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                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily
                                                
                                            
                                                
                                                     one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags canât perform it if one or more of them has
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or
                                                
                                            
                                                
                                                     charges daily at dawn. If you expend the wandâs last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.
Wand of Wonder Effects
1d100
Effect
01â20
You cast
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Masterâs Guide
                                                    
                                                
                                            
                                                     general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and
                                                
                                            
                                                
                                                    .
Spell
Charge Cost
Magic Circle
1
Magic Jar
3
Planar Ally
3
Planar Binding
2
Plane Shift (to the Abyss only)
3
Summon Fiend
3
Tasha's Hideous Laughter
0
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                     instantly assumes the creatureâs appearance as it was in life. The new appearance begins to rot away over the next few days, eventually revealing the demonâs original form.
A maurezhi is
                                                
                                            
                                                
                                                     see within 30 feet of it. The target is revived with all its hit points.When Doresain, the King of Ghouls, corrupted a society of elves, he created a new sort of demonâthe maurezhiâto lead
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Charge. If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Charge","rollDamageType":"fire"} fire damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Heated Body. A creature that touches
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                    Charge. If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
                                                
                                            
                                                
                                                    ":"damage","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 15 Strength saving throw or be knocked prone.
Spell Turning. The
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     shortcut. You can use your action to make a DC 15 Wisdom (Perception) check, with a success revealing a map buried in your cartographerâs map case noting a relevant shortcut . Your travel time is
                                                
                                            
                                                
                                                     Wisdom (Perception) check and search your cartographerâs map case to find a map either related to your current mission or inspiring a new one. On a success, you find a map with a prominent
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.
As an
                                                
                                            
                                                
                                                     than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the
                                                
                                            
                                                
                                                     conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     prepared wizard spells with a different spell in the book. The new spell must be of the enchantment school.
When you cast an enchantment spell, you can expend 1 charge to impose disadvantage on the first saving throw one target makes against the spell.
                                                
                                            
                                                
                                                     regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
                                                
                                            
                                        
                                                    Baphomet
                                                    
    
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                                                     Monsters
                                                    Out of the Abyss
                                                    
                                                
                                            
                                                    Charge. If Baphomet moves at least 10 feet straight toward a target and then hits it with a gore attack on the same turn, the target takes an extra 16 (3d10);{"diceNotation":"3d10","rollType":"damage
                                                
                                            
                                                
                                                    ","rollAction":"Charge","rollDamageType":"piercing"} piercing damage. If the target is a creature, it must succeed on a DC 25 Strength saving throw or be pushed up to 10 feet away and knocked prone
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the evocation school.
When one creature you can see takes damage from an
                                                
                                            
                                                
                                                     evocation spell you cast, you can use your reaction and expend 1 charge to deal an extra 2d6 force damage to the creature and knock the creature prone if it is Large or smaller.
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the
                                                
                                            
                                                
                                                     book. The new spell must be of the illusion school.
When a creature you can see makes an Intelligence (Investigation) check to discern the true nature of an illusion spell you cast, or makes a saving
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be
                                                
                                            
                                                
                                                     of the necromancy school.
As an action, you can expend 1 charge to take on a semblance of undeath for 10 minutes. For the duration, you take on a deathly appearance, and undead creatures are
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     can use the charges in the following ways while holding it:
If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell
                                                
                                            
                                                
                                                     in the archive. The new spell must be of the divination school.
When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you cast a conjuration spell
                                                
                                            
                                                
                                                     that summons or creates one creature, you can expend 1 charge to grant that creature advantage on attack rolls for 1 minute.
                                                
                                            
                                        
                                                     Monsters
                                                    Tomb of Annihilation
                                                    
                                                
                                            
                                                     fails a saving throw, he can choose to succeed instead.
Rejuvenation. Acererakâs body turns to dust when he drops to 0 hit points, and his equipment is left behind. Acererak gains a new body
                                                
                                            
                                                
                                                     after 1d10;{"diceNotation":"1d10","rollType":"roll","rollAction":"Rejuvenation"} days, regaining all his hit points and becoming active again. The new body appears within 5 feet of Acererakâs
                                                
                                            
                                        
                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     prepared wizard spells with a different spell in the book. The new spell must be of the abjuration school.
When you cast an abjuration spell, you can expend 1 charge to grant a creature you can see within 30 feet of you 2d10 temporary hit points.
                                                
                                            
                                                
                                                     regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your
                                                
                                            
                                        
                                                     Magic Items
                                                    Quests from the Infinite Staircase
                                                    
                                                
                                            
                                                     radical new philosophy in his quest to understand fate. He urged followers of his ideology to eschew wealth and seek out all fortunes, good and ill, to unravel the cloth of destiny.
Random Properties
                                                
                                            
                                                
                                                     lanternâs flame goes out, the creature attuned to it immediately dies. One exception to this rule exists (see the âDestroying the Lanternâ section).
Revealing Light. The lantern sheds
                                                
                                            
                                        
                                                     Monsters
                                                    Mythic Odysseys of Theros
                                                    
                                                
                                            
                                                     turn. Polukranos regains spent legendary actions at the start of its turn.
Detect. Polukranos makes a Wisdom (Perception) check.
Tail Swipe. Polukranos makes a tail attack.
Trampling Charge (Costs
                                                
                                            
                                                
                                                     remains. A new incarnation of the World Eater is a fearsome omen, as the monster only appears when the pillars of the world tremble and terrible things are afoot in the realm of the gods. Its rampages
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    ":"Staff of Striking","rollDamageType":"bludgeoning"} bludgeoning damage when used with two hands, and Bak Mei can expend up to 3 of the staffâs charges. For each expended charge, the target takes
                                                
                                            
                                                
                                                     recruit new members. Under Bak Meiâs cruel tutelage and eccentric training methods, the order has grown in power and numbers, living in seclusion while he planned his revenge on his former
                                                
                                            
                                        
                                                     Monsters
                                                    Mordenkainen Presents: Monsters of the Multiverse
                                                    
                                                
                                            
                                                    . Baphomet regains spent legendary actions at the start of his turn.
Heartcleaver Attack. Baphomet makes one Heartcleaver attack.
Charge (Costs 2 Actions). Baphomet moves up to his speed without
                                                
                                            
                                                
                                                     fall in the direction of the new pull of gravity, unless they have some means of remaining aloft. Baphomet can ignore the gravity reversal if heâs in the room, although he likes to use this
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     weapon is searching for a new owner.
Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver
                                                
                                            
                                                
                                                     radiant damage to the target.
Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60
                                                
                                            
                                        
                                                     Magic Items
                                                    Waterdeep: Dragon Heist
                                                    
                                                
                                            
                                                     Blackstaff, Vajra Safahr is the only one who can become attuned to it. The staff can, however, choose a new owner (see âPersonalityâ below).
The Blackstaff has the magical properties of a staff
                                                
                                            
                                                
                                                     deactivate one or more of the walking statue of Waterdeep;walking statues of Waterdeep. You must be in the city to use this property, and you can animate or deactivate one statue for each charge expended
                                                
                                            
                                        
                                                    Demonomicon of Iggwilv
                                                    
    
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                                                     Magic Items
                                                    Tashaâs Cauldron of Everything
                                                    
                                                
                                            
                                                     chapters remain, ever revealing demonic secrets. And the book holds more than blasphemies. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter
                                                
                                            
                                                
                                                     spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
                                                
                                            
                                        
                                                    Scarab of Protection
                                                    
    
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                                                     Magic Items
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                    If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
You have
                                                
                                            
                                                
                                                     reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                    . If the gem is destroyed, Sammaster can create a new one by completing an 8-hour ritual using a gem worth 1,000+ GP, which the ritual consumes, and by expending 5,000 GP.Multiattack. Sammaster makes
                                                
                                            
                                                
                                                     other archmages, including Elminster and Alustriel Silverhand, Sammaster delved into new frontiers of necromancy and enchantment. He created the process to transform dragons into dracoliches, magically
                                                
                                            
                                        
                                                     monsters
                                                    
                                                    
                                                
                                            
                                                     he could from other archmages, including Elminster and Alustriel Silverhand, Sammaster delved into new frontiers of necromancy and enchantment. He created the process to transform dragons into
                                                
                                            
                                                
                                                     established himself
as leader of these disparate zealots, whom he named the Cult of the Dragon. He perverted their fascination with his necromantic lore, revealing that dracoliches were destined to
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                    .
Activating the Belt. As a bonus action, you can expend any number of the beltâs charges to activate it; the belt remains active for 1 minute per charge expended. You can use a bonus action to deactivate
                                                
                                            
                                                
                                                     belt has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
                                                
                                            
                                        
                                                     Equipment
                                                    
                                                    
                                                
                                            
                                                     armor, even when it has 0 charges remaining.
Activating the Armor. As an action, you can expend any number of the armorâs charges to activate it; the armor remains active for 1 hour per charge
                                                
                                            
                                                
                                                     remaining, its energy cell canât be removed. Once the armor has 0 charges, you can replace the energy cell with a new cell by using an action or a bonus action.
                                                
                                            
                                        
                                                     Magic Items
                                                    Lost Laboratory of Kwalish
                                                    
                                                
                                            
                                                     or sacrifice hit points to gain one of the following benefits:
Emit a force field to gain 2d6 + 5 temporary hit points (1 charge or 5 hit points).
Activate boosters to gain a flying speed of 15
                                                
                                            
                                                
                                                     feet for 1 minute (1 charge or 5 hit points).
Fire arm-mounted laser: Ranged Weapon Attack: +8 to hit, range 120 feet, one target. Hit: 2d6 radiant damage (1 charge or 5 hit points
                                                
                                            
                                        
                                                    Human
                                                    
    
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                                                     Species
                                                    Basic Rules (2014)
                                                    
                                                
                                            
                                                     dash of nonhuman blood, revealing hints of elf, orc, or other lineages. Humans reach adulthood in their late teens and rarely live even a single century.
Variety in All Things
Humans are the most
                                                
                                            
                                                
                                                     elders pass on the ancient traditions to each new generation, human temples, governments, libraries, and codes of law fix their traditions in the bedrock of history. Humans dream of immortality, but
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Scions of Elemental Evil
                                                    
                                                
                                            
                                                    Sheila  Downloadable PDF Equipment Cloak of Invisibility
 Leather Armor
 2 Daggers
 Shortsword
 Shortbow
 20 Arrows
 Quiver
 Thievesâ Tools
 Burglarâs Pack
 Carpenterâs Tools
 Healerâs Kit
                                                
                                            
                                                
                                                     the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
                                                
                                            
                                        
                                                     Backgrounds
                                                    Baldurâs Gate: Descent into Avernus
                                                    
                                                
                                            
                                                     chosen. Even so, that doesnât stop you. Youâve left your old face behind, taking on a new persona, becoming something more.
Characters with the faceless background don a disguise &mdash
                                                
                                            
                                                
                                                     unidentifiable as your true self. By removing your disguise and revealing your true face, you are no longer identifiable as your persona. This allows you to change appearances between your two personalities as
                                                
                                            
                                        
                                                     Compendium
                                                    
                                                    
                                                         - Sources->Dungeons & Dragons->Hold Back The Dead
                                                    
                                                
                                            
                                                    Sheila  Downloadable PDF Equipment Cloak of Invisibility
 Leather Armor
 2 Daggers
 Shortsword
 Shortbow
 20 Arrows
 Quiver
 Thievesâ Tools
 Burglarâs Pack
 Carpenterâs Tools
 Healerâs Kit
                                                
                                            
                                                
                                                     the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
                                                
                                            
                                        






