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Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from
Eye and Hand of Vecna
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges
), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
. The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate
(4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Layout of the District Map 8.1 shows the layout of the district and the locations of important buildings and land features. The islands that support the buildings are almost all artificial. Some were
consists mainly of slum tenements, dubious taverns, rickety warehouses, hovel-crowded alleys, and decommissioned ships converted into buildings. This entire area is slowly sinking into the sea. As old
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4
expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a
Compendium
- Sources->Dungeons & Dragons->Heroes’ Feast: Saving the Children’s Menu
. The hounds bark loudly and lunge for the house, and the commander of the search party shouts, “They’re in the buildings!” He smashes the roof of the barn to splinters, prompting the cattle inside to
or friendly toward the characters, she pleads with them to protect her children. Then, she charges forward to face the patrol. The commander sneers, saying to his comrades, “Go find the children—they
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
service, lingering near civic buildings, municipal hubs, and marketplaces. A typical sedan chair ride costs 1 sp per passenger and can carry two Medium or smaller creatures to a destination in Sigil
independent local guides and translators who know the ins and outs of Sigil’s wards. The best touts know shortcuts through the city to hidden gems off the beaten paths. A typical tout charges 2 sp per hour
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
Dragon’s Roost Mike Schley Map 16.2: Dragon’s Roost View Player Version The summit of the hill was once crowded with buildings. All but a few were destroyed in the siege of the abbey centuries ago
to the vaults but is filled with lava. A ruined barrack lies on the south side of the area. Like most of the other buildings, the roof is gone and the walls are mostly rubble. The strongest fire
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
provides. In most other towns and cities, you’ll start with an early-morning stumble on the stairs as you carry your night soil down to deposit it outside. But in Waterdeep, many buildings are connected
working their brooms and carts at every hour of the day — and for a few hours after dark — all over the city, removing not just animal dung but other refuse. This service is free to all, paid for by
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
in and out of the structures, which appear long abandoned. An opulent coach, looking distinctly out of place, is parked amid the buildings with its curtains drawn.
The road leading to the buildings
his coach. Cave-In! At some point after the characters enter the mine, Itzmin’s bandits detonate alchemical charges to collapse the entrance. Wherever the characters are in the mine, they hear a
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
devours Spite’s brain. In exchange for their help, Cephalossk promises to tell them “three secrets that every Undermountain explorer should know.” Once it has fed on Spite’s brain, Cephalossk makes
vessel that can travel between worlds through space and hidden it somewhere in Undermountain (see level 19). If the characters refuse to assist Cephalossk, the mind flayer attacks them. PNEUMATIC
Magic Items
The Book of Many Things
bargained with; it keeps its side of any bargain it makes, though it might twist the wording of any agreement to suit its purposes. If attacked, or if negotiations fail and you refuse the Fiend’s
they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it has remaining.
Maze. You
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
transport the chest to Droaam from Wroat. If the characters refuse, Garra attacks. Garra is willing to die for Daask and fights accordingly. Garra doesn’t know what is in books or schemas, as these
is another adventure. Treasure In addition to the books and schemas, the chest contains gem of brightness with 32 charges, a feather token, and 600 gp.
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
partially collapsed buildings and walled-off alleys, atop which newer buildings and boardwalks have been built. The entire place is damp, reeks of mildew, and is loud with the creaking and groaning of
surrounding buildings. The floors, walls, and ceilings of the temple are old wood, too damp to burn and rotten enough to be almost spongy to the touch. No cultists dwell inside the temple. The
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dragon Heist
long ago. Many other buildings in the ward are given over to city business, including several courts for magisters and the barracks of the City Guard. So many of the ward’s structures are offices and
parted ways. Mirt kept on with a life of adventure, while Durnan built the tavern called the Yawning Portal over the Well and now, almost two centuries later, charges coin to descend into it. Not a bad
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
healing touch. If they decline to help or behave rudely, he orders them to leave the abbey at once, attacking them if they refuse and doing his utmost to keep Vasilka safe. The music comes from
, but he turns hostile if they threaten him or his charges. Treasure The golden sun disk hanging above the fireplace is worth 750 gp. Taking the disk off the wall reveals a niche that contains a potion
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
lack a vehicle, Nykaia offers them a deal: if the characters help her with a job, she and her crew will give them a ride to wherever they’d like. If the characters refuse, skip to the “Stop for
instantly, expending all the coin’s remaining charges at once and destroying the coin in the process. The soul trapped in the coin becomes trapped in the furnace instead, giving the vehicle 24 hours of
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
the silhouette of Omin Dran
5 You always have twigs, leaves, and other refuse tangled in your fur or hair.
6 When you switch back to your normal form, one hand always manages to retain its
A ruined section of the city that has been reclaimed by nature
7 A zoo overseen by a strange but powerful fellow druid
8 A private park that charges a fee for entrance, ensuring that only
Compendium
- Sources->Dungeons & Dragons->Mordenkainen's Tome of Foes
frustration manifest as a visible fog, which clears only when the githyanki ready for war.
The Streets of Tu’narath Tu’narath is a jumble of crooked streets that run between buildings and other structures
that are ripped from the worlds of other planes. Many githyanki raiders have a particular obsession for architecture, which they satisfy by seizing buildings from the Material Plane and other locales
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
-south and east-to-west that meet in the center of town in a crossroads marketplace. Many buildings structured for larger folk line these streets, for taller folk tend to prefer the comfortable
familiarity they provide, but the rest of the town is made up of a series of narrow paths between the smaller-proportioned buildings that are the homes of the city’s gnomes. The first time I walked along these
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
sinister site. The overall sense of the place — as evidenced in the alien geometries of its buildings and its exposed technology — should be one of a brooding, otherworldly environ where nothing
or fog. A force pike uses an energy cell (see area M10), expending one charge for each successful attack. If claimed as treasure, a pike’s cell holds 2d10 remaining charges. If you prefer not to have
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
promotion.”
–Koldrel, gate greeter
Noteworthy Sites Rigus is a fortified hill divided into seven districts, separated by thick iron walls and stratified by height. Tents, military buildings, and
death brings, others refuse to rest, joining a shadowy cabal of Undead warriors. Reborn as ghosts, liches, and mummy lords, they guide the Crown Generals from beyond the grave. The most feared and
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
-foot-high cavern is a maze of single-story stone buildings, many of which have partially collapsed. Most of the buildings have 10-foot-high walls and no roofs.
Streets. The narrow “streets” between
the buildings are strewn with trash and filth. Harmless rats scurry around every corner.
Banners. Hanging from several structures are tattered yellow banners bearing Azrok’s sigil, a bloody handprint
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
districts by five circular roads. Like ripples in a pond, they radiate from the gate to Carceri, each ring confining the last. Buildings in Curst are makeshift structures cobbled together from tarnished metal
monsters scavenge the mountains of scrap and refuse for metallic morsels. They’ve learned to avoid the metalwork sculptures that decorate the landfill—abstract, corroded statues created by Tudhog the
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
to those of genies: a diamond-skinned dao, a djinni of noble gas, a glacial marid, and an azure efreeti with a saber wreathed in blue flames. Known as the Storm Lords, the beings refuse entrance to
a tirelessly maintained assortment of parks, orchards, and gardens balanced by pristine buildings and sparkling fountains. Honeycombed into hexagonal blocks, the town has not a hair out of place. The
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
help. 5 The inhabitants see the characters as no more than insects and refuse to interact with them unless forced. 6 The inhabitants see the characters as gods and can be convinced to worship them
on the island, but the inhabitants don’t allow the characters into any buildings. 2 The inhabitants like the characters and give them advice to help them impress the island’s leader. 3 Some unhappy
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
with a small window to allow guards to check in on their charges. A side passage holds six individual cells with higher-quality locks (each requiring a successful DC 25 Dexterity check with thieves
dwarves. 18. Fishmongers’ Plants The large fish-processing buildings in this area reek of prosperity (and fish). All are engaged in salting or brining the catch brought in by the fleet. Most of the
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
you refuse the Fiend’s offer, it returns to its home plane. Giant. You immediately grow 2d10 inches in height, and your hit point maximum and current hit points both increase by 20. Humanoid. You can
individual, you know if they are alive and any conditions they have. If you named an object, you know if it is broken or not. If you named a magic item that has charges, you know how many charges it
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
additional fungi at levels 17–20. Green Slime Nuisance Hazard (Levels 1–4) Acidic green slime devours flesh, organic material, and metal on contact. Bright green, wet, and sticky, it clings to walls, floors
feet 1d10 feet Razorvine Nuisance Hazard (Levels 1–4) Razorvine is a plant that grows in wild tangles and hedges. It also clings to the sides of buildings and other surfaces as ivy does. A 10-foot
Compendium
- Sources->Dungeons & Dragons->Quests from the Infinite Staircase
must succeed on a DC 15 Constitution saving throw or have the poisoned condition for 1 hour. If the characters refuse to eat the food, one of the robots scoops up a chunk of it and makes realistic
southeast corner of the room. Amid the remains are a blue key card, a red key card, and a needler pistol with 0 charges remaining, as well as three gem-encrusted bracelets worth 600 gp each. S38: Invasive
Compendium
- Sources->Dungeons & Dragons->Princes of the Apocalypse
brightly lights this plaza. A8. Ruined Villa The freestanding buildings in this part of the city are little more than crumbling shells and heaps of rubble. Deep holes split the cobblestone streets and
buildings gape wide open, walls turned to rubble. Motes of dust float in the air, and in the silent gloom something scratches at the stones.
An umber hulk lairs here among the broken buildings. The air
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
to leave the tower at once, and the lion attacks those who refuse. The lion shares the following information with characters who show it proper respect: “We and our counterpart were created as a pair
hart is pleased and allows them to remain in its presence. Characters who fail to show it deference are instructed to leave the tower at once, and Wrath attacks those who refuse. Wrath knows the same
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
fit that creature’s index finger, and warm orange light spills from minuscule cracks that form on its outer surface. The ring has 6 charges left. While attuned to the ring, a creature can expend 1
charge to cast conjure minor elementals (summoning either four magma mephits or four magmins, as the wearer wishes) or fire shield (warm shield version only) from the ring. Once all of its charges are
Compendium
- Sources->Dungeons & Dragons->Dragonlance: Shadow of the Dragon Queen
Supernatural Gift (Charm)
Two heroic steeds find you worthy and agree to serve you. This charm has 2 charges. As an action, you can expend 1 charge to summon a warhorse wearing plate barding (AC 18
forced into area R7 rather than R3. South Passage. This crude passage emerges 80 feet up a sheer cliff beneath the walls of Castle Kalaman. Below are paved streets and the rooftops of buildings. There is
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Sigil and the Outlands
Hive Ward Neglected by the dabus and the generosity of other wards, the Hive Ward has fallen into disrepair. Its buildings are lopsided hodgepodges of architectural styles and materials, their floors
Everything that are common, uncommon, or rare. He charges 60 gp for a common one, 600 gp for an uncommon one, and 6,000 gp for a rare one. Gatehouse The Bleak Cabal’s headquarters is the Gatehouse, a






