initial commit
This commit is contained in:
14
magic_items/md/level_up_a5e/absurdist-web-a5e.md
Normal file
14
magic_items/md/level_up_a5e/absurdist-web-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Absurdist Web
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
When you try to unfold this bed sheet-sized knot of spidersilk, you occasionally unearth a long-dead sparrow or a cricket that waves thanks before hopping away. It’s probably easier just to wad it up and stick it in your pocket. The interior of this ball of web is an extradimensional space equivalent to a 10-foot cube. To place things into this space you must push it into the web, so it cannot hold liquids or gasses. You can only retrieve items you know are inside, making it excellent for smuggling. Retrieving items takes at least 2 actions (or more for larger objects) and things like loose coins tend to get lost inside it. No matter how full, the web never weighs more than a half pound.
|
||||
|
||||
A creature attempting to divine the contents of the web via magic must first succeed on a DC 28 Arcana check which can only be attempted once between _long rests_ .
|
||||
|
||||
Any creature placed into the extradimensional space is placed into stasis for up to a month, needing no food or water but still healing at a natural pace. Dead creatures in the web do not decay. If a living creature is not freed within a month, it is shunted from the web and appears beneath a large spider web 1d6 miles away in the real world.
|
||||
12
magic_items/md/level_up_a5e/aegis-of-the-eternal-moon-a5e.md
Normal file
12
magic_items/md/level_up_a5e/aegis-of-the-eternal-moon-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Aegis of the Eternal Moon
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
The circular surface of this gleaming silver shield is marked by dents and craters making it reminiscent of a full moon. While holding this medium shield, you gain a magical +1 bonus to AC. This item has 3 charges and regains 1 charge each night at moonrise.
|
||||
|
||||
While this shield is equipped, you may expend 1 charge as an action to cast _moonbeam_ , with the following exceptions: the spell manifests as a line of moonlight 10 feet long and 5 feet wide emanating from the shield, and you may move the beam by moving the shield (no action required). When the first charge is expended, the shield fades to the shape of a gibbous moon and loses its magical +1 bonus to AC. When the second charge is expended, the shield fades to the shape of a crescent moon and becomes a light shield, granting only a +1 bonus to AC. When the final charge is expended, the shield fades away completely, leaving behind its polished silver handle. When the shield regains charges, it reforms according to how many charges it has remaining.
|
||||
@@ -0,0 +1,18 @@
|
||||
|
||||
# Aerodite the Autumn Queen’s True Name
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This slip of parchment contains the magically bound name “Airy Nightengale” surrounded by shifting autumn leaves. While you are attuned to it, you can use a bonus action to invoke the name on this parchment to summon a vision of a powerful _archfey_ beside you for 1 minute. Airy acts catty and dismissive but mellows with flattery. Once a vision is summoned in this way, it cannot be summoned again for the next 24 hours.
|
||||
|
||||
You can use an action to verbally direct the vision to do any of the following:
|
||||
|
||||
* Perform minor acts of nature magic (as _druidcraft_ ).
|
||||
* Whisper charming words to a target creature within 5 feet. Creatures whispered to in this way must make a DC 13 Charisma _saving throw_ , on a failed save targets become _charmed_ by the vision until the end of their next turn, treating the vision and you as friendly allies.
|
||||
* Bestow a magical fly speed of 10 feet on a creature within 5 feet for as long as the vision remains.
|
||||
|
||||
Alternatively, as an action while the vision is summoned you can agree to revoke your claim on Aerodite in exchange for her direct assistance. When you do so the parchment disappears in a flurry of autumn leaves, and for the next minute the figment transforms into an alluring vision of the Dreaming at a point you choose within 60 feet (as __hypnotic pattern_ , save DC 13). Once you have revoked your claim in this way, you can never invoke Aerodite’s true name again.
|
||||
16
magic_items/md/level_up_a5e/air-charm-a5e.md
Normal file
16
magic_items/md/level_up_a5e/air-charm-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Air Charm
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this charm you can hold your breath for an additional 10 minutes, or you can break the charm to release its power, destroying it to activate one of the following effects.
|
||||
|
||||
* **Flight**: Cast __fly ._
|
||||
* **Float**: Cast _feather fall_ .
|
||||
* **Whirl**: Cast __whirlwind kick_ (+7 spell attack bonus, spell save DC 15).
|
||||
|
||||
**Curse**. Releasing the charm’s power attracts the attention of a _djinni_ who seeks you out to request a favor.
|
||||
12
magic_items/md/level_up_a5e/alliance-rings-a5e.md
Normal file
12
magic_items/md/level_up_a5e/alliance-rings-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Alliance Rings
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Ring
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
These matched glass rings shimmer from a stitch of eldritch energy that runs through their center. They contain some residual memories of the cleric and herald who originally wore the bands, relying on the enchanted jewelry as much as each other through many adventures together. When you and another creature attune to the rings, you each gain the ability to sense your approximate distance from one another. You also receive a slight jolt when the other ring wearer drops to 0 hit points.
|
||||
|
||||
When the other ring wearer takes damage, you can use your reaction to concentrate and rotate the ring. When you do so, both you and the other ring wearer receive an image of an elderly herald giving up her life to shield her cleric companion from enemy arrows. The effect, spell, or weapon’s damage dice are rolled twice and use the lower result. After being used in this way, the energy in each ring disappears and they both become mundane items.
|
||||
10
magic_items/md/level_up_a5e/amber-wings-a5e.md
Normal file
10
magic_items/md/level_up_a5e/amber-wings-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Amber Wings
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This pair of amber dragonfly wings holds the memories of a native of the Dreaming who befriended several insect companions. You can speak with insects when carrying the wings in your hand or wearing them as a piece of jewelry. When you speak the name of the fey creature whose memories lie within the wings, you briefly experience the sensation of flying atop a giant dragonfly. For 1 minute after speaking the name, you can glide up to 60 feet per round. This functions as though you have a fly speed of 60 feet, but you can only travel horizontally or on a downward slant. The wings crumble to dust after the gliding effect ends.
|
||||
10
magic_items/md/level_up_a5e/ammunition-1-a5e.md
Normal file
10
magic_items/md/level_up_a5e/ammunition-1-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Ammunition +1
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This ammunition comes in bundles of 10\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.
|
||||
10
magic_items/md/level_up_a5e/ammunition-2-a5e.md
Normal file
10
magic_items/md/level_up_a5e/ammunition-2-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Ammunition +2
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This ammunition comes in bundles of 10\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.
|
||||
10
magic_items/md/level_up_a5e/ammunition-3-a5e.md
Normal file
10
magic_items/md/level_up_a5e/ammunition-3-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Ammunition +3
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This ammunition comes in bundles of 10\. When used to make a _ranged weapon attack_ , a piece of this ammunition grants a bonus to attack and damage rolls made with it. After hitting a target, a piece of ammunition loses its magical properties.
|
||||
10
magic_items/md/level_up_a5e/amulet-of-health-a5e.md
Normal file
10
magic_items/md/level_up_a5e/amulet-of-health-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Amulet of Health
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Wearing this amulet increases your Constitution score to 19\. It has no effect if your Constitution is equal to or greater than 19.
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Amulet of Proof against Detection and Location
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You are hidden from divination magic while wearing this amulet, including any form of _scrying_ (magical scrying sensors are unable to perceive you).
|
||||
10
magic_items/md/level_up_a5e/amulet-of-the-planes-a5e.md
Normal file
10
magic_items/md/level_up_a5e/amulet-of-the-planes-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Amulet of the Planes
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this amulet, you can use an action and name a location that you are familiar with on another plane of existence, making a DC 15 Intelligence check. On a success you cast the _plane shift_ spell, but on a failure you and every creature and object within a 15-foot radius are transported to a random location determined with a d100 roll. On a 1–60 you transport to a random location on the plane you named, or on a 61–100 you are transported to a randomly determined plane of existence.
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
# Amulet of the Pleasing Bouquet
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Various schools of magic employ all manner of particularly foul-smelling and noxious substances, nauseating some would-be wizards to the point of illness. These enchanted amulets were created to guard against the various stenches found in their masters’ laboratories and supply closets. Enterprising apprentices quickly saw the value of peddling the enchanted trinkets to the affluent wishing to avoid the stench of the streets however, and now they are commonplace among nobility.
|
||||
|
||||
The most typical of these amulets look like pomanders though dozens of different styles, varieties, and scents are available for sale. While wearing it, you can spend an action and expend 1 charge from the amulet to fill your nostrils with pleasing scents for 1 hour. These scents are chosen by the amulet’s creator at the time of its crafting.
|
||||
|
||||
In more extreme circumstances like a __stinking cloud_ spell or _troglodyte’s_ stench, you can expend 3 charges as a reaction to have _advantage_ on _saving throws_ against the dangerous smell until the end of your next turn.
|
||||
|
||||
The amulet has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\. On a or 5 or less, the amulet loses its magic and becomes a mundane item.
|
||||
44
magic_items/md/level_up_a5e/ancient-broom-a5e.md
Normal file
44
magic_items/md/level_up_a5e/ancient-broom-a5e.md
Normal file
@@ -0,0 +1,44 @@
|
||||
|
||||
# Ancient Broom
|
||||
|
||||
* **Rarity:** Artifact
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Subtle power is contained within this ancient oak staff and its coarse bristles, and though it appears as if any amount of rough handling will break this broom only the most potent blades have any chance of harming it. The broom’s handle is said to have come from the first tree and the bristles stolen from a god, but its beginnings are far more humble—just a simple mundane object that accrued its first enchantment by chance after years of exposure to countless rituals. Since then its attraction to magic has grown, and so too has its admiration for the arcane. The broom has been in the hands of countless spellcasters, many of them unlikely candidates to pursue magic, though it cannot remember their names. Only the feats of magic they achieved are of any worth to the broom.
|
||||
|
||||
_**Sentience.**_ The broom is a sentient construct with Intelligence 19, Wisdom 15, and Charisma 17\. It has hearing and darkvision to a range of 120 feet. The broom communicates with you telepathically and can speak and understand Common, Draconic, Dwarvish, Elvish, Sylvan, and Undercommon.
|
||||
|
||||
_**Personality.**_ The broom’s purpose is to encourage the use of magic—the more powerful the better—regardless of any consequences. It is unconcerned with the goings on of mortals or anyone not engaged with magic, and it demands a certain amount of respect and appreciation for its service.
|
||||
|
||||
**_Demands._** If you are unable to cast spells and attune to the broom, it relentlessly argues for you to pursue magical training and if none is achieved within a month it goes dormant in your hands (becoming a very durable stick). In addition, the broom is a repository of magic over the ages and it strongly encourages you to seek out monsters to harvest powerful reagents, explore cursed ruins in search of forbidden knowledge, and undertake precarious rituals.
|
||||
|
||||
You have a +3 bonus to _attack and damage rolls_ made with the magic broom, and when the broom deals damage with a critical hit the target is _blinded_ until the end of your next turn.
|
||||
|
||||
**Legends and Lore** Success on an Arcana or History check reveals the following:
|
||||
|
||||
**DC 15** This is the _Ancient Broom_, used by spellcasters since the dawn of time.
|
||||
|
||||
**DC 18** The broom is able to animate itself and attack your enemies, it has the power to open locks and break shackles, and it enables you to move without leaving a trace of your passing.
|
||||
|
||||
**DC 21** Many of those who have wielded the _Ancient Broom_ came from humble and unlikely backgrounds.
|
||||
|
||||
**Artifact Properties**
|
||||
|
||||
The _Ancient Broom_ has one lesser artifact detriment and one greater artifact detriment.
|
||||
|
||||
**Magic**
|
||||
|
||||
While you are attuned to the broom you gain an expertise die on checks made with Arcana, and while holding it you can innately cast __pass without trace_ (no _concentration_ required) and _nondetection_ at will.
|
||||
|
||||
In addition, you can use a bonus action to knock the broom against a lock, door, lid, chains, shackles, or the like to open them. Once you have done so 3 times, you cannot do so again until you have finished a long rest. You can speak with the broom over the course of a _short rest_ , learning one ritual spell. The next time you use this feature, you forget the last spell learned from it.
|
||||
|
||||
**Dancing Broom**
|
||||
|
||||
In addition, you can use a bonus action to toss this broom into the air and cackle. When you do so, the broom begins to hover, flies up to 60 feet, and attacks one creature of your choice within 5 feet of it. The broom uses your _attack roll_ and ability score modifier to damage rolls, and unless a target is hidden or _invisible_ it has _advantage_ on its attack roll.
|
||||
|
||||
While the broom hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the broom to attack one creature within 5 feet of it.
|
||||
|
||||
The broom ceases to hover if you grasp it or move more than 30 feet away from it.
|
||||
10
magic_items/md/level_up_a5e/angel-eyes-a5e.md
Normal file
10
magic_items/md/level_up_a5e/angel-eyes-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Angel Eyes
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Both the frame and lenses of these magnificent spectacles are made of the finest crystal. While you are wearing and attuned to the spectacles, you are immune to _mental stress effects_ that would result from a visual encounter, you have _advantage_ on _saving throws_ against sight-based fear effects, and you are immune to gaze attacks.
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
# Angurvadal, the Stream of Anguish
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This longsword has 5 runes inscribed along its blade that glow and burn fiercely in times of war but with a dim, calming light in times of peace. You gain a +2 to attack and damage rolls with this weapon. While _Angurvadal_ is drawn, its runes glow with 5 feet of dim light when not in combat. As long as the weapon is drawn and you are conscious, you cannot be surprised and have _advantage_ on initiative rolls as the runes blaze to life. On your first turn, and for the duration of the combat, the runes emits bright light in a 20-foot radius and dim light for an additional 20 feet. During this time, attacks with this sword also deal an additional 2d6 fire damage.
|
||||
|
||||
_Angurvadal_ has 5 charges and regains 1d4 + 1 charges each dawn. As an action, you can expend 1 or more charges to cast __burning hands_ (save DC 15). For each charge spent after the first, you increase the level of the spell by 1\. When all charges are expended, roll a d20\. On a 1, the fire of the runes dims and _Angurvadal_ can no longer gain charges. Otherwise, _Angurvadal_ acts as a mundane longsword until it regains charges. Each charge is represented on the blade by a glowing rune that is extinguished when it is used.
|
||||
|
||||
### Lore
|
||||
|
||||
Little is known of _Angurvadal_ beyond the glow of its iconic runes and its often vengeful bearers, including the hero Frithiof. Despite its rather imposing title, this sword has far less of a history of tragedy associated with it than the other swords presented here.
|
||||
10
magic_items/md/level_up_a5e/animated-shield-a5e.md
Normal file
10
magic_items/md/level_up_a5e/animated-shield-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Animated Shield
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
As a bonus action, you can verbally command the shield to animate and float in your space, or for it to stop doing so. The shield continues to act as if you were wielding it, but with your hands free. The shield remains animated for 1 minute, or until you are _incapacitated_ or die. It then returns to your free hand, if you have one, or else it falls to the ground. You can benefit from only one shield at a time.
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Anthology of Enhanced Radiance
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This slightly enchanted book holds lessons for how to look healthier. When you spend 1 hour reading and memorizing the book’s lessons, after your next _long rest_ for the following 24 hours you appear as if you’ve slept and eaten well for months. At the end of the duration, the effect ends and you are unable to benefit from this book until 28 days have passed.
|
||||
42
magic_items/md/level_up_a5e/apparatus-of-the-crab-a5e.md
Normal file
42
magic_items/md/level_up_a5e/apparatus-of-the-crab-a5e.md
Normal file
@@ -0,0 +1,42 @@
|
||||
|
||||
# Apparatus of the Crab
|
||||
|
||||
* **Rarity:** Legendary
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This ingeniously crafted item (known by some as the crabaratus) is a tightly shut 500 pound iron barrel. Making a DC 20 Investigation check reveals a hidden catch which unlocks one end of the barrel—a hatch. Two Medium or smaller creatures can crawl inside where there are 10 levers in a row at the far end. Each lever is in a neutral position but can move up or down. Use of these levers makes the barrel reconfigure to resemble a giant metal crab.
|
||||
|
||||
This item is a Large object with the following statistics:
|
||||
|
||||
**Armor Class:** 20
|
||||
|
||||
**Hit Points:** 200
|
||||
|
||||
**Speed:** 30 ft., swim 30 ft. (both are 0 ft. without legs and tail extended)
|
||||
|
||||
**Damage Immunities:** poison, psychic
|
||||
|
||||
The item requires a pilot to be used as a vehicle. The hatch must be closed for it to be airtight and watertight. The apparatus holds 10 hours worth of air for breathing, dividing by the number of breathing creatures inside.
|
||||
|
||||
The apparatus floats on water and may dive underwater down to 900 feet, taking 2d6 bludgeoning damage at the end of each minute spent at a lower depth.
|
||||
|
||||
Any creature inside the apparatus can use an action to position up to two of the levers either up or down, with the lever returning to its neutral position upon use. From left to right, the Apparatus of the Crab table shows how each lever functions.
|
||||
|
||||
|
||||
**Table: Apparatus of the Crab**
|
||||
|
||||
| **Lever** | **Up** | **Down** |
|
||||
| --------- | --------------------------------------------------------------------------------------------------------------------------------- | --------------------------------------------------------------------------------------------------------------------------- |
|
||||
| 1 | Extends legs and tail. | Retracts legs and tail. Speed is 0 ft. and it cannot benefit from bonuses to Speed. |
|
||||
| 2 | Shutter on forward window opens. | Shutter on forward window closes. |
|
||||
| 3 | Shutters (two each side) on side windows open. | Shutters on side windows close. |
|
||||
| 4 | Two claws extend, one on each front side. | The claws retract. |
|
||||
| 5 | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes a melee attack: +8 to hit, reach 5 ft., one target. Hit: The target is _grappled_ (escape DC 15). |
|
||||
| 6 | The apparatus moves forward. | The apparatus moves backward. |
|
||||
| 7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right. |
|
||||
| 8 | Bright light shines from fixtures resembling eyes, shedding bright light in a 30-foot radius and dim light an additional 30 feet. | The light extinguishes. |
|
||||
| 9 | If in liquid, the apparatus sinks 20 feet. | If in liquid, the apparatus rises 20 feet. |
|
||||
| 10 | The hatch opens. | The hatch closes. |
|
||||
14
magic_items/md/level_up_a5e/archaic-creed-a5e.md
Normal file
14
magic_items/md/level_up_a5e/archaic-creed-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Archaic Creed
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This crumpled vellum scroll is scrawled with an Infernal statement outlining the beliefs of a specific yet unnamed fiend. Whether or not you can read the language, while studying the statement you gain an expertise die on a Religion check made to recall or learn information about fiends. You can’t do so again until you finish a _long rest_ .
|
||||
|
||||
By repeatedly reciting the creed aloud as an action each round for 1 minute, you can cast _find familiar_ , except your familiar takes the form of either an _imp_ or a _quasit_ . The creed is irrevocably absorbed into the familiar’s body and is completely destroyed when the familiar drops to 0 hit points.
|
||||
|
||||
**Curse.** The familiar summoned by the creed is cursed. The fiend who wrote the creed can observe you through the summoned familiar, and can command the familiar to take actions while you are _asleep_ or _unconscious_ .
|
||||
28
magic_items/md/level_up_a5e/armor-1-2-or-3-a5e.md
Normal file
28
magic_items/md/level_up_a5e/armor-1-2-or-3-a5e.md
Normal file
@@ -0,0 +1,28 @@
|
||||
|
||||
# Armor +1, +2, or +3
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Armor
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Wearing this armor gives an additional magic boost to AC as well as the base AC the armor provides. Its rarity and value are listed below:
|
||||
|
||||
| **Base Armor** | **+1 AC** | | **+2 AC** | | **+3 AC** | |
|
||||
| --------------------------- | --------- | --------- | --------- | --------- | --------- | ---------- |
|
||||
| Padded cloth | Common | 65 gp | Uncommon | 500 gp | Rare | 2,500 gp |
|
||||
| Padded leather | Uncommon | 400 gp | Rare | 2,500 gp | Very rare | 10,000 gp |
|
||||
| Cloth brigandine | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,200 gp |
|
||||
| Leather brigandine | Uncommon | 400 gp | Rare | 2,200 gp | Very rare | 8,000 gp |
|
||||
| Hide armor | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,000 gp |
|
||||
| Scale mail | Uncommon | 250 gp | Rare | 2,000 gp | Very rare | 8,000 gp |
|
||||
| Breastplate or cuirass | Uncommon | 500 gp | Rare | 2,000 gp | Very rare | 8,000 gp |
|
||||
| Elven breastplate (mithral) | Rare | 1,300 gp | Very rare | 2,800 gp | Very rare | 8,800 gp |
|
||||
| Chain mail or chain shirt | Uncommon | 150 gp | Uncommon | 500 gp | Rare | 2,000 gp |
|
||||
| Half plate | Rare | 2,000 gp | Very rare | 8,000 gp | Very rare | 32,000 gp |
|
||||
| Hauberk | Uncommon | 450 gp | Rare | 1,500 gp | Very rare | 6,000 gp |
|
||||
| Splint | Rare | 1,500 gp | Very rare | 6,000 gp | Very rare | 24,000 gp |
|
||||
| Full plate | Very rare | 6,000 gp | Very rare | 24,000 gp | Legendary | 96,000 gp |
|
||||
| Elven plate (mithral) | Very rare | 9,000 gp | Very rare | 27,000 gp | Legendary | 99,000 gp |
|
||||
| Dwarven plate (stone) | Very rare | 24,000 gp | Legendary | 96,000 gp | Legendary | 150,000 gp |
|
||||
10
magic_items/md/level_up_a5e/armor-of-invulnerability-a5e.md
Normal file
10
magic_items/md/level_up_a5e/armor-of-invulnerability-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Armor of Invulnerability
|
||||
|
||||
* **Rarity:** Legendary
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This armor grants you resistance to nonmagical damage. Once between _long rests_ , you can use an action to become immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor.
|
||||
12
magic_items/md/level_up_a5e/armor-of-resistance-a5e.md
Normal file
12
magic_items/md/level_up_a5e/armor-of-resistance-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Armor of Resistance
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This armor grants you resistance to one type of damage. The type of damage is determined when the armor is created, from the following list: acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, thunder.
|
||||
|
||||
A suit of light or medium _armor of resistance_ is rare, and a heavy suit is very rare.
|
||||
12
magic_items/md/level_up_a5e/armor-of-vulnerability-a5e.md
Normal file
12
magic_items/md/level_up_a5e/armor-of-vulnerability-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Armor of Vulnerability
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This armor grants you resistance to one of the following damage types: bludgeoning, piercing, or slashing. The type of damage is determined when the armor is created.
|
||||
|
||||
**Cursed.** Once attuned to this armor, you are _cursed_ until you are targeted by __remove curse_ or similar magic; removing the armor does not end it. While cursed, you have vulnerability to the other two damage types this armor does not protect against.
|
||||
10
magic_items/md/level_up_a5e/armored-corset-a5e.md
Normal file
10
magic_items/md/level_up_a5e/armored-corset-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Armored Corset
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This corset appears to be a lightweight piece of shapewear, bound up the back with satin ribbons. In practice, it acts as a steel breastplate for the purposes of AC, donning time, and sleeping in armor; however, it imposes _disadvantage_ on Acrobatics checks instead of Stealth checks. An armored corset is considered light armor for the purposes of proficiency and imposes no maximum Dexterity modifier. Furthermore, if you wear it for longer than eight hours, you must make a DC 10 Constitution _saving throw_ or suffer a level of _fatigue_ , increasing the DC by 2 for each subsequent eight-hour stretch.
|
||||
10
magic_items/md/level_up_a5e/arrow-catching-shield-a5e.md
Normal file
10
magic_items/md/level_up_a5e/arrow-catching-shield-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Arrow-Catching Shield
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This shield grants you +2 to AC against ranged attacks, in addition to the shield’s normal bonus to AC. In addition, whenever a target within 5 feet of you is targeted by a ranged attack, you can use your reaction to become the target of the attack instead.
|
||||
12
magic_items/md/level_up_a5e/arrow-of-slaying-a5e.md
Normal file
12
magic_items/md/level_up_a5e/arrow-of-slaying-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Arrow of Slaying
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
A particular kind of creature is chosen when this magic arrow is created. When the _arrow of slaying_ damages a creature belonging to the chosen type, heritage, or group, the creature makes a DC 17 Constitution _saving throw_ , taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Once the _arrow of slaying_ deals its extra damage to a creature, it loses its magical properties.
|
||||
|
||||
Other types of magic ammunition of this kind exist, such as bolts meant for a crossbow, or bullets for a firearm or sling.
|
||||
61
magic_items/md/level_up_a5e/asi-a5e.md
Normal file
61
magic_items/md/level_up_a5e/asi-a5e.md
Normal file
@@ -0,0 +1,61 @@
|
||||
|
||||
# Asi
|
||||
|
||||
* **Rarity:** Legendary
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This magic, sentient longsword grants a +3 bonus to _attack and damage rolls_ made with it. Once you have attuned to the weapon, while wielding it you gain the following features:
|
||||
|
||||
◆ Weapon attacks using the sword score a critical hit on a roll of 19 or 20.
|
||||
|
||||
◆ The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
|
||||
|
||||
◆ You can use a bonus action to speak this sword’s command word, causing flames to erupt from the blade. These flames shed _bright light_ in a 60-foot radius and dim light for an additional 60 feet. While the sword is ablaze, it deals an extra 2d8 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
|
||||
|
||||
◆ You can use a bonus action to toss this sword into the air and speak a different command word. When you do so, the sword begins to hover and the consciousness inside of it awakens, transforming it into a creature. The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. You can transform the sword into a creature for up to 10 minutes, each one using a minimum of 1 minute from the duration. The sword regains 5 minutes of transforming capability for every 12 hours that feature is not in use.
|
||||
|
||||
When you act in a way that Asi finds contemptible (performing deeds that conflict with effecting the destruction of the enemies of the gods and restoring the Dharma), the sword acts under its own free will unless you succeed on an opposed Charisma check at the end of each minute.
|
||||
|
||||
**_Sentience._** Asi is a sentient weapon with Intelligence 16, Wisdom 16, and Charisma 16\. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with you and can speak, read, and understand Sanskrit and Tamil.
|
||||
|
||||
_**Personality.**_ The sword’s purpose is to effect the destruction of the enemies of the gods and restoring the Dharma. It is single-minded in its purpose and highly motivated, but not unreasonable or averse to compromising its interests for a short time while in the pursuit of the greater good.
|
||||
|
||||
_**Destroying the Sword.**_ The sword can never be permanently destroyed. When reduced to 0 hit points, Asi fades into the Ethereal Plane, reappearing in a location of its choosing 1d4 weeks later.
|
||||
|
||||
_**Asi**_
|
||||
_Challenge 8_
|
||||
_Small construct 3,900 XP_
|
||||
**AC** 16 (natural armor)
|
||||
**HP** 102 (12d6+60; bloodied 51)
|
||||
**Speed** fly 40 ft. (hover)
|
||||
|
||||
|
||||
STR DEX CON INT WIS CHA
|
||||
19 (+4) 17 (+3) 20 (+5) 16 (+3) 16 (+3) 16 (+3)
|
||||
|
||||
---
|
||||
|
||||
**Proficiency** +3; **Maneuver DC** 15
|
||||
**Saving Throws** Int +6, Wis +6, Cha +6 Skills Insight +6, Perception +6
|
||||
**Damage Resistances** cold, lightning; bludgeoning, piercing, slashing
|
||||
**Damage Immunities** fire, poison, psychic
|
||||
**Condition Immunities** _charmed_ , _fatigue_ , _frightened_ , _poisoned_
|
||||
**Senses** darkvision 120 ft., passive Perception 16
|
||||
**Languages** Sanskrit, Tamil; telepathy 60 ft.
|
||||
|
||||
---
|
||||
|
||||
_**Immutable Form.**_ The sword is immune to any spell or effect that would alter its form.
|
||||
|
||||
_**Magic Resistance.**_ The sword has _advantage_ on _saving throws_ against spells and other magical effects.
|
||||
|
||||
---
|
||||
|
||||
ACTIONS
|
||||
|
||||
_**Multiattack.**_ The sword attacks twice with its blade.
|
||||
|
||||
_**Blade.** Melee Weapon Attack:_ +8 to hit, reach 5 ft., one target. _Hit_: 16 (2d10+5) magical slashing damage plus 9 (2d8) fire damage.
|
||||
14
magic_items/md/level_up_a5e/assassins-ring-a5e.md
Normal file
14
magic_items/md/level_up_a5e/assassins-ring-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Assassin’s Ring
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Ring
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This unassuming-looking signet ring comes with sinister features. The first is a four-chambered extradimensional space, each of which can hold one dose of poison. While wearing the ring, you can use an action to press part of its filigree to deploy one of the poisons and apply it to a weapon or piece of ammunition. You have _advantage_ on checks made to conceal this action from observers.
|
||||
|
||||
In addition, you can use a bonus action to whisper a command word that makes a garrote of shadowy force unspool from the ring. A creature _grappled_ using this garrote has _disadvantage_ on _saving throws_ made to escape the grapple.
|
||||
|
||||
This ring’s magic is subtle and creatures have _disadvantage_ on checks made to notice it is magical or determine its purpose.
|
||||
20
magic_items/md/level_up_a5e/assembling-armor-a5e.md
Normal file
20
magic_items/md/level_up_a5e/assembling-armor-a5e.md
Normal file
@@ -0,0 +1,20 @@
|
||||
|
||||
# Assembling Armor
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This thick leather belt pouch jingles softly as if filled with metal rings. This item has 6 charges and regains 1d4 each dawn.
|
||||
|
||||
You can use an action to speak one of three command words and expend 1 or more of the pouch’s charges, causing metal rings and plates to stream out of the pouch and assemble into a suit of armor on your body.
|
||||
|
||||
* Leather brigandine (1 charge)
|
||||
* Half plate (2 charges)
|
||||
* Full plate (3 charges)
|
||||
|
||||
Alternatively, you can use a bonus action to speak a fourth command word and expend 1 charge to summon a medium shield from the pouch.
|
||||
|
||||
If you are already wearing armor that provides equal or greater protection than the armor provided by the pouch, the charges are wasted and nothing happens. If you are wearing armor that provides less protection, the assembling armor reinforces the armor you are already wearing and you benefit from the same level of protection as if you activated the pouch while unarmored. The armor remains on your person for up to 1 hour or until you use an action to dismiss it, after which it disassembles and returns to the pouch.
|
||||
14
magic_items/md/level_up_a5e/atlas-to-libation-a5e.md
Normal file
14
magic_items/md/level_up_a5e/atlas-to-libation-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Atlas to Libation
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This golden-brown parchment has an odd handle-like wooden stave and a seal marked with an ale tankard. As a bonus action, you can break the seal and unfurl the map. When you do so, the map fills in with accurate topography in a 1-mile radius around you. A miniature image of you appears at the map’s center along with a dotted line leading to an X that marks the nearest potable alcohol. The map immediately rolls back up if brought within 50 feet of alcohol or if no alcohol is within 1 mile when the seal is opened.
|
||||
|
||||
Once used in this way, the seal reforms and is usable again after 24 hours.
|
||||
|
||||
Alternatively, you can form a cylinder with the map and grasp it by the handle as an action. If you do so, the map hardens into a tall wooden tankard and magically fills with high quality ale, then loses all magical properties and becomes a mundane object.
|
||||
14
magic_items/md/level_up_a5e/axe-of-chilling-fear-a5e.md
Normal file
14
magic_items/md/level_up_a5e/axe-of-chilling-fear-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Axe of Chilling Fear
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This black iron axe is ice-cold to the touch and feels uncomfortable to hold. Its head has an iridescent blue tint to it, and frost gathers around it when it’s left to rest.
|
||||
|
||||
You have a +1 bonus to _attack and damage rolls_ with this weapon, and when you hit a creature that’s _frightened_ of you (as per the condition) with it, it deals an extra 2d6 cold damage. Additionally, you have _advantage_ on Intimidation checks while holding it, and when you score a critical hit with it, the target must make a DC 15 Wisdom _saving throw_ or be frightened of you for 1 minute. It can repeat the saving throw each time it takes damage, ending the effect on a success.
|
||||
|
||||
**_Curse._** While attuned to this axe, a deep-seated fear comes to the fore. You develop a _phobia_ based on a pre-existing fear (work with the Narrator to determine something suitable), however dormant, with the following alterations: when confronted with this object of this phobia, you must make a DC 15 Wisdom _saving throw_ , becoming _frightened_ of it for 1 minute on a failure. On a success, you can’t be frightened by that phobia again for 1 hour. This does not affect a phobia gained in any other way.
|
||||
22
magic_items/md/level_up_a5e/badge-of-seasons-a5e.md
Normal file
22
magic_items/md/level_up_a5e/badge-of-seasons-a5e.md
Normal file
@@ -0,0 +1,22 @@
|
||||
|
||||
# Badge of Seasons
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Glowing, magical symbols of spring, summer, autumn, and winter decorate this wooden badge. So long as at least one of the symbols remains on the badge, fey creatures regard you as a figure of authority. You gain an expertise die on Intimidation and Persuasion checks made to influence fey.
|
||||
|
||||
Whenever you create your pact weapon, you can choose to imbue it with the magic of one of the badge’s four symbols. For the next minute or until your pact weapon disappears, you gain a benefit related to the chosen symbol:
|
||||
|
||||
**Spring:** Whenever you use your pact weapon to damage a creature, you regain 1d4 hit points.
|
||||
|
||||
**Summer:** Attacks made with your pact weapon deal an additional 1d6 fire damage.
|
||||
|
||||
**Autumn:** Whenever you use your pact weapon to damage a creature, the target makes a Charisma _saving throw_ against your spell save DC or it deals half damage with weapon attacks until the end of your next turn.
|
||||
|
||||
**Winter:** You can use a bonus action to teleport up to 15 feet to an unoccupied space that you can see. Creatures within 5 feet of the space you left each take 1d4 cold damage.
|
||||
|
||||
The symbol disappears after its effect ends. Once you’ve used all four symbols, the badge becomes a mundane item.
|
||||
32
magic_items/md/level_up_a5e/bag-of-beans-a5e.md
Normal file
32
magic_items/md/level_up_a5e/bag-of-beans-a5e.md
Normal file
@@ -0,0 +1,32 @@
|
||||
|
||||
# Bag of Beans
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This cloth bag contains 3d4 dry beans and weighs ½ pound plus ¼ pound for each bean inside.
|
||||
|
||||
Dumping the bag’s contents on the ground creates a fiery 10-foot radius explosion. The fire ignites unattended flammable objects. Each creature in the area makes a DC 15 Dexterity _saving throw_ , taking 5d4 fire damage on a failure, or half damage on a success.
|
||||
|
||||
You may also take a bean from the bag and plant it in dirt or sand and water it, producing an effect 1 minute later centered on where it was planted.
|
||||
|
||||
To determine the effect the Narrator may create something entirely new, choose one from the following table, or roll.
|
||||
|
||||
Table: Bag of Beans
|
||||
|
||||
| 1 | 5d4 toadstools with strange markings appear. When a creature eats a toadstool (raw or cooked), roll any die. An even result grants 5d6 temporary hit points for 1 hour, and an odd result requires the creature to make a DC 15 Constitution _saving throw_ or take 5d6 poison damage and become _poisoned_ for 1 hour. |
|
||||
| ----- | ---------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| 2–10 | 1d4+1 geysers erupt. Each one spews a different liquid (chosen by the Narrator) 30 feet into the air for 1d6 rounds: beer, berry juice, cooking oil, tea, vinegar, water, or wine. |
|
||||
| 11–20 | A fully developed _treant_ appears. There is a 50% chance it is chaotic evil, in which case it immediately attacks the nearest creature. |
|
||||
| 21–30 | A stone statue in your likeness with an angry countenance rises. The statue is immobile except for its mouth, which can move and speak. It constantly rails threats and insults against you. If you leave the statue, it knows where you are (if you are on the same plane of existence) and tells anyone who comes near that you are the worst of villains, urging them to kill you. The statue attempts to cast _geas_ (save DC 10) on any nearby creature that can speak a language you do (and isn’t your friend or companion) with the command to find and kill you. After 24 hours, the statue loses the ability to speak and cast geas, becoming completely inanimate. |
|
||||
| 31–40 | A campfire with green flames appears for 24 hours or until it is extinguished. The area in a 10-foot radius is a haven. |
|
||||
| 41–50 | 1d6+6 fully developed _shriekers_ appear. |
|
||||
| 51–60 | 1d4+8 small pods sprout, which then unfurl to allow a luminescent pink toad to crawl out of each one. A toad transforms into a Large or smaller beast (determined by the Narrator) whenever touched. The beast remains for 1 minute, then disappears in a puff of luminescent pink smoke. |
|
||||
| 61–70 | A fully developed _shambling mound_ appears. It is not hostile but appears perplexed as it is _stunned_ for 1d4 rounds. Once the stun effect ends, it is _frightened_ for 1d10+1 rounds. The source of its fear is one randomly determined creature it can see. |
|
||||
| 71–80 | A tree with tantalizing fruit appears, but then turns into glass that refracts light in a dazzlingly beautiful manner. The glass tree evaporates over the next 24 hours. |
|
||||
| 81–90 | A nest appears containing 1d4+3 vibrantly multicolored eggs with equally multicolored yolks. Any creature that eats an egg (raw or cooked) makes a DC 20 Constitution _saving throw_ . On a success, the creature's lowest ability score permanently increases by 1 (randomly choosing among equally low scores). On a failure, the creature takes 10d6 force damage from an internal magical explosion. |
|
||||
| 91–99 | A 5-foot hole with swirling multicolored vapors inside appears. All creatures within 10 feet of the hole that have an Intelligence of 6 or higher hear urgent, loving whispers from within in a language they understand. Each creature makes a DC 15 Wisdom _saving throw_ or try to leap into the hole. The first creature to jump into the hole (or more than one, if multiple creatures jump in simultaneously) disappears for 1 day before reappearing. A creature has no memory of the previous 24 hours when it reappears, but finds a new randomly determined magic item of uncommon rarity among its possessions. It also gains the benefits of a _long rest_ . The hole disappears after 1 minute, or as soon as a creature jumps completely into it. |
|
||||
| 100 | A fantastic, gargantuan beanstalk erupts and grows to a height determined by the Narrator. The Narrator also chooses where the top leads. These options (and more) are possible: the castle of a giant, a magnificent view, a different plane of existence. |
|
||||
12
magic_items/md/level_up_a5e/bag-of-cheese-a5e.md
Normal file
12
magic_items/md/level_up_a5e/bag-of-cheese-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Bag of Cheese
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This item is often bought from apprentice wizards with an adventurer’s first reward from questing. It is a yellow bag with the word “cheese” embroidered on it (in Common). Any food you put in this bag becomes cheese, but retains its original taste and condition—a moldy and dirty loaf of bread becomes a moldy and dirty piece of cheese. Any non-food items develop a distinctly cheesy aroma.
|
||||
|
||||
Alternatively, you can turn the bag inside out, transforming it into 1 Supply worth of any type of mundane cheese.
|
||||
18
magic_items/md/level_up_a5e/bag-of-devouring-a5e.md
Normal file
18
magic_items/md/level_up_a5e/bag-of-devouring-a5e.md
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
# Bag of Devouring
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This item is actually an aperture for the mouth of an immense extradimensional creature and is often mistaken for a _bag of holding_ .
|
||||
|
||||
The creature can perceive everything placed inside the bag. Up to a cubic foot of inanimate objects can be stored inside, however once per day the creature swallows any inanimate objects inside and spews them into another plane of existence (with the Narrator deciding the plane and time of day). Animal or vegetable matter placed completely inside is instead ingested and destroyed.
|
||||
|
||||
This item can be very dangerous. When part of a creature is inside the bag (including a creature reaching a hand inside) there is a 50% chance the bag pulls it inside. A creature that ends its turn inside the bag is ingested and destroyed.
|
||||
|
||||
A creature inside the bag can try to escape by using an action and making a DC 15 Strength check. Creatures outside the bag may use an action to attempt to reach in and pull a creature out with a DC 20 Strength check. This rescue attempt is subject to the same 50% chance to be pulled inside.
|
||||
|
||||
Piercing or tearing the item destroys it, with anything currently inside shifted to a random location on the Astral Plane. Turning the bag inside out closes the mouth.
|
||||
18
magic_items/md/level_up_a5e/bag-of-holding-a5e.md
Normal file
18
magic_items/md/level_up_a5e/bag-of-holding-a5e.md
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
# Bag of Holding
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This bag’s interior space is significantly larger than its apparent size of roughly 2 feet at the mouth and 4 feet deep. The bag can hold up to 500 pounds and has an internal volume of 64 cubic feet. Regardless of its contents, it weighs 15 pounds. Retrieving an item from the bag requires an action. If you have never interacted with a specific bag of holding before, the first time you use it, it requires 1d4 rounds to take stock of its contents before anything can be retrieved from the bag.
|
||||
|
||||
Food or water placed in the bag immediately and permanently lose all nourishing qualities—after being in the bag, water no longer slakes thirst and food does not sate hunger or nourish. In a similar fashion, the body of a dead creature placed in the bag cannot be restored to life by __revivify , raise dead ,_ or other similar magic. Breathing creatures inside the bag can survive for up to 2d4 minutes divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
|
||||
|
||||
The bag cannot hold any item that would not fit in a normal bag of its apparent size or any item with the Bulky quality.
|
||||
|
||||
If the bag is punctured, torn, or otherwise structurally damaged, it ruptures and is destroyed, and the contents are scattered throughout the Astral Plane.
|
||||
|
||||
Placing a _bag of holding_ inside another extradimensional storage device such as a _portable hole_ or __handy haversack_ results in planar rift that destroys both items and pulls everything within 10 feet into the Astral Plane. The rift then closes and disappears.
|
||||
29
magic_items/md/level_up_a5e/bag-of-tricks-a5e.md
Normal file
29
magic_items/md/level_up_a5e/bag-of-tricks-a5e.md
Normal file
@@ -0,0 +1,29 @@
|
||||
|
||||
# Bag of Tricks
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This seemingly empty cloth bag comes in several colors and has a small, fuzzy object inside.
|
||||
|
||||
You can use an action to pull a fuzzy object from the bag and throw it up to 20 feet. Upon landing, it becomes a creature determined by a roll on the Bag of Tricks table (depending on the bag’s color).
|
||||
|
||||
The resulting creature is friendly to you and any companions you have. It acts on your turn, during which you can use a bonus action to give it simple commands such as “attack that creature” or “move over there”. If the creature dies or if you use the bag again, it disappears without a trace. After the first use each day, there is a 50% chance that a creature from the bag is hostile instead of friendly and obedient.
|
||||
|
||||
Once you have used the bag three times, you cannot do so again until the next dawn.
|
||||
|
||||
__**Table: Bags of Tricks**__
|
||||
| Blue bag of tricks (uncommon; cost 400 gp) | | Gray bag of tricks (uncommon; cost 350 gp) | | Green bag of tricks (rare; cost 800 gp) | | Rust bag of tricks (uncommon; cost 400 gp**)** | | Tan bag of tricks (uncommon; cost 300 gp) | |
|
||||
| ------------------------------------------ | ------------------- | ------------------------------------------ | -------------- | --------------------------------------- | ----------------- | ---------------------------------------------- | ------------ | ----------------------------------------- | -------------- |
|
||||
| **d8** | **Creatu**re | d8 | **Creature** | **d8** | **Creature** | **d8** | **Creature** | **d8** | **Creature** |
|
||||
| 1 | _Quipper_ | 1 | _Weasel_ | 1 | _Giant Crocodile_ | 1 | _Rat_ | 1 | _Jackal_ |
|
||||
| 2 | _Octopus_ | 2 | _Giant rat_ | 2 | _Allosaurus_ | 2 | _Owl_ | 2 | _Ape_ |
|
||||
| 3 | _Seahorse_ | 3 | _Badger_ | 3 | _Ankylosaurus_ | 3 | _Mastiff_ | 3 | _Baboon_ |
|
||||
| 4 | _Hunter Shark_ | 4 | _Boar_ | 4 | _Raptor_ | 4 | _Goat_ | 4 | _Axe Beak_ |
|
||||
| 5 | _Swarm of quippers_ | 5 | _Panther_ | 5 | _Giant lizard_ | 5 | _Giant Goat_ | 5 | _Black Bear_ |
|
||||
| 6 | _Reef shark_ | 6 | _Giant Badger_ | 6 | _Triceratops_ | 6 | _Giant Boar_ | 6 | _Giant Weasel_ |
|
||||
| 7 | _Giant Seahorse_ | 7 | _Dire Wolf_ | 7 | _Plesiosaurus_ | 7 | _Lion_ | 7 | _Giant Hyena_ |
|
||||
| 8 | _Giant Octopus_ | 8 | _Giant Elk_ | 8 | _Pteranodon_ | 8 | _Brown Bear_ | 8 | _Tiger_ |
|
||||
12
magic_items/md/level_up_a5e/barbed-devils-bracelet-a5e.md
Normal file
12
magic_items/md/level_up_a5e/barbed-devils-bracelet-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Barbed Devil’s Bracelet
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
The hand on which you wear this bracelet transforms into a claw covered with a dozen wicked spines. Your unarmed attacks with the claw deal 1d6 piercing damage, and you gain an expertise die on Sleight of Hand checks made to steal small items. Your hand returns to normal if you remove the bracelet.
|
||||
|
||||
As an action, you can draw upon the claw’s magic to cast __produce flame_ . Whenever you use the claw in this way, one of the bracelet’s spines disappears and your hit point maximum is reduced by 1d8\. This reduction lasts until you finish a _long rest_ . If this effect reduces your hit point maximum to 0, you die and your body permanently transforms into a _barbed devil_ . When the bracelet has no more spines it becomes a mundane item.
|
||||
10
magic_items/md/level_up_a5e/barrow-bread-a5e.md
Normal file
10
magic_items/md/level_up_a5e/barrow-bread-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Barrow Bread
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Barrow bread is made from mashing together plantains and starches that are grown in the tropical barrows. While this viscous, starchy paste is not actually a bread, it perfectly preserves and maintains the temperature of any food tucked inside it for up to a week, protecting and preserving 1 Supply. The magic is contained in the plantain leaves that are wrapped around the barrow bread. Once unwrapped, the barrow bread itself can be consumed (as 1 Supply) within 15 minutes before the outside elements spoil it.
|
||||
12
magic_items/md/level_up_a5e/bead-of-force-a5e.md
Normal file
12
magic_items/md/level_up_a5e/bead-of-force-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Bead of Force
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This sphere of black glass is ¾ an inch in diameter and can be thrown up to 60 feet as an action. On impact it creates a 10-foot radius explosion. Creatures in the area make a DC 15 Dexterity _saving throw_ , taking 5d4 force damage on a failure. A sphere of force then encloses the same area for 1 minute. Any creature that is completely in the area and fails its save is trapped within the sphere. Creatures that succeed on the save or that are only partially within the area are pushed away from the point of impact until they are outside the sphere instead.
|
||||
|
||||
The wall of the sphere only allows air to pass, stopping all other attacks and effects. A creature inside the sphere can use its action to push against the sides of the sphere, moving up to half its Speed. The sphere only weighs 1 pound if lifted, regardless of the weight of the creatures inside.
|
||||
10
magic_items/md/level_up_a5e/bead-of-tracking-a5e.md
Normal file
10
magic_items/md/level_up_a5e/bead-of-tracking-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Bead of Tracking
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This miniature bead is covered with hundreds of small hooks. When you use an action to place it on a creature’s clothing or hide, the bead hangs there imperceptibly and creates a bond between you and the creature. You gain an expertise die on checks made to track the creature while the bead remains on it. To place the bead during combat without being noticed, you must succeed on a Dexterity (Sleight of Hand) check against the creature’s maneuver DC (or when outside of combat, the creature’s passive Perception).
|
||||
18
magic_items/md/level_up_a5e/belt-of-dwarvenkind-a5e.md
Normal file
18
magic_items/md/level_up_a5e/belt-of-dwarvenkind-a5e.md
Normal file
@@ -0,0 +1,18 @@
|
||||
|
||||
# Belt of Dwarvenkind
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this belt, you gain the following benefits:
|
||||
|
||||
* Your Constitution score increases by 2, to a maximum of 20.
|
||||
* _Advantage_ on Charisma (Persuasion) checks made against dwarves.
|
||||
* _Advantage_ on saving throws against poison, and resistance to poison damage.
|
||||
* Darkvision to a range of 60 feet.
|
||||
* The ability to speak, read, sign, and write Dwarvish.
|
||||
|
||||
In addition, while you are attuned to this belt there is a 50% chance at dawn each day that you grow a full beard (or a noticeably thicker beard if you have one already).
|
||||
23
magic_items/md/level_up_a5e/belt-of-giant-strength-a5e.md
Normal file
23
magic_items/md/level_up_a5e/belt-of-giant-strength-a5e.md
Normal file
@@ -0,0 +1,23 @@
|
||||
|
||||
# Belt of Giant Strength
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Braided rope made of hair from the same kind of giant as the belt to be made
|
||||
|
||||
Wearing this belt increases your Strength score to the score granted by the belt. It has no effect if your Strength is equal to or greater than the belt’s score.
|
||||
|
||||
Each variety of belt corresponds with a different kind of giant.
|
||||
|
||||
__**Table: Belts of Giant Strength**__
|
||||
| **Type** | **Strength** | **Rarity** | **Cost** |
|
||||
| ------------------------- | ------------ | ---------- | ---------- |
|
||||
| _Hill giant_ | 20 | Rare | 4,000 gp |
|
||||
| _Frost_ or _stone giant_ | 23 | Very rare | 9,000 gp |
|
||||
| _Fire giant_ | 25 | Very rare | 20,000 gp |
|
||||
| _Cloud giant_ | 27 | Legendary | 55,000 gp |
|
||||
| _Storm giant_ | 29 | Legendary | 150,000 gp |
|
||||
14
magic_items/md/level_up_a5e/berserker-axe-a5e.md
Normal file
14
magic_items/md/level_up_a5e/berserker-axe-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Berserker Axe
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You gain +1 bonus to attack and damage rolls made with this magic axe, and while you are attuned to it your hit point maximum is increased by 1 for each level you have attained.
|
||||
|
||||
**Curse.** After you attune to this axe you are unwilling to part with it, keeping it within reach at all times. In addition, you have _disadvantage_ on attack rolls with weapons other than this one unless the nearest foe you are aware of is 60 feet or more away from you.
|
||||
|
||||
In addition, when you are damaged by a hostile creature you make a DC 15 Wisdom _saving throw_ or go berserk. While berserk, on your turn each round you move to the nearest creature and take the Attack action against it, moving to attack the next nearest creature after you _incapacitate_ your current target. When there is more than one possible target, you randomly determine which to attack. You continue to be berserk until there are no creatures you can see or hear within 60 feet of you at the start of your turn.
|
||||
14
magic_items/md/level_up_a5e/bicycle-bell-of-flight-a5e.md
Normal file
14
magic_items/md/level_up_a5e/bicycle-bell-of-flight-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Bicycle Bell of Flight
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This beautifully-filigreed bell can turn into a mundane bicycle of Small or Medium size (chosen at the time of creation) when you activate it as an action. Returning the bicycle to bell form also requires an action.
|
||||
|
||||
While riding this bicycle, you can ring its bell to gain a flying speed of 50 feet and the ability to hover. You can use the bike to fly for 2 hours, expending at least 10 minutes worth of time with each use. If you are flying when the time runs out, you fall at a rate of 60 feet and take no damage from landing. The bell regains 1 hour of flying time for every 12 hours it is not in use, regardless of which form it is in.
|
||||
|
||||
**_Curse._** While far from malicious, the magic of the bell is exuberant to a fault. While you are using its flying speed it frequently rings of its own accord, giving you _disadvantage_ on Stealth checks.
|
||||
12
magic_items/md/level_up_a5e/birdsong-whistle-a5e.md
Normal file
12
magic_items/md/level_up_a5e/birdsong-whistle-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Birdsong Whistle
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This carving of reddish soapstone resembles a miniature cardinal. When air is blown through the lower back high-pitched sounds are emitted through the bird’s open beak. When the whistle is blown the sounds of songbirds are heard by all creatures in a 100-foot radius. These calls are indistinguishable from actual birds singing.
|
||||
|
||||
Alternatively, you can use an action to break the whistle to summon a large flock of birds that appear at the start of your next turn and surround you in a 10-foot radius. The flock moves with you and makes you _heavily obscured_ from creatures more than 10 feet away for 1 minute, or until the flock takes 10 or more damage from area effects.
|
||||
10
magic_items/md/level_up_a5e/blackbird-pie-a5e.md
Normal file
10
magic_items/md/level_up_a5e/blackbird-pie-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Blackbird Pie
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This item appears to be a freshly baked pie in a tin. When the crust is fully punctured the pie explodes as 24 magic blackbirds fly out and flit through the air in a 20-foot radius for 2d4 rounds, at which point the birds and the pie disappear. A creature that starts its turn in the area or first enters into the area on its turn makes a DC 15 Dexterity _saving throw_ , taking 1 slashing damage on a failure. A creature damaged by the blackbirds has _disadvantage_ on ability checks and _attack rolls_ until the beginning of its next turn. The blackbirds are magical and cannot be interacted with like normal animals, and attacking them has no effect.
|
||||
14
magic_items/md/level_up_a5e/bloodiron-band-a5e.md
Normal file
14
magic_items/md/level_up_a5e/bloodiron-band-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Bloodiron Band
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
The Bloodiron Band gleams a metallic crimson and is set with dozens of spikes on the inside so that it pierces the skin as it closes on the forearm during attunement.
|
||||
|
||||
Wearing this band increases your Strength to 20\. It has no effect if your Strength is equal to or greater than 20.
|
||||
|
||||
**_Curse._** Because of the horrific materials required in its construction, each band comes with a terrible cost. While attuned to the bloodiron band, your maximum hit points are reduced by a number equal to twice your level. Additionally, at the start of your turn, if another creature within 15 feet of you is _bloodied_ , you must make a DC 15 Wisdom _saving throw_ (gaining _advantage_ if the creature is an ally). On a failure, you must attempt to move to a space within reach and take the attack action against that creature.
|
||||
12
magic_items/md/level_up_a5e/book-of-storing-a5e.md
Normal file
12
magic_items/md/level_up_a5e/book-of-storing-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Book of Storing
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
After you attune to this 1-foot square 6-inch thick book it hides its true nature to anybody else, appearing to be a mundane diary. When you open it however, the book reveals a Tiny storage compartment.
|
||||
|
||||
The storage space is the same size as the book, and because this item doesn’t function as a pocket dimension it can be safely used to store such items (such as a __portable hole_ ).
|
||||
10
magic_items/md/level_up_a5e/boots-of-elvenkind-a5e.md
Normal file
10
magic_items/md/level_up_a5e/boots-of-elvenkind-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Boots of Elvenkind
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
These boots cause your steps to make no sound, no matter the material stepped upon. While wearing these boots, you gain _advantage_ on Dexterity (Stealth) checks to move silently.
|
||||
10
magic_items/md/level_up_a5e/boots-of-levitation-a5e.md
Normal file
10
magic_items/md/level_up_a5e/boots-of-levitation-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Boots of Levitation
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these boots, up to 3 times between _long rests_ you can use an action to cast __levitate_ on yourself.
|
||||
12
magic_items/md/level_up_a5e/boots-of-speed-a5e.md
Normal file
12
magic_items/md/level_up_a5e/boots-of-speed-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Boots of Speed
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these boots, you can use a bonus action to click the heels together. You double your base Speed, and opportunity attacks made against you have _disadvantage_ . You can end the effect as a bonus action.
|
||||
|
||||
Once the boots have been used in this way for a total of 10 minutes (each use expends a minimum of 1 minute), they cease to function until you finish a _long rest_ .
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Boots of Striding and Springing
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these boots, your Speed increases to 30 feet, unless it is higher, regardless of encumbrance or armor. In addition, your jump distances increase 15 feet vertically and 30 feet horizontally (as the _jump_ spell).
|
||||
14
magic_items/md/level_up_a5e/boots-of-the-winterlands-a5e.md
Normal file
14
magic_items/md/level_up_a5e/boots-of-the-winterlands-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Boots of the Winterlands
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these boots, you gain the following benefits:
|
||||
|
||||
* Resistance to cold damage.
|
||||
* You ignore _difficult terrain_ caused by ice or snow.
|
||||
* You can survive temperatures as low as –50° Fahrenheit (–46° Celsius) without effect, or as low as –100° Fahrenheit (–74° Celsius) with heavy clothes.
|
||||
12
magic_items/md/level_up_a5e/borrowers-bookmark-a5e.md
Normal file
12
magic_items/md/level_up_a5e/borrowers-bookmark-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Borrower’s Bookmark
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
A neat strap of embossed leather, the borrower’s bookmark can be placed in a book, allowing it to be stored in an extradimensional space. As an action you can send the book into a pocket dimension. While it is in the pocket dimension, you can use an action to summon it to your hand or an unoccupied space within 5 feet of you. If you unattune from the bookmark while its book is within the pocket dimension, the bookmark reappears on your person, but the book is lost. The bookmark’s magic can’t be used to store anything other than a book.
|
||||
|
||||
**_Curse._** The borrower’s bookmark is cursed. Books dismissed to the pocket dimension are sent to a powerful entity’s lair. The entity learns all the knowledge contained therein, as well as your identity and location.
|
||||
10
magic_items/md/level_up_a5e/bottle-of-fizz-a5e.md
Normal file
10
magic_items/md/level_up_a5e/bottle-of-fizz-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Bottle of Fizz
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
When found this thick glass bottle has 25 (5d10) small red rocks inside. You can use an action to throw a red rock to the ground to create a spectacular fireworks show that lasts for 1 round. The fireworks cast bright light for 50 feet and dim light for a further 30 feet, and they can be heard up to 200 feet away.
|
||||
12
magic_items/md/level_up_a5e/bouquet-of-wisdom-a5e.md
Normal file
12
magic_items/md/level_up_a5e/bouquet-of-wisdom-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Bouquet of Wisdom
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This stunningly crafted bouquet contains 2d10 magically fresh flowers—most commonly roses. As an action, you may pluck one from the bouquet while concentrating on your intent. The flower may function as a _scroll_ of _identify , detect poison and disease ,_ or __detect magic_ . The effect lasts for one minute, after which the flower withers and dies.
|
||||
|
||||
If the bouquet is made up of seven roses or more, you can burn it to cast a _divination_ spell, revealing the answer to the question asked in the sweetly-scented smoke. Doing so destroys the bouquet.
|
||||
16
magic_items/md/level_up_a5e/bow-of-the-viper-a5e.md
Normal file
16
magic_items/md/level_up_a5e/bow-of-the-viper-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Bow of the Viper
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Both limbs of this bow are scaled and end in a snake’s open mouth.
|
||||
|
||||
You gain a +1 to attack and damage rolls while wielding this weapon. As a bonus action, you can expend 1 charge to poison one arrow suitable for the bow for 1 minute or until it is used to damage a creature When a creature is damaged by the blade’s poison, it makes a DC 15 Constitution _saving throw_ or takes 1d10 poison damage and becomes _poisoned_ for 1 minute.
|
||||
|
||||
Alternatively, you can use an action to expend 2 charges to cast the following: _protection from poison , shillelagh_ (transforming the bow into a snake-headed _1 quarterstaff_ ), _thorn whip_ (causing one of the bow’s snake heads to lash out).
|
||||
|
||||
The bow of the viper has 4 charges and regains 1d4 expended charges each dawn. If you expend the last charge, roll a d20\. On a or 5 or less, it can no longer regain charges and becomes a _1 longbow_ .
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Bowl of Commanding Water Elementals
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This heavy glass bowl weighs 3 pounds and can hold 3 gallons of water. While it is filled, you can use an action to summon a _water elemental_ as if you had cast the _conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.
|
||||
16
magic_items/md/level_up_a5e/box-of-bees-a5e.md
Normal file
16
magic_items/md/level_up_a5e/box-of-bees-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Box of Bees
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Many apprentices play pranks on one another, some of which can be quite painful—the _box of bees_ is a particularly popular example and now sold by those with their own mischievous designs. Each of these wooden boxes is rectangular and approximately 2 inches long. It is usually unadorned, though some boxes seem to have something moving or vibrating inside.
|
||||
|
||||
When you speak the command word and use an action to expend 1 charge, the lid slides open and a bee erupts out of the box to harass a creature of your choice within 20 feet. A creature harassed by the bee must succeed on a DC 5 Constitution _saving throw_ at the start of each of its turns for 1 minute. On a failure, the creature makes its next attack roll or ability check with _disadvantage_ .
|
||||
|
||||
When you speak another command word and expend all 3 charges, a dozen or more bees swarm out of the box and attack. A creature attacked by the bees must succeed on a DC 10 Constitution _saving throw_ at the start of each of its turns for 1 minute. On a failure, the creature takes 1 point of damage and has _disadvantage_ on attack rolls and ability checks for 1 round.
|
||||
|
||||
The box has 3 charges and regains 1d3 charges each dawn. If you expend the last charge, roll a d20\. On a result of 5 or less, the box loses its magic and becomes a mundane item.
|
||||
23
magic_items/md/level_up_a5e/box-of-party-tricks-a5e.md
Normal file
23
magic_items/md/level_up_a5e/box-of-party-tricks-a5e.md
Normal file
@@ -0,0 +1,23 @@
|
||||
|
||||
# Box of Party Tricks
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This small neat box contains 1d12 glowing vials. You can use an action to remove a vial and smash it to the ground, creating a randomly determined effect from the Box of Party Tricks table.
|
||||
|
||||
## Table: Box of Party Tricks
|
||||
|
||||
| **d8** | **Effect** |
|
||||
| ------ | -------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| 1 | A small bonfire appears in the nearest unoccupied 5-foot cube and remains for 1 minute. All other sources of flame within 50 feet double in brightness. |
|
||||
| 2 | For the next minute you gain +1 bonus to ability checks, _attack rolls_ , damage rolls, and _saving throws_ using Strength. |
|
||||
| 3 | You summon a small, fiercely loyal armored _weasel_ into your service (with 7 hit points and Armor Class 14 thanks to its miniature mithral outfit) that obeys only your commands. |
|
||||
| 4 | A metal ball appears floating in your space and remains there until you say the command word, making it slam into the nearest hostile creature to deal 3d6 bludgeoning damage before disappearing. |
|
||||
| 5 | For the next 1d6 hours your voice becomes higher by an octave. |
|
||||
| 6 | Until the next dawn you leave a trail of wildflowers wherever you walk. |
|
||||
| 7 | A pair of __boots of elvenkind_ appear in the nearest unoccupied square. After this effect has appeared once, any further results of 7 are rerolled. |
|
||||
| 8 | All hostile creatures in a 30-foot radius are ensnared by ice. An ensnared creature is _grappled_ until it uses an action to make a DC 16 Strength check to break out. |
|
||||
10
magic_items/md/level_up_a5e/bracers-of-archery-a5e.md
Normal file
10
magic_items/md/level_up_a5e/bracers-of-archery-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Bracers of Archery
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these bracers, you gain proficiency with the longbow and shortbow, and you gain a +2 bonus on damage rolls on ranged attacks made with them.
|
||||
10
magic_items/md/level_up_a5e/bracers-of-defense-a5e.md
Normal file
10
magic_items/md/level_up_a5e/bracers-of-defense-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Bracers of Defense
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing these bracers, you gain a +2 bonus to AC if you are not wearing armor or using a shield.
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Brazier of Commanding Fire Elementals
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While fire burns in this 5 pound brass brazier, you can use an action to summon a _fire elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.
|
||||
10
magic_items/md/level_up_a5e/brighellas-guitar-a5e.md
Normal file
10
magic_items/md/level_up_a5e/brighellas-guitar-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Brighella's Guitar
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This guitar is brilliantly painted with triangles of bright color. While attuned, you gain an _expertise die_ on Performance checks made with this guitar. Additionally, once per day, you may use an action to cast __bestow curse_ as a 5th-level spell, without spending a spell slot. However, the curse is always _disadvantage_ on Dexterity _ability checks_ and _saving throws_ and each failure is followed by a slapstick sound effect.
|
||||
10
magic_items/md/level_up_a5e/brooch-of-shielding-a5e.md
Normal file
10
magic_items/md/level_up_a5e/brooch-of-shielding-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Brooch of Shielding
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this brooch, you gain resistance to force damage and immunity to the _magic missile_ spell.
|
||||
12
magic_items/md/level_up_a5e/broom-of-flying-a5e.md
Normal file
12
magic_items/md/level_up_a5e/broom-of-flying-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Broom of Flying
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You can sit astride this ordinary-seeming 3 pound broom and speak its command word, causing it to hover. While it is hovering you can ride the broom to fly through the air. The broom can carry up to 200 pounds at a speed of 40 feet, or up to 400 pounds at a speed of 20 feet. It stops hovering if you land.
|
||||
|
||||
You can send the broom up to 1 mile from you by speaking its command word and naming a location you are familiar with. It can also be called back from up to a mile away with a different command word.
|
||||
14
magic_items/md/level_up_a5e/bubble-wand-a5e.md
Normal file
14
magic_items/md/level_up_a5e/bubble-wand-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Bubble Wand
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wand
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This slender timber wand has a wooden ring at its tip. The wand has 7 charges and regains 1d6+1 charges each dawn. If you expend the last charge, roll a d20\. On a 1, the wand bursts into a spray of colorful bubbles and is lost forever.
|
||||
|
||||
While holding the wand, you can use an action to expend its charges and either create a harmless spray of colorful bubbles (1 charge) or cast the __dancing lights_ cantrip (2 charges). The _dancing lights_ appear as glowing bubbles.
|
||||
|
||||
When a creature targets you with an attack while you are holding the wand, you can use your reaction to snap it (destroying the wand). You can do this after the roll is made, but before the outcome of the attack is determined. You gain a +5 bonus to AC and a fly speed of 10 ft. as a giant soap bubble coalesces around you. The bubble persists for 1 minute or until you are hit with an attack, at which point it bursts with a loud ‘pop’.
|
||||
10
magic_items/md/level_up_a5e/butterfly-clips-a5e.md
Normal file
10
magic_items/md/level_up_a5e/butterfly-clips-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Butterfly Clips
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
These clips look like brightly colored enamel butterflies. When affixed to hair, they animate and flit around your head. Most people who wear these clips wear multiple, giving the appearance of a swarm of butterflies surrounding their hair.
|
||||
12
magic_items/md/level_up_a5e/cage-of-folly-a5e.md
Normal file
12
magic_items/md/level_up_a5e/cage-of-folly-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Cage of Folly
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This small silver or gold birdcage traps your bad ideas and puts them on display. When you fail an Arcana, History, Nature, or Religion check, a little piece of a mechanical bird materializes inside the cage: first the feet, then legs, body, wings, and head. You can immediately reconsider and reroll the ability check. The _cage of folly_ can be used once every 24 hours, and recharges at the end of each week.
|
||||
|
||||
Once you have used the birdcage 5 times, the bird sings a mocking song for 1 hour when you fail an Arcana, History, Nature, or Religion check. If you open the birdcage and let the bird go free, it gives you one piece of good advice about a current problem or question that you face. At the Narrator’s discretion, the advice may give you _advantage_ on one ability check made in the next week. Afterward it flies away as the birdcage loses its magic and becomes a mundane item (though some who have released their birds claim to have encountered them again in the wilds later).
|
||||
16
magic_items/md/level_up_a5e/candle-of-invocation-a5e.md
Normal file
16
magic_items/md/level_up_a5e/candle-of-invocation-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Candle of Invocation
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This golden candle is infused with raw divine magic. When attuned to by a cleric or druid, it takes on a color appropriate to the cleric’s deity.
|
||||
|
||||
You can use an action to light the candle and activate its magic. The candle can burn for a total of 4 hours in 1 minute increments before being used up.
|
||||
|
||||
While lit, the candle sheds dim light in a 30-foot radius. Any creature within the area who worships the same deity as the attuned creature (or at the Narrator’s discretion, an allied deity) has _advantage_ on _attack rolls_ , _saving throws_ , and ability checks. If one of the creatures gaining the prior benefit is also a cleric, druid, or herald, they can cast 1st-level spells from one of those classes at that spell level without expending spell slots.
|
||||
|
||||
Alternatively, one of these candles that has not yet been lit can be used to cast the __gate_ spell. Doing so consumes the candle.
|
||||
@@ -0,0 +1,16 @@
|
||||
|
||||
# Candle of the Surreptitious Scholar
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Initially crafted by wizard apprentices trying not to irritate their roommates, these candles became extremely popular with the thieves and other ne'er do wells that can afford them (helping some less scrupulous novice mages to afford tuition). The candle has 3 charges and regains 1d3 charges each dawn.
|
||||
|
||||
When you speak the command word and use an action to expend 1 charge, the candle’s flame to spring to life. Its bluish flame provides clear illumination within 5 feet and _dim light_ for another 5 feet. The enchantment of the candle is such that the light that it sheds is visible only to you, allowing you to read, write, or engage in other tasks with no penalties from darkness. Each charge is good for 1 hour of illumination, after which the candle winks out.
|
||||
|
||||
By expending all 3 charges at once, you can create an effect identical to _light_ except that only you are able to see the light it sheds.
|
||||
|
||||
If you expend the last charge, roll a d20\. On a result of 5 or less, the candle loses its magic and becomes a mundane item.
|
||||
48
magic_items/md/level_up_a5e/cane-of-chaos-a5e.md
Normal file
48
magic_items/md/level_up_a5e/cane-of-chaos-a5e.md
Normal file
@@ -0,0 +1,48 @@
|
||||
|
||||
# Cane of Chaos
|
||||
|
||||
* **Rarity:** Artifact
|
||||
* **Type:** Staff
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
The _Cane of Chaos_ (known by some by its fairytale name, the Little Silver Stick) is a gorgeous silver scepter etched with fractals, adorned with an eight-pointed star, and imbued with the power of chaos. A cunning historian may be able to track the cane’s origins to a certain mage under a certain authoritarian regime centuries ago, who supplied it to a figure widely known for their role in the regime’s downfall. Similarly, the cane seems to be drawn to those who march to their own drumbeat, directing them on behalf of its creator to sow disruption and turmoil.
|
||||
|
||||
**Legends and Lore** Success on an Arcana or History check reveals the following:
|
||||
|
||||
**DC 15** This is the _Cane of Chaos_, used by a despot in times long past. It is also known as the Little Silver Stick.
|
||||
|
||||
**DC 18** The cane stores and is able to cast spells linked to chaos, but randomly unleashes chaotic magical effects when used.
|
||||
|
||||
**DC 21** The cane can only be destroyed by a sovereign on the day of their coronation.
|
||||
|
||||
**Artifact Properties**
|
||||
|
||||
The _Cane of Chaos_ has 1d4 lesser artifact benefits, 1d4 lesser artifact detriments, 1d4–1 greater artifact benefits, and 1d4+1 greater artifact detriments.
|
||||
|
||||
In addition, the cane has the finesse property and can be used as a double weapon which you become proficient with when you attune to it. You gain a +2 bonus to weapon attack rolls and damage rolls made using the _Cane of Chaos_.
|
||||
|
||||
## **Magic**
|
||||
|
||||
While you use this quarterstaff as a spell focus, you gain a +2 bonus to spell attack rolls and your spell save DC. You know and have prepared all spells of the chaos school of magic (but not their rare versions).
|
||||
|
||||
The _Cane of Chaos_ begins with a number of charges equal to your proficiency bonus and regains 1d6 charges each dawn (to a maximum number of charges equal to your level + 1, or your CR + 1). You can expend any number of charges from the cane to cast a chaos spell, which costs a number of charges equal to the spell’s level. Your spellcasting ability for these spells is your highest mental ability score (Intelligence, Wisdom, or Charisma).
|
||||
|
||||
When you expend charges from the _Cane of Chaos_, it unleashes another chaotic magical effect, either chosen by the Narrator or randomly determined.
|
||||
|
||||
__**Table: Cane of Chaos**__
|
||||
| **d8** | **Wild Magic Effect** |
|
||||
| ------ | ----------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------- |
|
||||
| 1 | One random creature you see is subject to a _polymorph_ spell cast by the cane (using your spell save DC), turning it into a random CR 1/8 beast. |
|
||||
| 2 | The 1d6 doors nearest to you come under an _arcane lock_ effect as though cast by the creature nearest to you that can speak, write, or sign at least one language. |
|
||||
| 3 | The cane creates a __control weather_ effect, driving the weather towards unseasonable extreme temperatures and conditions. |
|
||||
| 4 | Each creature within 60 feet rolls 1d6, increasing a random ability score to 18 for the next 10 minutes (1: Strength, 2: Dexterity, 3: Constitution, 4: Intelligence, 5: Wisdom, 6: Charisma). |
|
||||
| 5 | Each creature within 60 feet is subject to a __levitation_ effect created by the cane (using your spell save DC). Each creature has _disadvantage_ on _saving throws_ against the effect and on a failure immediately rises 60 feet. For the duration, each creature can control its own movement as though it had cast _levitate_ on itself. |
|
||||
| 6 | You grow 1d6 inches taller (this effect cannot increase your size category). |
|
||||
| 7 | If you are a humanoid you are permanently transformed into a different humanoid heritage (as per Table: Reincarnation for the _reincarnate_ spell). |
|
||||
| 8 | Duplicates of yourself appear within 60 feet! Roll 1d6 to determine their nature (1–2: 1d6 _animated armors_ , 3–4: a _mirror image_ effect, 5–6: a __simulacrum_ effect). |
|
||||
|
||||
## Destroying the Cane
|
||||
|
||||
The _Cane of Chaos_ is born from the very essence of rebellion. To destroy it, you must offer the artifact as a gift to a sovereign on the day of their coronation or to a magical being with the Lawful alignment trait on the anniversary of their advent. If accepted as such a gift, the _Cane of Chaos_ melts into a puddle of ordinary molten silver.
|
||||
12
magic_items/md/level_up_a5e/cantrip-wand-a5e.md
Normal file
12
magic_items/md/level_up_a5e/cantrip-wand-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Cantrip Wand
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wand
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This wand can be used as a spellcasting focus and allows you to cast one additional cantrip as if you knew it, as long as it is on your spell list. Each cantrip wand has a cantrip imbued within it upon creation, and will be known by its name (such as a _fire bolt_ wand or __light wand_).
|
||||
|
||||
Other implements exist for the storing of cantrips from other classes (like _cantrip holy symbols_ or _cantrip instruments_), and though these are wondrous items they function like wands.
|
||||
10
magic_items/md/level_up_a5e/cape-of-the-mountebank-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cape-of-the-mountebank-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cape of the Mountebank
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this cape, you can use an action to cast _dimension door_ once between _long rests_ . You disappear and reappear in a cloud of smoke which dissipates at the end of your next turn, or sooner if conditions are windy.
|
||||
22
magic_items/md/level_up_a5e/carpet-of-flying-a5e.md
Normal file
22
magic_items/md/level_up_a5e/carpet-of-flying-a5e.md
Normal file
@@ -0,0 +1,22 @@
|
||||
|
||||
# Carpet of Flying
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You can use an action to speak this carpet’s command word, making it hover and fly. It moves according to your verbal commands as long as you are within 30 feet of it.
|
||||
|
||||
These carpets come in four sizes. The Narrator can choose or randomly determine which size a given carpet is.
|
||||
|
||||
If the carpet is carrying half its capacity or less, its Speed is doubled.
|
||||
|
||||
__**Table: Carpet of Flying**__
|
||||
| **d20** | **Size** | **Capacity** | **Flying Speed** | **Cost** |
|
||||
| ------- | ------------- | ------------ | ---------------- | --------- |
|
||||
| 1-4 | 3 ft. x 5 ft. | 250 lb. | 30 ft. | 15,000 gp |
|
||||
| 5-11 | 4 ft. x 6 ft. | 500 lb. | 25 ft. | 20,000 gp |
|
||||
| 12-16 | 5 ft. x 7 ft. | 800 lb. | 20 ft. | 25,000 gp |
|
||||
| 17-20 | 6 ft. x 9 ft. | 1,000 lb. | 15 ft. | 30,000 gp |
|
||||
10
magic_items/md/level_up_a5e/cauldron-of-dymwch-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cauldron-of-dymwch-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cauldron of Dymwch
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
When you speak the command word this Medium-sized 50 pound cauldron glows red-hot. Any creature in physical contact with the object takes 2d8 fire damage. You can use a bonus action on each of your subsequent turns to cause this damage again. Liquid inside of the cauldron immediately comes to a roiling boil. If a creature is in the liquid, it must succeed on a DC 18 Constitution _saving throw_ or gain one level of _fatigue_ in addition to taking damage.
|
||||
19
magic_items/md/level_up_a5e/celestial-aegis-a5e.md
Normal file
19
magic_items/md/level_up_a5e/celestial-aegis-a5e.md
Normal file
@@ -0,0 +1,19 @@
|
||||
|
||||
# Celestial Aegis
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This suit of imposing _2 full plate_ is engraved with holy runes of a forgotten divinity. You cannot attune to this armor if you have either the Evil alignment trait. While attuned to and wearing this armor, you gain the following benefits:
|
||||
|
||||
* Your AC increases by 2.
|
||||
* You count as one size category larger when determining your carrying capacity.
|
||||
* Your Strength score increases to 20\. This property has no effect if your Strength is equal to or greater than 20.
|
||||
* You have _advantage_ on Strength checks and _saving throws_ .
|
||||
* You gain an expertise die on Intimidation checks.
|
||||
* You can use a bonus action to regain 2d6 hit points. Once you have used this property a number of times equal to your proficiency bonus, you cannot do so again until you finish a _long rest_ .
|
||||
* Your unarmed strikes and weapon attacks deal an extra 1d6 radiant damage.
|
||||
* Aberrations, fiends, undead, and creatures with the Evil alignment trait have _disadvantage_ on attack rolls made against you.
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Censer of Controlling Air Elementals
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While incense burns in this 1 pound censer, you can use an action to summon an _air elemental_ as if you had cast the __conjure elemental_ spell. Once used, you must wait until the next dawn to use it again.
|
||||
@@ -0,0 +1,14 @@
|
||||
|
||||
# Charcoal Stick of Aversion
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
At every level of society—but especially when you’re on the bottom—going unnoticed can be a great benefit. Invisibility is one thing but effectively hiding your home and your possessions can be harder. As an action, you can expend 1 charge to draw a large X on one object up to the size of a normal door. This has no effect on creatures, or objects worn by creatures. Creatures other than you that see the marked object roll a DC 10 Intelligence _saving throw_ . On a failed save, they do not notice the marked object as anything out of the ordinary from its surroundings (such as a blasphemous icon in a church, a barrel of gunpowder in a kitchen, or an unsheathed weapon resting against the wall of a bedroom going unnoticed). On a success, they can interact with the object normally. A creature that remains in the area and is consciously searching for the kind of object that you have marked receives a new saving throw at the end of each minute. A creature interacting with a marked object automatically reveals it to all creatures who observe the interaction. A charcoal mark lasts for 24 hours or until it is wiped away as an action.
|
||||
|
||||
Alternatively, you can expend 2 charges to increase the DC to notice the object to 15\.
|
||||
|
||||
The charcoal has 2 charges and regains 1 charge each dusk. If you expend the last charge, the charcoal is consumed.
|
||||
12
magic_items/md/level_up_a5e/chariot-a-la-calabaza-a5e.md
Normal file
12
magic_items/md/level_up_a5e/chariot-a-la-calabaza-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Chariot a la Calabaza
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
The original chariot a la Calabaza was created by a powerful wizard with a penchant for transmutation and riding in style. It is pulled by two spectral stallions with flowing manes and tails, who function as per the __phantom steed_ spell. As an action, you may speak the command word to transform the chariot into a pumpkin two feet in diameter. Speaking the command word again transforms the pumpkin into a carriage and resummons the horses.
|
||||
|
||||
While in pumpkin form, the chariot is, in truth, a pumpkin, except that it does not naturally decay. Attempts to carve, smash, or draw upon the pumpkin are reflected onto the chariot’s form when it reappears, although the horses seem to remain unscathed regardless of such events.
|
||||
@@ -0,0 +1,10 @@
|
||||
|
||||
# Chessboard of Gwenddoleu Ap Ceido
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You can use 1d4–1 actions (minimum 1 action) to place each silver and crystal chess piece in its correct starting square on this gold chessboard. When you do so, the pieces emit noises and move themselves about the board in a thrilling game that lasts 1d4+1 minutes. Other creatures within 60 feet make a DC 18 Wisdom _saving throw_ . On a failed save, a creature is compelled to use its action each turn watching the chess game and it has _disadvantage_ on Wisdom (Perception) checks until the match ends or something harmful is done to it.
|
||||
10
magic_items/md/level_up_a5e/chime-of-opening-a5e.md
Normal file
10
magic_items/md/level_up_a5e/chime-of-opening-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Chime of Opening
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
You can use an action to strike this foot-long metal tube while pointing it at an object that can be opened (such as a lid, lock, or window) within 120 feet. The chime sounds and one lock or latch on the object opens as long as the sound can reach the object. If no closures remain, the object itself opens. After being struck 10 times, the chime cracks and becomes useless.
|
||||
29
magic_items/md/level_up_a5e/cipher-sword-a5e.md
Normal file
29
magic_items/md/level_up_a5e/cipher-sword-a5e.md
Normal file
@@ -0,0 +1,29 @@
|
||||
|
||||
# Cipher Sword
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Weapon
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This sword’s blade is plated with alchemical silver, its hilt stylized to resemble an open book from which the blade emerges. Despite its masterfully-crafted appearance, however, a cipher sword is uncomfortable to hold and strangely unwieldy. It has the two-handed and heavy properties and deals 2d8 slashing damage on a hit, but you feel this is only a fraction of its potential.
|
||||
|
||||
_**Curse**_. There are other cipher swords owned by a variety of creatures across the planes. Most wielders consider themselves part of an exclusive group and expect the loyalty and cooperation of those with less mastery, regardless of other alliances. Attaining even a novice level of mastery attracts the attention of other wielders, who may have expectations of you.
|
||||
|
||||
The cipher sword also has the following properties:
|
||||
|
||||
* You are not considered proficient with this weapon.
|
||||
* While wielding this weapon, you don’t benefit from any feature that would grant you additional attacks.
|
||||
|
||||
**_Escalation._** This weapon is immensely powerful for those willing to solve the riddle of its use. Once per week, if you’ve successfully reduced a dangerous enemy (as determined by the Narrator) to 0 hit points with it since the last time you finished a long rest, make a DC 14 Intelligence check to meditate on the sword’s secrets. On a failure, you gain +1 to future attempts at this check. On a success, your level of mastery increases, you lose any bonus gained from failed attempts, the DC to advance again increases by 4, and the time between attempts increases by 1 week. If you ever willingly end your attunement to this weapon, you take 8 (4d4) psychic damage that cannot be negated or reduced and lose all mastery you’ve gained.
|
||||
|
||||
The levels of mastery are as follows:
|
||||
|
||||
_Novice:_ You now are proficient with this weapon, and it gains the finesse property. However, wielding anything else begins to feel wrong to you, and you suffer _disadvantage_ on all melee weapon attacks made with a different weapon.
|
||||
|
||||
_Apprentice:_ You gain +1 to _attack and damage rolls_ with this weapon. You can also now attack twice, instead of once, when you take the Attack action with this weapon on your turn. Additionally, you now suffer _disadvantage_ on all weapon attacks with other weapons.
|
||||
|
||||
_Expert:_ Your bonus to _attack and damage rolls_ with this weapon increases to +2 and it gains the Vicious property. When you make a weapon attack with a different weapon, you now also take 4 (2d4) psychic damage. This damage cannot be negated or reduced by any means.
|
||||
|
||||
_Master:_ Your bonus to _attack and damage rolls_ with this weapon increases to +3, and you can summon it to your hand as a bonus action so long as you are on the same plane as it. Additionally, once per _short rest_ , when you successfully attack a creature with it, you immediately learn about any special defenses or weaknesses that creature possesses as the blade imparts the wisdom of previous wielders. Additionally, the psychic damage you take from making a weapon attack with a different weapon increases to 8 (4d4).
|
||||
10
magic_items/md/level_up_a5e/circlet-of-blasting-a5e.md
Normal file
10
magic_items/md/level_up_a5e/circlet-of-blasting-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Circlet of Blasting
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Once per dawn, while wearing this circlet you can use an action to cast _scorching ray_ . The attack bonus for the spell when cast this way is +5.
|
||||
14
magic_items/md/level_up_a5e/circlet-of-the-apprentice-a5e.md
Normal file
14
magic_items/md/level_up_a5e/circlet-of-the-apprentice-a5e.md
Normal file
@@ -0,0 +1,14 @@
|
||||
|
||||
# Circlet of the Apprentice
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This simple circlet has the color of lightly rusted iron and is highlighted by a large violet gem in its center, which appears to contain a slowly-moving metallic fluid.
|
||||
|
||||
While attuned to this circlet, you gain a +1 bonus to all _saving throws_ . Additionally, when you fail a saving throw, you can choose to succeed instead. You can’t use this property again until the following dawn.
|
||||
|
||||
**Curse.** The true name of the creature who crafted this circlet is forever instilled within it, and it becomes aware of you upon attunement. If that creature forces you to make a _saving throw_ , you automatically fail, and you can’t use this circlet to succeed. You can learn the name of the creature with legend lore or similar magic. Short of powerful magic (such as __wish_ ), only the maker’s willing touch or death (yours or theirs) allows you to end your attunement to the circlet. If you willingly end your attunement after the maker’s death, the circlet loses all magical properties.
|
||||
16
magic_items/md/level_up_a5e/cloak-of-arachnida-a5e.md
Normal file
16
magic_items/md/level_up_a5e/cloak-of-arachnida-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Cloak of Arachnida
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this cloak, you gain the following benefits:
|
||||
|
||||
* Resistance to poison damage.
|
||||
* A climbing speed equal to your base Speed, allowing hands-free movement across vertical and upside down surfaces.
|
||||
* The ability to ignore the effects of webs and move through them as if they were _difficult terrain_ .
|
||||
|
||||
Once between long rests you can use an action to cast the __web_ spell (save DC 13), except it fills double the normal area.
|
||||
10
magic_items/md/level_up_a5e/cloak-of-displacement-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cloak-of-displacement-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cloak of Displacement
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This cloak creates a visual illusion that distorts your position. _Attack rolls_ against you have _disadvantage_ unless the attacker does not rely on sight. When you take damage, this property stops until the start of your next turn, and it is otherwise negated if you are _incapacitated_ , _restrained_ , or unable to move.
|
||||
10
magic_items/md/level_up_a5e/cloak-of-elvenkind-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cloak-of-elvenkind-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cloak of Elvenkind
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While you wear this cloak with its hood up, its color changes to camouflage you. While camouflaged, you gain _advantage_ on Dexterity (Stealth) checks made to hide and creatures have _disadvantage_ on Wisdom (Perception) checks made to see you. You can use an action to put the hood up or down.
|
||||
10
magic_items/md/level_up_a5e/cloak-of-protection-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cloak-of-protection-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cloak of Protection
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this cloak, you gain a +1 bonus to Armor Class and _saving throws_ .
|
||||
13
magic_items/md/level_up_a5e/cloak-of-the-bat-a5e.md
Normal file
13
magic_items/md/level_up_a5e/cloak-of-the-bat-a5e.md
Normal file
@@ -0,0 +1,13 @@
|
||||
|
||||
# Cloak of the Bat
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While wearing this cloak, you gain _advantage_ on Dexterity (Stealth) checks. In addition, while in an area of _dim light or darkness_ , you gain the following benefits:
|
||||
|
||||
* A fly speed of 40 feet while gripping the edges of the cloak with both hands.
|
||||
* Once between _long rests_ you can use an action to cast _polymorph_ on yourself, transforming into a bat. Unlike normal, you retain your Intelligence, Wisdom, and Charisma scores.
|
||||
10
magic_items/md/level_up_a5e/cloak-of-the-manta-ray-a5e.md
Normal file
10
magic_items/md/level_up_a5e/cloak-of-the-manta-ray-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Cloak of the Manta Ray
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
While you wear this cloak with its hood up, you gain a swim speed of 60 feet and can breathe water. You can use an action to put the hood up or down.
|
||||
12
magic_items/md/level_up_a5e/cloak-of-the-shadowcaster-a5e.md
Normal file
12
magic_items/md/level_up_a5e/cloak-of-the-shadowcaster-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Cloak of the Shadowcaster
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Shadows writhe underneath this cloak. While attuned to and wearing this incredibly dark cloak, you have _advantage_ on Dexterity (Stealth) checks made to hide in _dim light or darkness_ .
|
||||
|
||||
In addition, you can use an action to animate your _shadow_ for up to 1 hour. While animated, you can see and hear through your shadow’s senses and control it telepathically. If your shadow is slain while animated, your shadow disappears until the new moon, during which time the cloak becomes nonmagical. Once you have used this property, you cannot do so again until the next dawn.
|
||||
12
magic_items/md/level_up_a5e/clock-of-opening-a5e.md
Normal file
12
magic_items/md/level_up_a5e/clock-of-opening-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Clock of Opening
|
||||
|
||||
* **Rarity:** Rare
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This grandfather clock weighs 250 pounds and tolls loudly every hour. Among its internal mechanisms are 12 keyholes of various sizes. Any key can be inserted into a keyhole.
|
||||
|
||||
If you are trained in the Arcana or Engineering skill, you can use an action to cause a lock within 500 miles to magically lock or unlock by inserting the lock’s key into the clock and adjusting the clock’s mechanisms. Additionally, so long as the key remains in the clock, you can schedule the lock to lock or unlock at certain hours of the day.
|
||||
16
magic_items/md/level_up_a5e/clockwork-calendar-a5e.md
Normal file
16
magic_items/md/level_up_a5e/clockwork-calendar-a5e.md
Normal file
@@ -0,0 +1,16 @@
|
||||
|
||||
# Clockwork Calendar
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
A circular disk of dozens of interlocking gears almost a foot in diameter, upon first examination this device is unfathomably complex. The gears are covered with runes that appear to be a much older form of Dwarvish script. Rotating some of the raised gears causes this apparatus to slowly tick through a series of symbols that seem to correspond to astrological signs.
|
||||
|
||||
To understand how to operate the _clockwork calendar_, you must carefully study the device and turn the gears through their myriad configurations. After 1 hour you can make a DC 16 Investigation or Arcana check. On a failure, you cannot reach a conclusion regarding how to interpret the intended function of the calendar. On a success, you understand how to utilize the device as indicated below. Casting __identify_ on the calendar reveals a moderate aura of divination magic but provides no information on how to use this complex object.
|
||||
|
||||
Once you know how the _clockwork calendar_ functions, you can adjust the dials to display the current day of the year for the geographical region of the world you are located in (this property does not function outside of the Material Plane). The exposed faces of the gears composing the calendar display the position of the stars in the sky and the dials can be adjusted throughout the day or night to continue to track their position. The calendar can also be adjusted to any past or future dates and times to ascertain the position of any of the celestial objects visible in the night sky.
|
||||
|
||||
Additionally, you can use a bonus action to smash the _clockwork calendar_ and destroy it, gaining the benefits of the __haste_ spell until the end of your next turn.
|
||||
12
magic_items/md/level_up_a5e/coat-of-padarn-beisrudd-a5e.md
Normal file
12
magic_items/md/level_up_a5e/coat-of-padarn-beisrudd-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Coat of Padarn Beisrudd
|
||||
|
||||
* **Rarity:** Very Rare
|
||||
* **Type:** Armor
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Can only be attuned to by a brave adventurer.
|
||||
|
||||
While you are attuned to and wearing this fine chain shirt, your armor class equals 17 + Dexterity modifier (maximum 2).
|
||||
10
magic_items/md/level_up_a5e/compendium-of-many-colors-a5e.md
Normal file
10
magic_items/md/level_up_a5e/compendium-of-many-colors-a5e.md
Normal file
@@ -0,0 +1,10 @@
|
||||
|
||||
# Compendium of Many Colors
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
This spellbook made from high quality blank parchment is covered in tiny runes. When one of these small inscriptions is pressed the parchment changes color.
|
||||
12
magic_items/md/level_up_a5e/confidantes-journal-a5e.md
Normal file
12
magic_items/md/level_up_a5e/confidantes-journal-a5e.md
Normal file
@@ -0,0 +1,12 @@
|
||||
|
||||
# Confidante’s Journal
|
||||
|
||||
* **Rarity:** Uncommon
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** No
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Living vines hold shut this journal’s cover and part only for you. Your patron can read anything you write in the journal and can cause brief messages to appear on its pages.
|
||||
|
||||
If you spend a short or long rest writing your most secret thoughts in the journal, you can choose to gain Inspiration instead of regaining expended Pact Magic spell slots. The seventh time you gain Inspiration in this way, you fill the journal’s pages and can’t write in it again.
|
||||
@@ -0,0 +1,12 @@
|
||||
|
||||
# Contract of Indentured Service
|
||||
|
||||
* **Rarity:** Common
|
||||
* **Type:** Wondrous Item
|
||||
* **Attunement:** Yes
|
||||
* **Source:** Level Up A5E
|
||||
|
||||
|
||||
Necromancers occasionally act as apparent benefactors, offering loans to victims now in exchange for service after death. This contract details an account of a spirit that has become indentured to the contract’s holder. While holding the contract, you can speak the command word as an action to summon the _invisible_ undead spirit, which functions as the spell __unseen servant_ . You can’t do so again until you finish a _long rest_ .
|
||||
|
||||
Alternatively, you can use an action to tear up the contract and release the undead spirit. The spirit appears as a friendly **_specter_** you can telepathically command (as a bonus action) for as long as you maintain _concentration_ . The specter acts immediately after your turn. If your concentration is broken, the specter attacks you and your companions. Otherwise the specter disappears 10 minutes after it is summoned, vanishing to whichever afterlife awaits it.
|
||||
Some files were not shown because too many files have changed in this diff Show More
Reference in New Issue
Block a user