin":null},{"label":"Spell Attack Bonus (Ranged)","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Power.jpg","changes":[{"key":"system.bonuses.rsak.attack","mode":2,"value":"+2","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"piq5czmitslx62v3","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"staff%20of%20power_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-weapon-melee.Km4BVhH2bxwznPxC"}},"system":{"description":{"value":"\n\t\t

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 Class, saving throws, and spell attack rolls.

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

Power Strike.

When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra [[/r 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 spells from it, using your spell save DC and spell attack bonus: @spell[cone of cold] (5 charges), @spell[fireball] (5th-level version, 5 charges), @spell[globe of invulnerability] (6 charges), @spell[hold monster] (5 charges), @spell[levitate] (2 charges). @spell[lightning bolt] (5th-level version, 5 charges), @spell[magic missile] (1 charge), @spell[ray of enfeeblement] (1 charge), or @spell[wall of force] (5 charges).

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 sphere centered on it.

You have a [[/r 1d100]] (50 percent) chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × 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 shown in the following table. On a successful save, a creature takes half as much damage.

Distance from OriginEffect
10 ft. away or closer8 × the number of charges in the staff
11 to 20 ft. away6 × the number of charges in the staff
21 to 30 ft. away4 × the number of charges in the staff
","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":4,"price":null,"attunement":1,"equipped":true,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":20,"max":20,"per":"charges"},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":2,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod +2","bludgeoning"]],"versatile":"1d8 + @mod +2"},"formula":"2d8 +4","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"","properties":{"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false,"ver":true,"mgc":true},"proficient":true,"attributes":{"spelldc":10},"attuned":true},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064384,"modifiedTime":1662222020000,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"KoUSvLxVtv38dXPS","name":"Potion of Speed","type":"consumable","img":"icons/consumables/potions/potion-bottle-corked-fancy-orange.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"potion%20of%20speed_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.KoUSvLxVtv38dXPS"}},"system":{"description":{"value":"\n\t\t

When you drink this potion, you gain the effect of the @spell[haste] spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own.

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When you drink this potion, you gain resistance to cold damage for 1 hour.

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Includes:

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":6,"price":20,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":10,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d10 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"halberd","properties":{"hvy":true,"two":true,"rch":true},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064385,"modifiedTime":1662222020003,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"name":"Blue Dragon Scale Mail","type":"equipment","img":"modules/plutonium/media/icon/scale-mail.svg","effects":[{"label":"Saving Throw Bonus","icon":"modules/plutonium/media/icon/scale-mail.svg","changes":[{"key":"system.bonuses.abilities.save","mode":2,"value":"+1","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"ealv2w6oc2mqbt2h","origin":null},{"label":"Damage Resistance","icon":"modules/plutonium/media/icon/scale-mail.svg","changes":[{"key":"system.traits.dr.value","mode":2,"value":"lightning","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"7t3roic67fcjb1uz","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"blue%20dragon%20scale%20mail_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-armor.6AiNKL5PoPTxbNLO"}},"system":{"description":{"value":"\n\t\t

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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A simple and portable canvas shelter, a tent sleeps two.

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Special.

A Large or smaller creature hit by a net is @condition[restrained] until it is freed. A net has no effect on creatures that are formless, or creatures that are Huge or larger. A creature can use its action to make a DC 10 Strength check, freeing itself or another creature within its reach on a success. Dealing 5 slashing damage to the net (AC 10) also frees the creature without harming it, ending the effect and destroying the net. When you use an action, bonus action, or reaction to attack with a net, you can make only one attack regardless of the number of attacks you can normally make.

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Includes:

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":44.5,"price":16,"attunement":0,"equipped":false,"rarity":"","identified":false,"attuned":false,"damage":{"parts":[]}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095137,"modifiedTime":1662222020008,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"N9xdBpopmAnY79tN","name":"Shovel","type":"loot","img":"icons/tools/hand/pickaxe-steel-white.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"shovel_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.N9xdBpopmAnY79tN"}},"system":{"description":{"value":"\n\t\t","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":5,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":false,"damage":{"parts":[]},"proficient":true,"attuned":false,"consume":{"type":"","target":"","amount":null},"range":{"value":5,"long":0,"units":"ft"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095138,"modifiedTime":1662222020008,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"NQitU4aNznYlUMWF","name":"Malice","type":"consumable","img":"modules/plutonium/media/icon/backpack.svg","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"malice_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.NQitU4aNznYlUMWF"}},"system":{"description":{"value":"\n\t\t

A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become @condition[poisoned] for 1 hour. The @condition[poisoned] creature is @condition[blinded].

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Rebutter, the Neutral Good sword, has a topaz set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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You can use a portable ram to break down doors. When doing so, you gain a +4 bonus on the Strength check. One other character can help you use the ram, giving you advantage on this check.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":1,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":20,"long":60,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","piercing"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"spear","properties":{"thr":true,"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"two":false},"proficient":true,"attributes":{"spelldc":10},"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064394,"modifiedTime":1662222020011,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"NzhT0zIlM4cZ88iC","name":"Map or Scroll Case","type":"backpack","img":"icons/containers/bags/case-leather-tan.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"map%20or%20scroll%20case_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.NzhT0zIlM4cZ88iC"}},"system":{"description":{"value":"\n\t\t

This cylindrical leather case can hold up to ten rolled-up @item[paper (one sheet)|phb|sheets of paper] or five rolled-up @item[parchment (one sheet)|phb|sheets of parchment].

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A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become @condition[poisoned] for 24 hours. The @condition[poisoned] creature is @condition[unconscious]. The creature wakes up if it takes damage.

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You have resistance to cold damage while you hold this staff.

The staff has 10 charges. While holding it, 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: @spell[cone of cold] (5 charges), @spell[fog cloud] (1 charge), @spell[ice storm] (4 charges), or @spell[wall of ice] (4 charges).

The staff regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1. the staff turns to water and is destroyed.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":0.2,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","bludgeoning"]],"versatile":"1d8 + @mod"},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"quarterstaff","properties":{"ver":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"lod":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"two":false},"proficient":true,"attributes":{"spelldc":10},"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064396,"modifiedTime":1662222020013,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"OdA2DBfDzXiS2MEU","name":"Trinket","type":"loot","img":"https://5etools-mirror-1.github.io/img/items/PHB/Trinket%20(PHB).png","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"trinket_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.OdA2DBfDzXiS2MEU"}},"system":{"description":{"value":"\n\t\t

When you make your character, you can roll once on the Trinkets table to gain a trinket, a simple item lightly touched by mystery. The DM might also use this table. It can help stock a room in a dungeon or fill a creatures pockets.

Player's Handbook Trinket Table
[[/r d100]]Trinket
01A mummified goblin hand
02A piece of crystal that faintly glows in the moonlight
03A gold coin minted in an unknown land
04A diary written in a language you don't know
05A brass ring that never tarnishes
06An old chess piece made from glass
07A pair of knucklebone dice, each with a skull symbol on the side that would normally show six pips
08A small idol depicting a nightmarish creature that gives you unsettling dreams when you sleep near it
09A rope necklace from which dangles four mummified elf fingers
10The deed for a parcel of land in a realm unknown to you
11A 1-ounce block made from an unknown material
12A small cloth doll skewered with needles
13A tooth from an unknown beast
14An enormous scale, perhaps from a dragon
15A bright green feather
16An old divination card bearing your likeness
17A glass orb filled with moving smoke
18A 1-pound egg with a bright red shell
19A pipe that blows bubbles
20A glass jar containing a weird bit of flesh floating in pickling fluid
21A tiny gnome-crafted music box that plays a song you dimly remember from your childhood
22A small wooden statuette of a smug halfling
23A brass orb etched with strange runes
24A multicolored stone disk
25A tiny silver icon of a raven
26A bag containing forty-seven humanoid teeth, one of which is rotten
27A shard of obsidian that always feels warm to the touch
28A dragon's bony talon hanging from a plain leather necklace
29A pair of old socks
30A blank book whose pages refuse to hold ink, chalk, graphite, or any other substance or marking
31A silver badge in the shape of a five-pointed star
32A knife that belonged to a relative
33A glass vial filled with nail clippings
34A rectangular metal device with two tiny metal cups on one end that throws sparks when wet
35A white, sequined glove sized for a human
36A vest with one hundred tiny pockets
37A small, weightless stone block
38A tiny sketch portrait of a goblin
39An empty glass vial that smells of perfume when opened
40A gemstone that looks like a lump of coal when examined by anyone but you
41A scrap of cloth from an old banner
42A rank insignia from a lost legionnaire
43A tiny silver bell without a clapper
44A mechanical canary inside a gnomish lamp
45A tiny chest carved to look like it has numerous feet on the bottom
46A dead @creature[sprite] inside a clear glass bottle
47A metal can that has no opening but sounds as if it is filled with liquid, sand, spiders, or broken glass (your choice)
48A glass orb filled with water, in which swims a clockwork goldfish
49A silver spoon with an 'M' engraved on the handle
50A whistle made from gold-colored wood
51A dead scarab beetle the size of your hand
52Two toy soldiers, one with a missing head
53A small box filled with different-sized buttons
54A candle that can't be lit
55A tiny cage with no door
56An old key
57An indecipherable treasure map
58A hilt from a broken sword
59A rabbit's foot
60A glass eye
61A cameo carved in the likeness of a hideous person
62A silver skull the size of a coin
63An alabaster mask
64A pyramid of sticky black incense that smells very bad
65A nightcap that, when worn, gives you pleasant dreams
66A single caltrop made from bone
67A gold monocle frame without the lens
68A 1-inch cube, each side painted a different color
69A crystal knob from a door
70A small packet filled with pink dust
71A fragment of a beautiful song, written as musical notes on two pieces of parchment
72A silver teardrop earring made from a real teardrop
73The shell of an egg painted with scenes of human misery in disturbing detail
74A fan that, when unfolded, shows a sleeping cat
75A set of bone pipes
76A four-leaf clover pressed inside a book discussing manners and etiquette
77A sheet of parchment upon which is drawn a complex mechanical contraption
78An ornate scabbard that fits no blade you have found so far
79An invitation to a party where a murder happened
80A bronze pentacle with an etching of a rat's head in its center
81A purple handkerchief embroidered with the name of a powerful @creature[archmage]
82Half of a floorplan for a temple, castle, or some other structure
83A bit of folded cloth that, when unfolded, turns into a stylish cap
84A receipt of deposit at a bank in a far-flung city
85A diary with seven missing pages
86An empty silver snuffbox bearing an inscription on the surface that says \"dreams\"
87An iron holy symbol devoted to an unknown god
88A book that tells the story of a legendary hero's rise and fall, with the last chapter missing
89A vial of dragon blood
90An ancient arrow of elven design
91A needle that never bends
92An ornate brooch of dwarven design
93An empty wine bottle bearing a pretty label that says, \"The Wizard of Wines Winery, Red Dragon Crush, 331422-W\"
94A mosaic tile with a multicolored, glazed surface
95A @condition[petrified] mouse
96A black pirate flag adorned with a dragon's skull and crossbones
97A tiny mechanical crab or spider that moves about when it's not being observed
98A glass jar containing lard with a label that reads, \"Griffon Grease\"
99A wooden box with a ceramic bottom that holds a living worm with a head on each end of its body
100A metal urn containing the ashes of a hero
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* This generic variant has the same name and source as the item @item[arrow of slaying].

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra [[/r 6d10]] piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

Base items.

This item variant can be applied to the following base items:

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When you hit a fiend or an undead with this magic weapon, that creature takes an extra [[/r 2d6]] radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes @condition[frightened] of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

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When you drink this potion, you gain resistance to poison damage for 1 hour.

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While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

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Вы получаете бонус +1 к броскам атаки и урона, совершённым этим магическим оружием.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Scather, the Lawful Evil sword, has a garnet set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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Когда вы носите этот плащ, вы можете бонусным действием заставить его драматично развеваться.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

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This armor consists of a coat and leggings (and perhaps a separate skirt) of leather covered with overlapping pieces of metal, much like the scales of a fish. The suit includes gauntlets.

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You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.

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You can use an action to speak this staff's command word and throw the staff on the ground within 10 feet of you. The staff becomes a @creature[giant constrictor snake] 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 formerly occupied by the snake.

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If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

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When you drink this potion, you gain resistance to psychic damage for 1 hour.

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When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[fire giant].

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You regain [[/r 10d4 + 20]] hit points when you drink this potion. The potion's red liquid glimmers when agitated.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.

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This staff has 10 charges. While holding it, 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 spellcasting ability modifier: @spell[cure wounds] (1 charge per spell level, up to 4th), @spell[lesser restoration] (2 charges). or @spell[mass cure wounds] (5 charges).

The staff regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1. the staff vanishes in a flash of light, lost forever.

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Прозрачный блестящий драгоценный камень белого, жёлтого или розового цвета.

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When you drink this potion, you gain resistance to radiant damage for 1 hour.

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A pitcher holds 1 gallon of liquid.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":0.02,"attunement":0,"equipped":false,"rarity":"","identified":false,"capacity":{"type":"weight","value":8.4,"weightless":false},"currency":{"cp":0,"sp":0,"ep":0,"gp":0,"pp":0},"damage":{"parts":[]},"proficient":true,"attuned":false,"consume":{"type":"","target":"","amount":null},"range":{"value":5,"long":0,"units":"ft"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095163,"modifiedTime":1662222020040,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"Vo1uGEZIzCwV0hhe","name":"Moonblade","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/DMG/Moonblade.jpg","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"moonblade_dmg","propDroppable":"item"},"babele":{"translated":true,"hasTranslation":true,"originalName":"Moonblade"},"core":{"sourceId":"Compendium.world.martial-melee-weapon.Vo1uGEZIzCwV0hhe"}},"system":{"description":{"value":"\n\t\t

Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically [[/r 1d6 + 1]]). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.

Moonblade Properties
[[/r d100]]Property
01-40Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.
41-80The moonblade gains a randomly determined @table[Special Features; What Minor Property Does It Have|dmg|minor property] (see \"Special Features\" DMG p143).
81-82The moonblade gains the finesse property.
83-84The moonblade gains the thrown property (range 20/60 feet).
85-86The moonblade functions as a @item[defender].
87-90The moon blade scores a critical hit on a roll of 19 or 20.
91-92When you hit with an attack using the moon blade, the attack deals an extra [[/r 1d6]] slashing damage.
93-94When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra [[/r 1d6]] damage of one of these types: acid, cold, fire, lightning, or thunder.
95-96You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become @condition[blinded] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.
97-98The moonblade functions as a @item[ring of spell storing].
99You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a @creature[shadow], except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00The moonblade functions as a @item[vorpal sword].
Sentience.

A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality.

Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

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This kit is a leather pouch containing bandages, salves, and splints. The kit has ten uses. As an action, you can expend one use of the kit to stabilize a creature that has 0 hit points, without needing to make a Wisdom (Medicine) check.

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Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.

The weapon also functions as a @item[trident of fish command] and a @item[weapon of warning]. It can confer the benefit of a @item[cap of water breathing] while you hold it, and you can use it as a @item[cube of force] by choosing the effect, instead of pressing cube sides to select it.

Sentience.

Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a @spell[speak with animals] spell, using telepathy to involve its wielder in the conversation.

Personality.

When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.

Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.

Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.

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Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.

Devour Soul.

Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a @spell[wish] spell.

When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.

If you hit an undead with this weapon, you take [[/r 1d10]] necrotic damage and the target regains [[/r 1d10]] hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.

Soul Hunter.

While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be @condition[charmed] or @condition[frightened].

Blackrazor can cast the @spell[haste] spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.

Sentience.

Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality.

Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to @item[Wave] and @item[Whelm], two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with @item[Whelm] and finds @item[Wave] tedious.

Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

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This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with @item[shortsword|phb|shortswords] or @item[longsword|phb|longswords], you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra [[/r 1d8]] radiant damage.

The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

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Ваша Сила равна 19, когда вы носите эти латные рукавицы. Они не оказывают на вас эффект, если ваша Сила без них уже 19 или выше.

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Half plate consists of shaped metal plates that cover most of the wearer's body. It does not include leg protection beyond simple greaves that are attached with leather straps.

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You regain [[/r 4d4 + 4]] hit points when you drink this potion. The potion's red liquid glimmers when agitated.

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While you're wearing this armor, you can speak its command word as an action to gain the effect of the @spell[etherealness] spell, which lasts for 10 minutes or 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.

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Rations consist of dry foods suitable for extended travel, including jerky, dried fruit, hardtack, and nuts.

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You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command 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 [[/r 1d6]] piercing damage and must succeed on a DC 15 Constitution saving throw or take [[/r 3d6]] poison damage.

The snake 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.

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A hooded lantern casts bright light in a 30-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil. As an action, you can lower the hood, reducing the light to dim light in a 5-foot radius.

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A climber's kit includes special pitons, boot tips, gloves, and a harness. You can use the climber's kit as an action to anchor yourself; when you do, you can't fall more than 25 feet from the point where you anchored yourself, and you can't climb more than 25 feet away from that point without undoing the anchor.

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A lamp casts bright light in a 15-foot radius and dim light for an additional 30 feet. Once lit, it burns for 6 hours on a flask (1 pint) of oil.

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When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[frost giant].

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While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of [[/r 1d8]].

Curse.

Once you don this cursed armor, you can't doff it unless you are targeted by the @spell[remove curse] spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

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While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

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This wooden case can hold up to twenty @item[crossbow bolt|phb|crossbow bolts].

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You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra [[/r 1d8]] damage or, if the target is a giant, [[/r 2d8]] damage. Immediately after the attack, the weapon flies back to your hand.

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As an action, you can splash the contents of this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. In either case, make a ranged attack against a target creature, treating the holy water as an improvised weapon. If the target is a fiend or undead, it takes [[/r 2d6]] radiant damage.

A cleric or paladin may create holy water by performing a special ritual. The ritual takes 1 hour to perform, uses 25 gp worth of powdered silver, and requires the caster to expend a 1st-level spell slot.

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When you drink this potion, you gain a flying speed equal to your 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.

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An iron pot holds 1 gallon of liquid.

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This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's fire as an improvised weapon. On a hit, the target takes [[/r 1d4]] fire damage at the start of each of its turns. A creature can end this damage by using its action to make a DC 10 Dexterity check to extinguish the flames.

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This small container holds flint, fire steel, and tinder (usually dry cloth soaked in light oil) used to kindle a fire. Using it to light a torch—or anything else with abundant, exposed fuel—takes an action. Lighting any other fire takes 1 minute.

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For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.

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* This item group has the same name and source as the item @item[potion of healing].

Multiple variations of this item exist, as listed below:

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You regain [[/r 2d4 + 2]] hit points when you drink this potion. The potion's red liquid glimmers when agitated.

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When you drink this potion, you gain the \"reduce\" effect of the @spell[enlarge/reduce] spell for [[/r 1d4]] hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

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For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the @spell[bless] spell (no concentration required). This blue potion bubbles and steams as if boiling.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.

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When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[hill giant].

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A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become @condition[poisoned] for [[/r 4d6]] hours. The @condition[poisoned] creature is @condition[incapacitated].

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Мифрил это лёгкий и гибкий металл. Сделанная из мифрила кольчужная рубаха или кираса может носиться под обычной одеждой. Если в обычном исполнении доспех накладывает помеху на проверки Ловкости (Скрытность) или имеет требования к Силе, то в версии из мифрила он не обладает этими недостатками.

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A tankard holds 1 pint of liquid.

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A flask holds 1 pint of liquid.

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When you drink this potion, you gain the effect of the @spell[clairvoyance] spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

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This poison must be harvested from a dead or @condition[incapacitated] @creature[purple worm]. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 ([[/r 12d6]]) poison damage on a failed save, or half as much damage on a successful one.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Answerer, the Chaotic Good sword, has an emerald set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.

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

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take [[/r 2d10]] poison damage and become @condition[poisoned] for 1 minute. The dagger can't be used this way again until the next dawn.

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This poison must be harvested from a dead or @condition[incapacitated] @creature[giant poisonous snake]. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 ([[/r 3d6]]) poison damage on a failed save, or half as much damage on a successful one.

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When you drink this potion, it cures any disease afflicting you, and it removes the @condition[blinded], @condition[deafened], @condition[paralyzed], and @condition[poisoned] conditions. The clear red liquid has tiny bubbles of light in it.

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This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with 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 @spell[freedom of movement] spell for 8 hours.

Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the @spell[grease] spell in that area for 8 hours.

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This staff has 3 charges and regains [[/r 1d3]] expended charges daily at dawn.

The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra [[/r 2d10]] necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

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Made of interlocking metal rings, a chain shirt is worn between layers of clothing or leather. This armor offers modest protection to the wearer's upper body and allows the sound of the rings rubbing against one another to be muffled by outer layers.

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Multiple variations of this item exist, as listed below:

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"","identified":true,"attuned":false,"damage":{"parts":[]}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102640,"modifiedTime":1662222020084,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"igh4KJRJ3jyZ2fio","name":"Potion of Gaseous Form","type":"consumable","img":"icons/consumables/potions/potion-bottle-skull-label-poison-teal.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"potion%20of%20gaseous%20form_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.igh4KJRJ3jyZ2fio"}},"system":{"description":{"value":"\n\t\t

When you drink this potion, you gain the effect of the @spell[gaseous form] spell for 1 hour (no 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.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102641,"modifiedTime":1662222020085,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"itYO2CZX5rABAyXV","name":"Grappling Hook","type":"loot","img":"icons/weapons/sickles/sickle-hooked-wood.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"grappling%20hook_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.itYO2CZX5rABAyXV"}},"system":{"description":{"value":"\n\t\t","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":4,"price":2,"attunement":0,"equipped":false,"rarity":"","identified":false,"proficient":true,"attuned":false,"consume":{"type":"","target":"","amount":null},"range":{"value":5,"long":0,"units":"ft"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095179,"modifiedTime":1662222020085,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"ivhVWqU94XCuLTz0","name":"Oil of Sharpness","type":"consumable","img":"icons/consumables/potions/potion-tube-corked-bat-gold-red.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"oil%20of%20sharpness_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.ivhVWqU94XCuLTz0"}},"system":{"description":{"value":"\n\t\t

This clear, gelatinous oil sparkles with tiny, ultrathin silver 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.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"veryRare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":0,"width":null,"units":"","type":"object"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102642,"modifiedTime":1662222020086,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"name":"Splint Armor","type":"equipment","img":"icons/equipment/chest/breastplate-layered-steel.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"splint%20armor_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-armor.zKKrhnv89PEoy7Fn"}},"system":{"description":{"value":"\n\t\t

This armor is made of narrow vertical strips of metal riveted to a backing of leather that is worn over cloth padding. Flexible chain mail protects the joints.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":60,"price":200,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":17,"type":"heavy","dex":0},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"splint","speed":{"value":null,"conditions":""},"strength":15,"stealth":true,"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220089037,"modifiedTime":1662222020086,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3},"_id":"j1ZqzoQmac24iPYs"} {"name":"+1 Короткий меч","type":"weapon","system":{"description":{"value":"

Вы получаете бонус +1 к броскам атаки и урона, совершённым этим магическим оружием.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":2,"price":510,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":"dex","actionType":"mwak","attackBonus":"+1","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6+1+@mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":0,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"shortsword","properties":{"fin":true,"lgt":true,"mgc":true,"ada":false,"amm":false,"ret":false,"two":false,"rch":false,"lod":false,"thr":false,"fir":false,"spc":false,"rel":false,"ver":false,"sil":false,"hvy":false,"foc":false},"proficient":true,"attuned":false,"speed":{"value":null,"conditions":""}},"img":"icons/weapons/swords/sword-guard-brown.webp","flags":{"plutonium":{"page":"items.html","source":"DMG","hash":"%2b1%20shortsword_dmg","propDroppable":"item"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662371248960,"modifiedTime":1662389807072,"lastModifiedBy":"SNokP0FAIth1dvje"},"_id":"j7Ofj9H1CiNU3YWv","folder":null,"sort":0,"ownership":{"default":0,"SNokP0FAIth1dvje":3}} {"_id":"k3V7QP1dz7xN0oAB","name":"Merchant's Scale","type":"loot","img":"icons/commodities/currency/coins-assorted-mix-silver.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"merchant's%20scale_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.k3V7QP1dz7xN0oAB"}},"system":{"description":{"value":"\n\t\t

A scale includes a small balance, pans, and a suitable assortment of weights up to 2 pounds. With it, you can measure the exact weight of small objects, such as raw precious metals or trade goods, to help determine their worth.

","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":5,"attunement":0,"equipped":false,"rarity":"","identified":false,"damage":{"parts":[]},"proficient":true,"attuned":false,"consume":{"type":"","target":"","amount":null},"range":{"value":5,"long":0,"units":"ft"}},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220095180,"modifiedTime":1662222020086,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"name":"Камни послания","type":"equipment","system":{"description":{"value":"

Камни послания изготавливаются парами. На их гладкой поверхности есть парные символы, по которым их можно отличать от других таких камней. Пока вы касаетесь одного камня, вы можете действием наложить им заклинание @UUID[Compendium.sc-spells.sc-spells.KHTEvkMkGDL1PQYH]{послание [sending]}. Целью является владелец парного камня. Если второй камень никто не несёт, вы это узнаёте в момент использования камня и заклинание не накладываете.

После того как камни наложат заклинание @UUID[Compendium.sc-spells.sc-spells.KHTEvkMkGDL1PQYH]{послание [sending]}, они не могут сделать это повторно до следующего утра. Если один из камней уничтожается, второй перестаёт быть магическим.


","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":100,"attunement":0,"equipped":true,"rarity":"uncommon","identified":true,"activation":{"type":"","cost":0,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":null,"long":null,"units":""},"uses":{"value":null,"max":null,"per":null},"consume":{"type":"","target":null,"amount":null},"ability":"","actionType":"","attackBonus":null,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":null,"type":"trinket","dex":null},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"baseItem":"","speed":{"value":null,"conditions":""},"strength":null,"stealth":false,"proficient":true,"attuned":false},"img":"modules/sc-items/icons/items/sending-stones.webp","flags":{"plutonium":{"page":"items.html","source":"DMG","hash":"sending%20stones_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-items.k3aNdxZG4GgY9ZQT"}},"effects":[],"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662200860054,"modifiedTime":1662222020089,"lastModifiedBy":"VdGRI531rerJ25hN"},"_id":"k3aNdxZG4GgY9ZQT","folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"kEiYq3WqbVFkJJKv","name":"Wand of Orcus","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/DMG/Wand%20of%20Orcus.jpg","effects":[{"label":"Bonus AC","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Wand%20of%20Orcus.jpg","changes":[{"key":"system.attributes.ac.bonus","mode":2,"value":"3","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"3v2g3h1ynhb4zeul","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"wand%20of%20orcus_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-weapon-melee.kEiYq3WqbVFkJJKv"}},"system":{"description":{"value":"\n\t\t

The ghastly Wand of Orcus rarely leaves @creature[Orcus|MTF|Orcus's] side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. @creature[Orcus|MTF] allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.

Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by @creature[Orcus|MTF]. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.

Any creature besides @creature[Orcus|MTF] that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes [[/r 10d6]] necrotic damage. On a failed save, the creature dies and rises as a @creature[zombie].

In the hands of one who is attuned to it, the wand can be wielded as a magic @item[mace|phb] that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra [[/r 2d12]] necrotic damage on a hit.

Random Properties.

The Wand of Orcus has the following random properties:

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to @creature[Orcus|MTF] himself.

Protection.

You gain a +3 bonus to Armor Class while holding the wand.

Spells.

The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: @spell[animate dead] (1 charge), @spell[blight] (2 charges), @spell[circle of death] (3 charges), @spell[finger of death] (3 charges), @spell[power word kill] (4 charges), or @spell[speak with dead] (1 charge). The wand regains [[/r 1d4 + 3]] expended charges daily at dawn.

While attuned to the wand, @creature[Orcus|MTF] or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).

Call Undead.

While you are holding the wand, you can use an action to conjure @creature[skeleton||skeletons] and @creature[zombie||zombies], calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.

While attuned to the wand, @creature[Orcus|MTF] can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until @creature[Orcus|MTF] dismisses them.

Sentience.

The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.

Personality.

The wand's purpose is to help satisfy @creature[Orcus|MTF|Orcus's] desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow @creature[Orcus|MTF].

Destroying the Wand.

Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that @creature[Orcus|MTF] has imprisoned the hero's soul and keeps it hidden and well guarded.

Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on @creature[Orcus|MTF|Orcus's] layer of the Abyss.

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Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.

Thrown Weapon.

Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra [[/r 1d8]] bludgeoning damage, or an extra [[/r 2d8]] bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.

Shock Wave.

You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become @condition[stunned] for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness.

While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast @spell[detect evil and good] or @spell[locate object] from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience.

Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish, Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.

Personality.

Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a @creature[vampire]. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.

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Rope, whether made of hemp or silk, has 2 hit points and can be burst with a DC 17 Strength check.

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A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 ([[/r 3d6]]) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 ([[/r 1d6]]) poison damage. After three successful saves, the poison ends.

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While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, the shield has 3 charges, and it regains [[/r 1d3]] expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it @condition[prone], or both.

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A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become @condition[poisoned] for 1 hour. The @condition[poisoned] creature can't knowingly speak a lie, as if under the effect of a @spell[zone of truth] spell.

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When you drink this potion, you gain resistance to lightning damage for 1 hour.

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Includes:

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A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 ([[/r 1d12]]) poison damage and is @condition[poisoned] for 24 hours. On a successful save, the creature takes half damage and isn't @condition[poisoned].

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A torch burns for 1 hour, providing bright light in a 20-foot radius and dim light for an additional 20 feet. If you make a melee attack with a burning torch and hit, it deals 1 fire damage.

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У этой волшебной палочки 3 заряда. Если вы держите её, вы можете действием потратить 1 заряд, и если в пределах 30 футов от вас есть потайные двери или ловушки, то палочка завибрирует и укажет на ту, что находится ближе всего к вам.


Палочка ежедневно восстанавливает [[/r 1d3]] заряда на рассвете.


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When you drink this potion, it removes any @condition[exhaustion] you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

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Пока вы носите эти тёмные очки, вы получаете тёмное зрение в радиусе 60 футов. Если у вас уже было тёмное зрение, очки увеличивают его радиус на 60 футов.

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Made of interlocking metal rings, chain mail includes a layer of quilted fabric worn underneath the mail to prevent chafing and to cushion the impact of blows. The suit includes gauntlets.

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When you drink this potion, you gain the \"enlarge\" effect of the @spell[enlarge/reduce] spell for [[/r 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 then contracts. Shaking the bottle fails to interrupt this process.

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Когда вы носите этот плащ, вы можете бонусным действием заставить его изменить стиль, цвет и видимое качество. Вес плаща не меняется. Независимо от внешнего вида, он может быть только плащом.


Хотя он может принимать вид других магических плащей, их свойств он не получает.

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A cloth or leather pouch can hold up to 20 @item[sling bullet|phb|sling bullets] or 50 @item[blowgun needle|phb|blowgun needles], among other things. A compartmentalized pouch for holding spell components is called a @item[component pouch|phb]. A pouch can hold up to ⅕ cubic foot or 6 pounds of gear.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":2,"price":50,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":150,"long":600,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"ammo","target":"","amount":1},"ability":"","actionType":"rwak","attackBonus":"0","chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","piercing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialR","baseItem":"longbow","properties":{"amm":true,"hvy":true,"two":true,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false,"ada":false,"lod":false,"mgc":false,"sil":false},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220075428,"modifiedTime":1662372068729,"lastModifiedBy":"SNokP0FAIth1dvje"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"qsvOvJ97eAEIybi6","name":"Potion of Poison","type":"consumable","img":"icons/consumables/potions/potion-bottle-skull-label-poison-teal.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"potion%20of%20poison_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.qsvOvJ97eAEIybi6"}},"system":{"description":{"value":"\n\t\t

This concoction looks, smells, and tastes like a @item[potion of healing] or other beneficial potion. However, it is actually poison masked by illusion magic. An @spell[identify] spell reveals its true nature.

If you drink it, you take [[/r 3d6]] poison damage, and you must succeed on a DC 13 Constitution saving throw or be @condition[poisoned]. At the start of each of your turns while you are @condition[poisoned] in this way, you take [[/r 3d6]] poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by [[/r 1d6]]. The poison ends when the damage decreases to 0.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":10,"price":0.2,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":0,"units":""},"target":{"value":0,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":""},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d8 + @mod","bludgeoning"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"simpleM","baseItem":"club","properties":{"two":true,"amm":false,"hvy":false,"fin":false,"fir":false,"foc":false,"lgt":false,"rch":false,"rel":false,"ret":false,"spc":false,"thr":false,"ver":false},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064443,"modifiedTime":1662222020145,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"rA84aaT37Mp5y9dq","name":"Staff of Fire","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Fire.jpg","effects":[{"label":"Damage Resistance","icon":"https://5etools-mirror-1.github.io/img/items/DMG/Staff%20of%20Fire.jpg","changes":[{"key":"system.traits.dr.value","mode":2,"value":"fire","priority":7}],"disabled":false,"duration":{"startTime":null,"seconds":null,"combat":null,"rounds":null,"turns":null,"startRound":null,"startTurn":null},"tint":null,"transfer":true,"flags":{},"_id":"jsqsglakiqlalq1d","origin":null}],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"staff%20of%20fire_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-weapon-melee.rA84aaT37Mp5y9dq"}},"system":{"description":{"value":"\n\t\t

You have resistance to fire damage while you hold this staff.

The staff has 10 charges. While holding it, 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: @spell[burning hands] (1 charge), @spell[fireball] (3 charges), or @spell[wall of fire] (4 charges).

The staff regains [[/r 1d6 + 4]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

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A backpack can hold one cubic foot or 30 pounds of gear. You can also strap items, such as a bedroll or a coil of rope, to the outside of a backpack.

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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.

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Вы можете дышать под водой в течение 1 часа после того, как выпьете это зелье. В мутно-зелёной жидкости, пахнущей морем, плавают небольшие пузырьки, похожие на медуз.

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While holding this staff, you can use an action to expend 1 of its 10 charges to cast @spell[charm person], @spell[command], or @spell[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 against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.

The staff regains [[/r 1d8 + 2]] expended charges daily at dawn. If you expend the last charge, roll a [[/r d20]]. On a 1, the staff becomes a nonmagical quarterstaff.

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Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.

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You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Note: According to the SRD, it is an extra [[/r 2d6]] and [[/r 4d6]] bludgeoning damage, although this is incorrect.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Replier, the Neutral sword, has a peridot set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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A basket holds 2 cubic feet or 40 pounds of gear.

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The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.

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When you drink this potion, you gain resistance to fire damage for 1 hour.

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The next time you see a creature within 10 minutes after drinking this philter, you become @condition[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 you are @condition[charmed]. This potion's rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

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Plate consists of shaped, interlocking metal plates to cover the entire body. A suit of plate includes gauntlets, heavy leather boots, a visored helmet, and thick layers of padding underneath the armor. Buckles and straps distribute the weight over the body.

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Маленький драгоценный кинжал на серебряной цепочке. На нем изображена дварфийская руна, которая переводится как \"Жадность - это хорошо\".

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become @condition[frightened] of you for 1 minute. While it is @condition[frightened] in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the @action[Dash] action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the @action[Dodge] action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains [[/r 1d3]] expended charges daily at dawn.

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This crude armor consists of thick furs and pelts. It is commonly worn by barbarian tribes, evil humanoids, and other folk who lack access to the tools and materials needed to create better armor.

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","chat":"","unidentified":""},"source":"PHB","quantity":1,"weight":3,"price":25,"attunement":0,"equipped":true,"rarity":"","identified":false,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":null,"units":""},"target":{"value":null,"width":null,"units":"","type":""},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":null,"max":"","per":null},"consume":{"type":"","target":"","amount":null},"ability":null,"actionType":"mwak","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[["1d6 + @mod","slashing"]],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"armor":{"value":10},"hp":{"value":0,"max":0,"dt":null,"conditions":""},"weaponType":"martialM","baseItem":"scimitar","properties":{"fin":true,"lgt":true},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220064455,"modifiedTime":1662222020163,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"vd3ZKSJFVmiRpgcH","name":"Glass Bottle","type":"backpack","img":"icons/consumables/potions/bottle-bulb-empty-glass.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"PHB","hash":"glass%20bottle_phb","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-adventuring-gear.vd3ZKSJFVmiRpgcH"}},"system":{"description":{"value":"\n\t\t

A bottle holds 1½ pints of liquid.

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In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as \"Final Word.\" Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.

Retorter, the Lawful Good sword, has an aquamarine set in its pommel.

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

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When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.

This potion's transparent liquid has floating in it a sliver of fingernail from a @creature[stone giant].

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"hour"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"util","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"","dc":null,"scaling":"spell"},"consumableType":"potion","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102649,"modifiedTime":1662222020165,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"wYlu2hLRFLUJjEDi","name":"Potion of Mind Reading","type":"consumable","img":"icons/consumables/potions/bottle-bulb-corked-purple.webp","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"potion%20of%20mind%20reading_dmg","propDroppable":"item"},"core":{"sourceId":"Compendium.sc-items.sc-potions.wYlu2hLRFLUJjEDi"}},"system":{"description":{"value":"\n\t\t

When you drink this potion, you gain the effect of the @spell[detect thoughts] spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

","chat":"","unidentified":""},"source":"DMG","quantity":1,"weight":0,"price":null,"attunement":0,"equipped":false,"rarity":"rare","identified":true,"activation":{"type":"action","cost":1,"condition":""},"duration":{"value":1,"units":"minute"},"target":{"value":1,"width":null,"units":"","type":"creature"},"range":{"value":5,"long":0,"units":"ft"},"uses":{"value":1,"max":1,"per":"charges","autoDestroy":true,"autoUse":true},"consume":{"type":"","target":"","amount":null},"ability":"","actionType":"save","attackBonus":0,"chatFlavor":"","critical":{"threshold":null,"damage":""},"damage":{"parts":[],"versatile":""},"formula":"","save":{"ability":"wis","dc":13,"scaling":"flat"},"consumableType":"potion","attributes":{"spelldc":10},"proficient":true,"attuned":false},"_stats":{"systemId":"dnd5e","systemVersion":"2.0.2","coreVersion":"10.284","createdTime":1662220102650,"modifiedTime":1662222020165,"lastModifiedBy":"VdGRI531rerJ25hN"},"folder":null,"sort":0,"ownership":{"default":0,"VdGRI531rerJ25hN":3}} {"_id":"wicNEYFTBy7LpYEo","name":"Sword of Kas","type":"weapon","img":"https://5etools-mirror-1.github.io/img/items/DMG/Sword%20of%20Kas.jpg","effects":[],"flags":{"srd5e":{"page":"items.html","source":"DMG","hash":"sword%20of%20kas_dmg","propDroppable":"item"},"babele":{"translated":true,"hasTranslation":true,"originalName":"Sword of Kas"},"core":{"sourceId":"Compendium.world.martial-melee-weapon.wicNEYFTBy7LpYEo"}},"system":{"description":{"value":"\n\t\t

When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.

For a long time, Kas faithfully served the @creature[lich] but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the @creature[lich||lich's] empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.

The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra [[/r 2d10]] slashing damage to undead.

If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes [[/r 3d6]] psychic damage. On a failed save, the wielder is dominated by the sword, as if by the @spell[dominate monster] spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.

Random Properties.

The Sword of Kas has the following random properties:

Spirit of Kas.

While the sword is on your person, you add a [[/r d10]] to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.

Spells.

While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: @spell[call lightning], @spell[divine word], or @spell[finger of death]. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.

Sentience.

The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates telepathically with its wielder and can speak, read, and understand Common

Personality.

The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the @creature[lich||lich's] works, and foiling his machinations all help to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and @item[Hand of Vecna]. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.

Destroying the Sword.

A creature attuned to both the @item[Eye of Vecna] and the @item[Hand of Vecna] can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the @spell[wish] spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the @spell[wish] spell is wasted. If the sword loses the contest, it is destroyed.

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Эта старинная конусообразная шляпа украшена золотыми полумесяцами и звёздами. Пока она надета на вас, вы получаете следующие преимущества:

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Made from tough but flexible leather, studded leather is reinforced with close-set rivets or spikes.

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Вы получаете бонус +1 к броскам атаки и урона, совершённым этим магическим оружием.

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While wearing this armor, you have resistance to slashing damage.

Curse.

This armor is cursed, a fact that is revealed only when an @spell[identify] spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the @spell[remove curse] spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.

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This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide 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 [[/r 4d6]] lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus [[/r 4d6]] lightning damage.

The javelin's property can't be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

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