Arrows, +1
Weapon, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Weapon, uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Armor (hide), rare You have a +1 bonus to AC while wearing this armor. This crude armor consists of thick furs and pelts.
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 Necrotic damage to the target whenever you hit it with an attack roll. Also, choose one ability when you cast the spell. The target has Disadvantage on ability checks made with the chosen ability. If the target drops to 0 Hit Points before this spell ends, you can take a Bonus Action on a…
Weapon (revolver), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. It’s up to you to decide whether a character has proficiency with a firearm. Characters in most D&D; worlds wouldn’t have such proficiency. During their downtime, characters can use the training rules in the Player’s Handbook to acquire proficiency, assuming that they have enough ammunition to…
Weapon, very rare You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Darkenbeasts are ferocious, bestial hunters created from ordinary animals by sinister spellcasters. Regardless of darkenbeasts’ original forms, the magic used to create them twists them into fanged horrors with leathery wings. Most darkenbeasts have luminous bones that glow through their skin; they resemble eerie flying skeletons as they soar through the night sky. A darkenbeast is loyal to its…
Weapon (whip), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Armor (shield), uncommon While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC. Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Weapon (handaxe), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Handaxe allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage…
Weapon (club), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Armor (leather), rare You have a +1 bonus to AC while wearing this armor. The breastplate and shoulder protectors of this armor are made of leather that has been stiffened by being boiled in oil. The rest of the armor is made of softer and more flexible materials.
Encounter for Level 7 Characters Situation. Members of the Bringers of Cosmic Dawn have established a remote desert encampment where captives are subjected to aberrant transmutation experiments. Hook. A patron allied with the party tasks the characters with infiltrating the encampment and rescuing Seraphine Vale (the expedition leader from the “ Transmuter Archmage ” encounter). The patron has…
(ANKYLOSAURUS MAGNIVENTRIS) Physical Description The Ankylier are a species of heavily armoured, herbivorous humanoids. They have a large and broad appearance, with thick, bony osteoderms covering their back, flanks, limbs, and head which are, in turn, covered in tough scutes. They are so heavily armoured that even their eyelids are reinforced. Their skin is thick, scaly, and gives them a…
Weapon (morningstar), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Morningstar allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Sap. If you hit a creature with this weapon, that…
Weapon (whip), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Whip allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
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It was a thin, stoop-shouldered man not much under six feet tall... His age was perhaps thirty-five, but the odd, deep creases in the sides of his neck made him seem older when one did not study his dull, expressionless face. He had a narrow head, bulging, watery blue eyes that seemed never to wink, a flat nose, a receding forehead and chin, and singularly undeveloped ears. His long, thick lip…
Weapon (club), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to…
Weapon, rare You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Weapon (any ammunition), uncommon You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. Applicable Ammunition: Arrows, Blowgun Needles, Crossbow Bolts, Energy Cells, Firearm Bullets, and Sling Bullets.
Weapon (warhammer), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Warhammer allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can…
Weapon (club), rare You have a +2 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Club allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Slow. If you hit a creature with this weapon and deal damage to it,…
Weapon (crossbow, hand), uncommon You have a +1 bonus to attack and damage rolls made with this magic weapon. Proficiency with a Hand Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it. This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and…
This magic item is part of the Dungeon Master’s Guide. You can unlock it by purchasing the book in our marketplace.