diff --git a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json index f44613feb..df8b79776 100755 --- a/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json +++ b/collection/Sterling Vermin Adventuring Co.; The Ultimate Adventurer's Handbook.json @@ -32150,6 +32150,704 @@ "entries": [ "The costume is a set of plain black clothing. As an action while you wear the costume, you can change its style, material, coloring, cut, and length in any way you choose, though this in no way affects the clothing's statistics." ] + }, + { + "name": "Potion of Brief Energy", + "source": "UltimateAdventurer", + "page": 296, + "type": "P", + "rarity": "common", + "entries": [ + "This bitter, dark brown potion has a robust, earthy aroma and is always pleasantly warm to the touch. It can be mixed with cream and sugar to alleviate its bitterness without diminishing its effectiveness. For 1 hour after you drink this potion, you gain the following benefits:", + { + "type": "list", + "items": [ + "You can't be {@status surprised} except by magical means.", + "You can't be put to sleep except by magical means.", + "Your level of {@condition exhaustion} is considered to be 1 lower.", + "You have advantage on Constitution saving throws to maintain your {@status concentration}.", + "Once the potion's duration ends, if you've consumed more than one potion of brief energy since you finished your last long rest, your head begins to ache and you become jittery until you finish a long rest, imposing disadvantage on any Wisdom check and any Dexterity ({@skill Sleight of Hand}) check you make." + ] + } + ], + "miscTags": [ + "CNS" + ] + }, + { + "name": "Quicksilver Omnitool", + "source": "UltimateAdventurer", + "page": 296, + "rarity": "legendary", + "reqAttune": "by an artificer", + "reqAttuneTags": [ + { + "class": "artificer|tce" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This 3-inch radius sphere is made of malleable quicksilver that can transform into a variety of tools; as a bonus action, you can touch the item and have it transform into any artisan's tool of your choice, a {@item disguise kit|PHB}, a {@item forgery kit|PHB}, an {@item herbalism kit|PHB}, a {@item poisoner's kit|PHB}, or a set of {@item thieves' tools|PHB}, or to have it return its spherical form.", + "Whatever form the item takes, you are proficient with it and you gain a +3 bonus to any ability check you make with it. While using the item as a spellcasting focus, you have a +2 bonus to the spell attack rolls and spell save DC of your artificer spells.", + "The item also aids you in the creation of magic items. Your maximum number of Infused Items and the maximum number of objects you can affect with your Magical Tinkering feature each increases by 3. Additionally, if you craft a magic item with a rarity of rare, very rare, or legendary, it takes you a quarter of the normal time, and it costs you half as much of the usual gold." + ] + }, + { + "name": "Quiver of the Endless Hunt", + "source": "UltimateAdventurer", + "page": 296, + "rarity": "legendary", + "reqAttune": "by a ranger", + "reqAttuneTags": [ + { + "class": "ranger" + } + ], + "wondrous": true, + "bonusWeapon": "+3", + "entries": [ + "This magic quiver produces a limitless amount of thrown weapons and ammunition for ranged weapons as needed. Each weapon and ammunition drawn from the quiver is magical and grants a +3 bonus to attack and damage rolls. Immediately after such a weapon or piece of ammunition is used for a ranged attack or leaves your hand for a purpose other than an attack, it disappears.", + "While wearing the quiver, you can't gain levels of {@condition exhaustion}. Additionally, when you miss with a weapon attack, you can make one additional weapon attack as part of the same action. You can make a number of additional attacks with this ability equal to half your proficiency bonus, and you regain all of your expended uses at the start of your next turn." + ] + }, + { + "name": "Rebuking Shield", + "source": "UltimateAdventurer", + "page": 296, + "reprintedAs": [ + "Shield|XPHB" + ], + "baseItem": "shield|phb", + "type": "S", + "rarity": "very rare", + "weight": 6, + "ac": 2, + "entries": [ + "When you take damage from an attack made by a creature within 5 feet of you, you can use your reaction to make a melee weapon attack using this shield. If you are proficient with shields, add your proficiency bonus to this attack roll. On a hit, your rebuke deals bludgeoning damage equal to {@dice 1d4} + your Strength modifier and the creature is {@condition stunned} until the end of the turn." + ] + }, + { + "name": "Reward of the Pact Champion", + "source": "UltimateAdventurer", + "page": 297, + "rarity": "legendary", + "reqAttune": "by a warlock", + "reqAttuneTags": [ + { + "class": "warlock" + } + ], + "wondrous": true, + "entries": [ + "This magic item takes various forms depending on the warlock's patron. It is granted to warlocks that have grand ambition, or completed the final task the patron would give the warlock to prove themself.", + "As an action while holding the item, you can regain one of your expended arcanum spells. This property can't be used again until you finish a long rest. If the arcanum spell was of 8th or 9th level, this property instead can't be used again until 7 days have passed.", + "The item also has additional properties based on your Otherworldly Patron.", + { + "type": "entries", + "name": "The Archfey", + "entries": [ + "The item takes the form of an amulet bearing the symbol of your patron. While you wear it, your appearance gains an otherworldly aspect that makes you look impossibly lovely and fierce, and youcan use your Fey Presence, Misty Escape, and Dark Delirium features an unlimited number of times. Additionally while you wear the amulet, fey other than your patron have difficulty harming you. If a fey targets you directly with an attack or harmful spell that targets only you, it must make a Wisdom saving throw against your spell save DC. On a failed save, it must choose a new target or lose the attack or spell." + ] + }, + { + "type": "entries", + "name": "The Archmage", + "entries": [ + "The item takes the form of a rod, staff, or wand etched with runes and your patron's symbol. Spells you cast using the item as a spellcasting focus have a +2 bonus to their spell attack rolls and spell save DC. Choose a warlock spell you know of 1st or 2nd level when you attune to the item. While you hold the item, you can cast the chosen spell at will, without expending a spell slot. When you do, it is cast at the level of your warlock spell slot." + ] + }, + { + "type": "entries", + "name": "The Celestial", + "entries": [ + "The item takes the form of a robe bearing designs that symbolically represent your patron. You gain 5 additional d6s in your Healing Light pool. While wearing the robe, when you cause a creature to regain hit points with a warlock class feature or a warlock spell, that creature regains 3 additional hit points, and you can choose to cure the target of one disease, neutralize one poison affecting it, or end one condition affecting it. If an affected feature or spell would restore the creature's hit points to higher than its hit point maximum, it gains the surplus as temporary hit points." + ] + }, + { + "type": "entries", + "name": "The Crone", + "entries": [ + "The item takes the form of thirteen talismans, each bearing the symbol of your patron. While you or a member of your coven wears one of the talismans, the creature has a +1 bonus to saving throws and to the spell attack rolls and spell save DCs for your warlock spells, it shares the senses of each other coven member wearing one of the talismans, and it counts as being within 120 feet of you for the purpose of your warlock features as long as it is on the same plane of existence as you." + ] + }, + { + "type": "entries", + "name": "The Fathomless", + "entries": [ + "The item takes the form of a tentacle arm ring that undulates along your bicep when you wear it. While you wear the arm ring, you regain your expended uses of your Tentacle of the Deep feature when you finish a short or long rest. Additionally while you wear the arm ring, you add your Charisma modifier to the damage rolls you make for your Tentacle of the Deep feature, your tentacle's reach and the range of your Guardian Coil feature both increase to 30 feet, and you have a +1 bonus to your spell attack rolls." + ] + }, + { + "type": "entries", + "name": "The Fiend", + "entries": [ + "The item takes the form of a cloak bearing designs that symbolically represent your patron. You regain the use of your Hurl Through Hell feature when you finish a short or long rest. While you wear the cloak, you have resistance against fire, necrotic, and poison damage dealt by creatures other than your patron, as well as immunity to the {@condition charmed}, {@condition frightened}, and {@condition poisoned} conditions. As a bonus action while you wear the cloak, you can cause it to become a pair of bat-like wings that attach themselves to your back or have it return to its cloak form. You have a flying speed of 30 feet while the cloak is in its wing form." + ] + }, + { + "type": "entries", + "name": "The Genie", + "entries": [ + "The item takes the form of a ring engraved with symbols representing your patron. While you wear the ring, your Genie's Vessel is immune to all nonmagical damage, and you can use an action on your turn to receive a replacement vessel if your vessel is ever lost or destroyed. When you use the vessel's Bottled Respite ability, you can remain inside the vessel indefinitely so long as you're wearing the ring. Additionally while you wear the ring, you can use the bonus action granted by your Elemental Gift feature an unlimited number of times, and you regain the use of your Limited Wish feature each time you use your vessel's Bottled Respite ability. Each time you cast {@spell eldritch blast} while wearing the ring, you can choose for this casting to deal bludgeoning, cold, fire, or thunder damage instead of force." + ] + }, + { + "type": "entries", + "name": "The Hexblade", + "entries": [ + "The item takes the form of a magic longsword or greatsword etched with eldritch runes and your patron's symbol. You gain a +3 bonus to attack and damage rolls you make with it. When you hit a creature with a weapon attack using the item, the target has disadvantage on saving throws against your warlock spells until the end of your next turn." + ] + }, + { + "type": "entries", + "name": "The Icebound", + "entries": [ + "The item takes the form of an ice crystal or large snowflake that never melts and is brutally cold to creatures other than you and your patron. While you wear or carry the item, you have immunity to cold damage dealt by creatures other than your patron and resistance against fire damage, you can use your Decree of Frost feature an unlimited number of times, you gain a +2 bonus to the attack and damage rolls you make for icicles conjured by your Circle of Icicles or Aurora Cloak, and when you use your Aurora Cloak feature, you can choose the effect instead of rolling." + ] + }, + { + "type": "entries", + "name": "The Great Old One", + "entries": [ + "The item takes the form of an object of constantly shifting and utterly unfathomable geometries. The telepathy granted by your Awakened Mind feature has unlimited range and doesn't require sight as long as you have met the creature in person and the creature is on the same plane of existence as you. While holding the item, you can use your Entropic Ward feature an unlimited number of times. Additionally, when a creature causes you to make a saving throw, you can use your reaction to gain advantage on the saving throw. If you succeed on the save, the creature has disadvantage on the first saving throw it makes against one of your warlock spells before the end of your next turn." + ] + }, + { + "type": "entries", + "name": "The Great Trickster", + "entries": [ + "The item takes the form of a trinket or bauble with designs that symbolically represent your patron. While you are wearing or carrying the item, you can use the final benefit of your Spellswipe feature an unlimited number of times, and you regain the use of your Two Steps Ahead feature when you finish a short or long rest. As an action while holding the item, you can cause a Small or smaller unsecured object you can see within 60 feet of you to magically teleport to your hand. The object can be held or carried by a creature, but can't be an object that creature is wearing. Once you cause an item to teleport in this way, you can't do so again until you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "The Librarian", + "entries": [ + "The item takes the form of a grimoire bearing the symbol of your patron, and can function as the grimoire granted by your Meticulous Chronicling feature. You can cast {@spell silence} from the grimoire at will, without expending a spell slot. While the grimoire is on your person, you can speak, read, and write all languages, and you gain a +2 bonus to any ability check you make. This bonus is doubled for any ability check you make that doesn't include your proficiency bonus." + ] + }, + { + "type": "entries", + "name": "The Titan", + "entries": [ + "The item takes the form of a pair of gauntlets with designs that symbolically represent your patron. While you wear them, your Strength score becomes 24 unless it was already higher. As an action while wearing the gauntlets, you can cast the maximize/minimize UAH spell from the gauntlets targeting a creature you touch. When you cast the spell this way, you can choose only the spell's Maximize effect, and you can't cast the spell using the gauntlets again until the next dawn." + ] + }, + { + "type": "entries", + "name": "The Undead", + "entries": [ + "The item takes the form of a locket within which is locked a piece of your patron, such as a piece of their bone or flesh. While you wear the locket, you regain your expended uses of your Form of Dread feature when you finish a short or long rest, you regain the use of your Necrotic Husk feature when you finish a long rest, and you regain the use of your Spirit Projection feature when you finish a short or long rest." + ] + }, + { + "type": "entries", + "name": "The Undying", + "entries": [ + "The item takes the form of a phylactery with designs that symbolically represent your patron. The phylactery can only be destroyed by using the {@spell wish} spell, targeting it with the {@spell disintegrate} spell, or striking it with a magic weapon that is legendary or an artifact. You immediately know if the phylactery is ever destroyed, and it reforms in your space when you next finish a long rest. While you have a phylactery, you don't age. When you die, a new version of your body is formed from green smoke within 5 feet of the phylactery at the next dusk, and you return to life in the new body, gaining the benefits of a long rest. While you wear or carry your phylactery, you can use your Defy Death and Indestructible Life features an unlimited number of times." + ] + } + ], + "attachedSpells": [ + "eldritch blast", + "silence" + ] + }, + { + "name": "Ring of the Shadow King", + "source": "UltimateAdventurer", + "page": 299, + "rarity": "legendary", + "reqAttune": "by a rogue", + "reqAttuneTags": [ + { + "class": "rogue" + } + ], + "wondrous": true, + "bonusAc": "+1", + "bonusSavingThrow": "+1", + "recharge": "restLong", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "While you wear this ring, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +1 bonus to AC and saving throws.", + "You can see in areas of {@quickref Vision and Light||2||dim light} and darkness, including magical darkness, as though they were brightly lit.", + "When you are in {@quickref Vision and Light||2||dim light} or darkness, you can use your bonus action to teleport up to 60 feet to an unoccupied space you can see that is also in {@quickref Vision and Light||2||dim light} or darkness.", + "The ring has 3 charges. You can use your action and expend 1 charge to cast the {@spell darkness} spell without verbal or material components. When cast this way, the spell doesn't require {@status concentration}, but ends early if you cast the spell from the ring again. The ring regains all expended charges when you finish a long rest." + ] + } + ], + "attachedSpells": [ + "darkness" + ] + }, + { + "name": "Ritual Stone", + "source": "UltimateAdventurer", + "page": 299, + "rarity": "uncommon", + "reqAttune": true, + "wondrous": true, + "entries": [ + "The stone, usually attached to a leather cord, is etched with runes that glow when spells are cast near it. When you cast a spell as a ritual while wearing or carrying the stone, the process adds only 1 minute to the casting time of the spell, instead of 10 minutes." + ] + }, + { + "name": "Robe of the Grandmaster", + "source": "UltimateAdventurer", + "page": 299, + "rarity": "legendary", + "reqAttune": "by a monk", + "reqAttuneTags": [ + { + "class": "monk" + } + ], + "wondrous": true, + "bonusWeapon": "+3", + "bonusAc": "+2", + "entries": [ + "While you wear these robes, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to your AC and ki save DC.", + "You gain a +3 bonus to the attack and damage rolls of your unarmed strikes.", + "Whenever you start your turn in combat with fewer than half your ki points remaining, you regain 1 ki point.", + "As an action, you can concentrate 1 or more ki points into one of your hands or feet and slam the ki-charged appendage into a surface within your reach, creating an explosion of force. The radius of the effect, centered on you, is equal to 5 feet times the number of ki points you expended. Unsecured objects completely within the area are automatically pushed 10 feet away from you, and each creature other than you within the area must make a Strength saving throw. On a failed save, a creatureis pushed 10 feet away from and is knocked {@condition prone},taking force damage depending on the number of ki points you expended. On a successful save, a creature takes half as much damage and isn't pushed or knocked {@condition prone}. For each ki point you expended, roll your Martial Arts die; the force damage dealt by this ability is equal to the total." + ] + } + ] + }, + { + "name": "Rod of Sound Magnification", + "source": "UltimateAdventurer", + "page": 300, + "type": "RD|DMG", + "rarity": "common", + "entries": [ + "When the tip of this rod is held within 3 inches of a creature's mouth, that creature's voice booms three times louder than normal." + ] + }, + { + "name": "Rod of Wefting", + "source": "UltimateAdventurer", + "page": 300, + "type": "RD|DMG", + "rarity": "rare", + "reqAttune": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "The rod has 7 charges you can expend to cast spells from it (listed in the Rod of Wefting table). A spell cast from the rod has a spell attack bonus of +7, and a spell save DC of 15.", + "The rod regains {@dice 1d6 + 1} expended charges daily at dawn. If you expend the rod's last charge, roll a {@dice d20}. On a 1, unless you are attuned to a ring of weaving, the rod crumbles into ashes and is destroyed." + ] + }, + { + "name": "Satchel of Miraculous Mercantilism", + "source": "UltimateAdventurer", + "page": 300, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This satchel is made from sturdy cloth and is three feet long, one foot wide, and two feet deep. It is decorated with stitching to look like a sign that might hang from a general merchant's store.", + "Gold pieces and other items placed into the satchel disappear as soon as the satchel is closed. The satchel keeps a ledger of the gold pieces placed into the bag. Items other than coins placed in the bag are destroyed and add half their gold piece value to the ledger. As an action, you can name a non-magical item, reach into the satchel, and find the item inside, provided you could afford to buy the item based on the credit on the ledger. The ledger is then reduced by the value of the item." + ] + }, + { + "name": "Scope of Farsight", + "source": "UltimateAdventurer", + "page": 300, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "When this metal tube with a glass lens on either end is affixed to a crossbow or weapon with the black powder property, the weapon's normal and long ranges are doubled." + ] + }, + { + "name": "Shield of Spell Attraction", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Shield|XPHB" + ], + "baseItem": "shield|phb", + "type": "S", + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "weight": 6, + "ac": 2, + "entries": [ + "While holding this shield, you have resistance to damage from spells.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "This shield is cursed. Attuning to it curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the shield fails to end the curse on you. Whenever a spell is cast against a target within 10 feet of you, the curse causes you to become the target instead. This curse can distort a spell's area of effect, creating a pocket of safety for the spell's original target as the magicks are drawn to you." + ] + } + ] + }, + { + "name": "Shield of the Legion", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Shield|XPHB" + ], + "baseItem": "shield|phb", + "type": "S", + "rarity": "legendary", + "reqAttune": "by a paladin", + "reqAttuneTags": [ + { + "class": "paladin" + } + ], + "bonusAc": "+3", + "recharge": "dawn", + "rechargeAmount": 3, + "charges": 3, + "entries": [ + "While you hold this shield, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you within the aura have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC for you. If you have 17 or more levels in the paladin class, the radius of this aura increases to 30 feet.", + "The shield has 3 charges. Whenever you or a creature in the shield's aura fails a saving throw, you can expend 1 charge as a reaction to cause the creature to succeed on the saving throw instead. The shield regains all expended charges each day at dawn." + ] + }, + { + "name": "Shield of the Moon", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Shield|XPHB" + ], + "baseItem": "shield|phb", + "type": "S", + "resist": [ + "psychic" + ], + "rarity": "uncommon", + "weight": 6, + "ac": 2, + "entries": [ + "While you hold this shield, you have resistance to psychic damage and advantage on saving throws against effects that would change your shape." + ] + }, + { + "name": "Shield of the Sun", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Shield|XPHB" + ], + "baseItem": "shield|phb", + "type": "S", + "resist": [ + "radiant" + ], + "rarity": "uncommon", + "weight": 6, + "ac": 2, + "entries": [ + "While you hold this shield, you have resistance to radiant damage and advantage on saving throws against being {@condition blinded}." + ] + }, + { + "name": "Singing Sword", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Longsword|XPHB" + ], + "baseItem": "longsword|phb", + "type": "M", + "rarity": "uncommon", + "reqAttune": "by an elf", + "reqAttuneTags": [ + { + "race": "elf" + } + ], + "weight": 3, + "weaponCategory": "martial", + "property": [ + "V" + ], + "dmg1": "1d8", + "dmgType": "S", + "dmg2": "1d10", + "bonusWeapon": "+1", + "entries": [ + "This longsword has {@itemProperty F|finesse}. When used by an elf, this longsword bends in the air as it's swung, causing the air to fill with a humming tune. You gain a +1 to attack and damage rolls made with this magic weapon." + ] + }, + { + "name": "Sling of Giant Slaying", + "source": "UltimateAdventurer", + "page": 303, + "reprintedAs": [ + "Sling|XPHB" + ], + "baseItem": "sling|phb", + "type": "R", + "rarity": "rare", + "weaponCategory": "simple", + "property": [ + "A" + ], + "range": "30/120", + "dmg1": "1d4", + "dmgType": "B", + "bonusWeapon": "+1", + "entries": [ + "Legends say this unremarkable leather sling was used by a gladiator to fell a giant in single combat. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a giant with this weapon, you score a critical hit on a roll of 18-20 on the {@dice d20}." + ], + "ammoType": "sling bullet|phb" + }, + { + "name": "Staff of Goodberry", + "source": "UltimateAdventurer", + "page": 304, + "type": "M", + "rarity": "uncommon", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "recharge": "dawn", + "rechargeAmount": "{@dice 1d10}", + "charges": 10, + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "This wooden staff with a leafy head has 10 magic berries on it. As an action, a creature within 5 feet of the staff can pluck one of the berries from the staff and eat it or feed it to a willing or {@condition unconscious} creature within its reach. Consuming a berry restores 1 hit point, and the berry provides enough nourishment to sustain a creature for one day. The berries lose their potency and fall from the staff at dawn. The berries have no effect on undead or constructs.", + "The staff regains {@dice 1d10} berries daily at dawn.", + { + "type": "entries", + "name": "Natural Focus (Requires attunement by a druid)", + "entries": [ + "While using the staff as a spellcasting focus, you have a +1 bonus to spell attacks rolls." + ] + } + ] + }, + { + "name": "Staff of Ovinization", + "source": "UltimateAdventurer", + "page": 304, + "edition": "classic", + "type": "M", + "rarity": "rare", + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "staff": true, + "entries": [ + "This staff has 3 charges. While holding it, you can expend 1 charge as an action to cast the {@spell polymorph} spell from it (save DC 15). When you do, you can only transform the target into a sheep (using the statistics for a goat). The wand regains {@dice 1d3} expended charges daily at dawn." + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Staff of Shapes", + "source": "UltimateAdventurer", + "page": 304, + "edition": "classic", + "type": "M", + "rarity": "rare", + "reqAttune": "by a druid", + "reqAttuneTags": [ + { + "class": "druid" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+1", + "staff": true, + "entries": [ + "This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.", + "As an action, you can use the staff to cast the {@spell polymorph} spell, targeting yourself. Once you do, you can't do so again until the next dawn. When you cast the {@spell polymorph} spell using the staff, the spell has the following changes:", + { + "type": "list", + "items": [ + "You retain your Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the creature. If the creature has the same proficiencyas you and the bonus in its stat block is higher than yours, use the creature's bonus instead of yours.", + "You retain the benefit of any features from your class, race, or other source and can use them if the new form is capable of doing so. However, you can't use any of your special senses, such as {@sense darkvision}, unless your new form also has that sense." + ] + } + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Staff of Spell Deflection", + "source": "UltimateAdventurer", + "page": 304, + "edition": "classic", + "type": "M", + "rarity": "rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "staff": true, + "entries": [ + "When you take the {@action Dodge} action while holding the staff, the staff leaves your hand and spins defensively around you until the start of your next turn. For the duration, you have advantage on saving throws against spells." + ] + }, + { + "name": "Staff of Wandering", + "source": "UltimateAdventurer", + "page": 304, + "reprintedAs": [ + "Quarterstaff|XPHB" + ], + "baseItem": "quarterstaff|phb", + "type": "M", + "rarity": "very rare", + "reqAttune": true, + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "entries": [ + "You gain a +2 bonus to attack and damage rolls made with this magic weapon. You can use Dexterity, instead of Strength, for the weapon's attack and damage rolls.", + "While you hold the staff, you have advantage on saving throws you make against traps, you can't become lost except by magical means, and you remain alert to danger even when you are engaged with another activity while traveling. The weapon magically awakens you and your companions within 30 feet of it if any of you are sleeping naturally when combat begins." + ] + }, + { + "name": "Tiger Style Armlet", + "source": "UltimateAdventurer", + "page": 306, + "rarity": "very rare", + "wondrous": true, + "bonusWeapon": "+2", + "critThreshold": 19, + "entries": [ + "This bronze armlet depicts a tiger pouncing on an unseen prey. While you're wearing this wondrous item, you gain a +2 bonus to the attack and damage rolls of your unarmed strikes. In addition, your unarmed strikes score a critical hit on a roll of 19 or 20 on the {@dice d20}." + ] + }, + { + "name": "Tome of Ineffable Secrets", + "source": "UltimateAdventurer", + "page": 307, + "rarity": "legendary", + "reqAttune": "by a wizard", + "reqAttuneTags": [ + { + "class": "wizard" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusSpellSaveDc": "+2", + "entries": [ + "This deceptively thin tome with a rune- and sigil-inscribed cover is latched by three locks, none of which has a keyhole. Any spellcaster within 10 feet of it can feel the call of its hidden knowledge and extreme power. When you attempt to attune to the tome, you must make three ability checks in sequence, each of which are DC 20: Intelligence ({@skill Arcana}), Intelligence ({@skill History}), and Intelligence ({@skill Investigation}). If you fail any of the ability checks, you fail to attune to the tome and you can't attempt to attune to it again until 1 week passes. If you succeed on all three ability checks, you learn how to undo each of the latches and become attuned to the tome. Any creature you attempt to teach how to open the latches immediately forgets how to do so.", + "The tome contains an infinite number of pages, with extradimensional portals on the inside covers facilitating the rotation of pages as you turn them. The pages contain encoded secrets in every language there ever was and shall be, and the symbols and letters are mixed in a seemingly random sequence unbroken by punctuation. If you are attuned to the tome, you are able to make some sense of the bounty of information the tome carries.", + "While attuned to this item, you can use it as a spellbook containing every wizard spell and as an arcane focus. Spells you cast through the tome gain a +2 bonus to their spell attack rolls and spell save DC.", + "As an action, you can force the tome to reveal all of its secrets to you. For 1 hour, your Intelligence score becomes 30. For the duration, you automatically succeed on any Intelligence check you make to recall or learn information or to find hidden objects, traps, or entrances. Once the hour expires, the tome vanishes to a hidden corner of the multiverse, your attunement to it ends, you forget it exists, and you become unable to ever attune to a tome of ineffable secrets again." + ] + }, + { + "name": "Wand of the Conductor", + "source": "UltimateAdventurer", + "page": 309, + "type": "WD|DMG", + "rarity": "legendary", + "reqAttune": "by a bard", + "reqAttuneTags": [ + { + "class": "bard" + } + ], + "recharge": "dawn", + "rechargeAmount": "{@dice 4d6 + 2}", + "charges": 50, + "entries": [ + "This wand\u2014a beautifully lacquered and stained length of hawthorne with a gold-embossed handle\u2014is clearly ancient but lovingly cared for, having been passed down through generations of conductors. Their magical abilities, love of music, and performing skills have seeped into the wand over centuries. While you hold the wand, each creature within 30 feet of you gains a +3 bonus to Charisma ({@skill Performance}) checks and to ability checks made with instruments, and you gain a +2 bonus to your spell save DC and to ability checks you make for the purpose of spells.", + "The wand has 50 charges for the following properties. It regains {@dice 4d6 + 2} expended charges daily at dawn. If you expend the last charge, roll a {@dice d20}. On a 20, the wand regains {@dice 1d12 + 1} charges.", + { + "type": "entries", + "name": "Conductor's Presence", + "entries": [ + "While holding the wand, when another creature you can see within 30 feet of you casts an enchantment spell, you can use your reaction to attempt to absorb the spell's magic into the wand. Make a spellcasting ability check with a +2 bonus against a DC equal to 10 + the spell's level. If you succeed, you cancel the spell's effect and the wand gains a number of charges equal to the spell's level. However, if doing so brings the staff's total number of charges above 50, the wand teleports itself to another bard worthy of it elsewhere in the multiverse and you lose your attunement to it. You permanently gain one additional use of your Bardic Inspiration, and are unable to ever attune to a wand of the conductor again." + ] + }, + { + "type": "entries", + "name": "Ensemble Inspiration", + "entries": [ + "When you use your bonus action to grant a Bardic Inspiration die to a creature, you can also grant a Bardic Inspiration die to one other creature that can hear you within 60 feet of you. You expend only one use of your Bardic Inspiration to grant the die to both targets.", + "When you have no uses remaining of your Bardic Inspiration, you can use your bonus action and expend 4 charges from the wand to use your Bardic Inspiration." + ] + }, + { + "type": "entries", + "name": "Spells", + "entries": [ + "While holding the wand, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell animate objects} (5 charges), {@spell compulsion} (4 charges), {@spell dominate monster} (8 charges), {@spell hypnotic pattern} (3 charges), {@spell locate creature} (4 charges), {@spell mass cure wounds} (5 charges), {@spell mass suggestion} (6 charges), {@spell nondetection} (3 charges), {@spell Otto's irresistible dance} (6 charges), {@spell programmed illusion} (6 charges), {@spell shatter} (7th-level version, 7 charges), {@spell silence} (2 charges), {@spell skill empowerment|XGE} (5 charges).", + "You can also cast one of the following spells from the wand without using any of the charges: {@spell calm emotions}, {@spell dissonant whispers}, {@spell enhance ability}, {@spell faerie fire}, {@spell message}, or {@spell thunderclap|XGE}." + ] + } + ], + "attachedSpells": [ + "animate objects", + "compulsion", + "dominate monster", + "hypnotic pattern", + "locate creature", + "mass cure wounds", + "mass suggestion", + "nondetection", + "Otto's irresistible dance", + "programmed illusion", + "shatter", + "silence", + "skill empowerment|xge", + "calm emotions", + "dissonant whispers", + "enhance ability", + "faerie fire", + "message", + "thunderclap|xge" + ] } ], "magicvariant": [ @@ -32350,6 +33048,104 @@ "When you use your Action Surge while wielding this weapon, you can make an additional weapon attack with this weapon as part of the extra action." ] } + }, + { + "name": "Suit of Heroic Prowess", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "namePrefix": "Suit of Heroic Prowess ", + "source": "UltimateAdventurer", + "page": 305, + "rarity": "very rare", + "entries": [ + "You are proficient with this magic armor. While wearing it, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Strength modifier or Dexterity modifier. If you gain a bonus to the roll from both the armor and another magic item, you use the higher of the two bonuses, not the combination.", + "Additionally while wearing the armor, you gain the following benefits:", + { + "type": "list", + "items": [ + "Your long and high jump distances are tripled, and making a standing high or long jump doesn't halve the distance.", + "You count as one size larger for the purpose of grappling, and for determining your carrying capacity and the weight you can push, drag, or lift." + ] + } + ] + } + }, + { + "name": "Treefeller", + "type": "GV|DMG", + "requires": [ + { + "axe": true + } + ], + "inherits": { + "namePrefix": "Treefeller ", + "source": "UltimateAdventurer", + "page": 308, + "rarity": "rare", + "bonusWeapon": "+1", + "entries": [ + "You gain a {=bonusWeapon} bonus to the attack and damage rolls made with this magic weapon. When you deal damage to a plant creature with this weapon, you deal an additional {@damage 1d6} necrotic damage. While you are wielding this magic item, you have advantage on all Charisma ({@skill Intimidation}) checks you make against plant creatures.", + "When used to fell a mundane tree, it takes no more than three chops with this weapon, regardless of the size of the tree." + ] + } + }, + { + "name": "Unluck Blade", + "type": "GV|DMG", + "requires": [ + { + "sword": true + } + ], + "inherits": { + "namePrefix": "Unluck ", + "source": "UltimateAdventurer", + "page": 308, + "rarity": "very rare", + "reqAttune": true, + "curse": true, + "bonusWeapon": "+1", + "charges": "{@dice 1d4 - 1}", + "entries": [ + "This sword superficially resembles a luck blade, but was designed by a cruel mage to spread chaos and misfortune upon all who come into contact with it. Any attempt to determine its properties in a method other than attuning to it indicates that it is a luck blade. You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The sword is cursed, and becoming attuned to the sword extends its curse to you. As long as you remain cursed, you have disadvantage on attack rolls with weapons other than this one and you suffer a -1 penalty to all saving throws." + ] + }, + { + "type": "entries", + "name": "Distorted Wish", + "entries": [ + "The sword has {@dice 1d4 - 1} charges. While holding it, you can use an action and expend 1 charge to cast the {@spell wish} spell from it. When you do, the magic of the sword twists the meaning of your wish to grant it in the worst possible way. For example, if you wish to create an object, the sword instead teleports that object from somewhere else in the multiverse, leaving a note in its place indicating you as the creature who stole it; if you choose to cause creatures to regain hit points, the sword reduces you to 0 hit points with two failed death saves; if you choose to grant creatures resistance to damage, it also gives them a damage vulnerability and causes you to gain vulnerability to all types of damage except the chosen one; if you cast a spell that would harm one or more of your enemies, the sword also targets you with the spell; if you cast a spell that would heal or grant some bonus to one or more allies, it causes the spell to target your enemies, as well. Once you cast {@spell wish} from the sword, this property can't be used again until the next dusk. The sword loses this property if it has no charges." + ] + }, + { + "type": "entries", + "name": "Unluck", + "entries": [ + "If the sword is on your person, you can call on its unluck (no action required) to reroll one attack roll, ability check, or saving throw on which a creature succeeded. The creature must use the second roll. This property can't be used again until the next dusk." + ] + } + ], + "attachedSpells": [ + "wish" + ] + } } ], "spell": [