From ed0ed5fcf321922dd81efdd3f4caf03d91d31f36 Mon Sep 17 00:00:00 2001 From: unknown117343 <174966515+unknown117343@users.noreply.github.com> Date: Fri, 20 Dec 2024 19:03:29 +0000 Subject: [PATCH] added several items --- ....; The Ultimate Adventurer's Handbook.json | 1174 +++++++++++++++++ 1 file changed, 1174 insertions(+) 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 0d4a52e5c..f44613feb 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 @@ -31176,6 +31176,1180 @@ "fear", "cause fear|xge" ] + }, + { + "name": "The Art of Tea", + "source": "UltimateAdventurer", + "page": 280, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This weathered book is written in Common and illustrated with line art. It details the proper way of preparing, serving, and enjoying tea. When you use this book to complete a one hour tea ceremony ritual (which counts as light activity), you have advantage on saving throws against being {@condition charmed} or {@condition frightened} for the next 24 hours." + ] + }, + { + "name": "Belt of Championship", + "source": "UltimateAdventurer", + "page": 281, + "rarity": "legendary", + "reqAttune": "by a pugilist", + "wondrous": true, + "entries": [ + "While wearing this belt, you gain the following benefits:", + { + "type": "list", + "items": [ + "You have a +3 bonus to any Strength or Charisma check you make, as well as to the attack rolls of your pugilist weapons and unarmed strikes.", + "Whenever you roll your fisticuffs die, you gain a +3 bonus to the result.", + "Whenever you start your turn in combat with fewer than half your moxie points remaining, you regain 1 moxie point.", + "When you would gain a level of {@condition exhaustion}, you can choose not to gain it. Once you use this ability, you can't use it again until you finish a short or long rest." + ] + } + ] + }, + { + "name": "Blessed Holy Symbol", + "source": "UltimateAdventurer", + "page": 281, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This holy symbol emanates an {@condition invisible} but palpable aura of divine radiance. You gain a +1 bonus to your spell save DC and spell attack modifier while using this holy symbol as your spellcasting focus.", + "In addition, this magic item holds 7 charges.", + "Whenever you use a feature that would allow you to expend a use of your Channel Divinity, you can expend a charge from this magic item instead. On the last day of each week, the holy symbol regains {@dice 1d6 + 1} charges." + ] + }, + { + "name": "Blindfold of Seeing", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "rare", + "wondrous": true, + "entries": [ + "While you have this blindfold covering your eyes, you suffer the {@condition blinded} condition. The blindfold can't be removed unless you are attuned to it or dead.", + { + "type": "entries", + "name": " Transcend Sight (Requires Attunement)", + "entries": [ + "While you are attuned to and wearing this blindfold, you gain {@sense blindsight} to a range of 60 feet. This {@sense blindsight} doesn't require you to be able to hear or smell." + ] + } + ] + }, + { + "name": "Boots of Gastropoda", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "modifySpeed": { + "equal": { + "climb": "walk" + } + }, + "entries": [ + "While you wear these boots, you have a climbing speed equal to your walking speed, you have the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free, and you can choose to automatically succeed on any ability check or saving throw you make against being pushed or knocked {@condition prone} while at least one of your feet is touching a solid surface.", + { + "type": "entries", + "name": " Curse", + "entries": [ + "The boots are cursed. Attuning to the boots curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the boots fails to end the curse on you. As long as you remain cursed, your base walking speed is halved, rounded down to the nearest multiple of 5 feet, and you are unable to jump." + ] + } + ] + }, + { + "name": "Boots of Trekking", + "source": "UltimateAdventurer", + "page": 282, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear these boots, your base walking speed increases by 10 feet, it costs you no extra movement to move through {@quickref difficult terrain||3}, and {@quickref difficult terrain||3} can't slow your group's travel." + ] + }, + { + "name": "Branch of the planar Grove", + "source": "UltimateAdventurer", + "page": 282, + "type": "M", + "rarity": "legendary", + "reqAttune": "by a druid", + "reqAttuneTags": [ + { + "class": "druid" + } + ], + "weight": 4, + "weaponCategory": "simple", + "property": [ + "V" + ], + "dmg1": "1d6", + "dmgType": "B", + "dmg2": "1d8", + "bonusWeapon": "+2", + "bonusSpellAttack": "+2", + "recharge": "dawn", + "rechargeAmount": "{@dice 4d6 + 2}", + "charges": 50, + "staff": true, + "entries": [ + "This staff, a fallen branch of a tree of the Planar Grove, can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While using it as a spellcasting focus, you have a +2 bonus to spell attack rolls and your spell save DC.", + "The staff 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 staff regains {@dice 1d12 + 1} charges.", + { + "type": "entries", + "name": " Conjuration Absorption", + "entries": [ + "While holding the staff, when a creature you can see within 30 feet of you casts a conjuration spell, you can use your reaction to attempt to absorb the spell's magic into the staff. 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 staff 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 staff plants itself into the ground, becoming a fledgling" + ] + }, + { + "type": "entries", + "name": "Planar Tree", + "entries": [ + "You lose your attunement to it, and it is no longer a magic item. It will mature in 1000 years, becoming a portal that connects to all other trees of the Planar Grove." + ] + }, + { + "type": "entries", + "name": " Shape of the Infinite Wilds", + "entries": [ + "When you use your Wild Shape while holding the staff, you can assume the shape of a creature of a type other than beast. The creature can be of any type other than undead or construct that you've seen before, and must follow the restrictions listed in the Max. CR and Limitations column of the Beast Shapes table for a druid of your level. When you assume such a creature's form, you don't magically gain any armor (other than natural armor) or weapon listed in the creature's stat block, nor can you use such a creature's Innate Spellcasting or Spellcasting traits.", + "Additionally, you gain a +2 bonus to the attack and damage rolls of your Wild Shape's natural weapons.", + "When you have no uses remaining of your Wild", + "Shape, you can use your bonus action and expend 4 charges from the staff to use your Wild Shape." + ] + }, + { + "type": "entries", + "name": " Spells", + "entries": [ + "While holding the staff, you can use an action and expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: {@spell call lightning} (7th-level version, 7 charges), {@spell conjure animals} (7th-level version, 7 charges), {@spell conjure elemental} (7 charges), {@spell conjure woodland beings} (4 charges), {@spell dust devil|XGE} XGE (2 charges), {@spell earthbind|XGE} XGE (2 charges), {@spell grasping vine} (3 charges), {@spell lesser restoration} (2 charges), {@spell plane shift} (7 charges), {@spell plant growth} (3 charges, or 9 charges for the 8-hour version), {@spell protection from poison} (2 charges), {@spell transport via plants} (6 charges), or {@spell wall of thorns} (6 charges).", + "You can also use an action to cast one of the following spells from the staff without using any charges: bark skin, {@spell detect poison and disease}, {@spell entangle}, {@spell pass without trace}, {@spell shillelagh}, or {@spell thorn whip}." + ] + } + ], + "attachedSpells": [ + "call lightning", + "conjure animals", + "conjure elemental", + "conjure woodland beings", + "grasping vine", + "lesser restoration", + "plane shift", + "protection from poison", + "transport via plants", + "wall of thorns", + "detect poison and disease", + "entangle", + "pass without trace", + "shillelagh", + "thorn whip", + "dust devil|xge", + "earthbind|xge", + "plant growth" + ] + }, + { + "name": "Cap of Rest", + "source": "UltimateAdventurer", + "page": 283, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "The cap grants you more restful sleep while you wear it. When you roll one or more Hit Dice at the end of a short rest to regain hit points, you regain a number of additional hit points equal to {@dice 1d8} + your Constitution modifier. You must sleep while wearing the cap for at least 30 minutes of the rest to gain this benefit. When you finish a long rest during which you wore the cap for the full duration, you regain a number of additional expended Hit Dice equal to your proficiency bonus and recover one additional level of {@condition exhaustion}.", + { + "type": "entries", + "name": " Curse", + "entries": [ + "The cap is cursed. Attuning to it curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the cap fails to end the curse on you. As long as you remain cursed, when you decide to sleep for a certain duration, such as for 30 minutes during a short rest or 6 hours for a long rest to make use of the cap's properties, you can't be awoken by any means short of the {@spell wish} spell until that duration has elapsed." + ] + } + ] + }, + { + "name": "Cape of Heroic presence", + "source": "UltimateAdventurer", + "page": 283, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While wearing this magical cloak, you gain a +1 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Constitution modifier or Charisma modifier. If you gain a bonus to the roll from both the cloak and another magic item, you use the higher of the two bonuses, not the combination.", + "Additionally while wearing the cloak, you can use a bonus action to cause it to billow dramatically until you use a bonus action on a subsequent turn to make it stop." + ] + }, + { + "name": "Censer of Righteousness", + "source": "UltimateAdventurer", + "page": 283, + "reprintedAs": [ + "Flail|XPHB" + ], + "baseItem": "flail|phb", + "type": "M", + "rarity": "rare", + "reqAttune": "by a cleric or paladin", + "reqAttuneTags": [ + { + "class": "cleric" + }, + { + "class": "paladin" + } + ], + "weight": 2, + "weaponCategory": "martial", + "dmg1": "1d8", + "dmgType": "B", + "bonusWeapon": "+1", + "recharge": "dawn", + "rechargeAmount": "{@dice 1d6 + 1}", + "charges": 7, + "entries": [ + "Once attuned, you are proficient with this magic flail, which grants a +1 bonus to attack and damage rolls made with it.", + "The flail has 7 charges. When you hit a creature with the flail, you can expend a charge to cause it to splash holy water on the target. If the target is a creature of a neutral or evil alignment, it takes an extra {@damage 1d6} acid damage, which ignores resistance and immunity to acid damage. The flail regains {@dice 1d6 + 1} charges each day at dawn." + ] + }, + { + "name": "Chell's Crossbow", + "source": "UltimateAdventurer", + "page": 283, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This magical heavy crossbow comes equipped with a pair of vials containing effervescent liquids, one orange and the other blue. Though a crossbow, this magic item cannot be used as a weapon. Instead, when you fire the crossbow, you can choose a surface you can see within 100 feet and choose to use the orange vial or the blue vial. A 10-foot-diameter aperture appears in the space you selected, as if you had cast the {@spell teleportation circle} spell and created a permanent portal. Entering a portal created by the orange vial causes you to exit via the portal created by the blue vial and vice versa. If you have not created a portal with both vials, the portal does not teleport you anywhere. A portal created with this magic item remains until you use the same vial to create a different portal, or you use an action while holding the crossbow to destroy both portals." + ], + "attachedSpells": [ + "teleportation circle" + ] + }, + { + "name": "Circlet of Arcane Knowledge", + "source": "UltimateAdventurer", + "page": 283, + "rarity": "very rare", + "reqAttune": "by a creature with the spellcasting or pact magic feature", + "wondrous": true, + "entries": [ + "The circlet is made of a strange, unidentifiable metal inlaid with five gems. When you attune to the circlet, choose five spells from any class's spell list. Each of the 283 spells can come from a different spell list, and must be 5th level or lower. While you wear the circlet, you know each of the chosen spells and have each of them prepared, they don't count against the number of spells you know or have prepared, and they count as being from your class's spell list.", + "Once you become unattuned from the circlet, you can't become attuned to it again until 1 year has passed." + ] + }, + { + "name": "Circlet of Body Magic", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "While you wear this silver circlet, it grants you immunity to being {@condition paralyzed}, and allows you to cast {@spell hold monster} (save DC 15) as an action. Once the spell has been cast three times, the circlet can no longer cast it. Thereafter, you can cast {@spell hold person} (save DC 15) as an action. After you have done this thirteen times, the circlet loses its magic and turns from silver to stone.", + { + "type": "entries", + "name": " Curse", + "entries": [ + "The circlet's affinity with biology manifests as an unusual curse. Creatures of flesh that have the ability to paralyze other creatures without magic, such as silver dragons, have advantage on saving throws against spells cast from the circlet. If such a creature's save is successful, the circlet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save the spell's effects last on you for their full duration without requiring any creature to maintain {@status concentration}." + ] + } + ], + "attachedSpells": [ + "hold monster", + "hold person" + ] + }, + { + "name": "Cloak of Adventuring", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "legendary", + "wondrous": true, + "bonusSpellAttack": "+2", + "entries": [ + "The cloak appears to be made of beaten, tarnished leather that has been patched so many times that it is questionable if any of the cloak's original material remains. While you wear the cloak, you are considered naturally adapted to any environment you occupy, and you are immune to the effects of extreme temperatures.", + { + "type": "entries", + "name": " Journey of a Lifetime (Requires Attunement)", + "entries": [ + "You must be attuned to boots of trekking and a staff of wandering to attune to this item. The attunement ends if you end your attunement to either of these items.", + "When you attune to the cloak, it reveals its true nature: the patches and wear disappear from the leather, instead revealing an intricately detailed network of embossings detailing every adventure and quest the cloak has ever been on, which shift to make room for new travels.", + "While you are wearing the cloak and attuned to it, you gain the following benefits:", + { + "type": "list", + "items": [ + "While the cloak's hood is raised, you are able to breathe in any environment, even one without air.", + "You gain a climbing speed and a swimming speed each equal to your base walking speed, and you can use the cloak to cast {@spell water walk} as an action.", + "You are immune to the effects and damage of all weather and environmental hazards, and you auto matically succeed on any saving throw you make against a wilderness hazard or a trap.", + "The bonus to attack and damage rolls you make with your staff of wandering increases to +3. You can also use the weapon as a spellcasting focus that grants a +2 bonus to spell attack rolls and spell save DC to any spell you cast through it." + ] + } + ] + } + ], + "attachedSpells": [ + "water walk" + ] + }, + { + "name": "Cloak of Mage Armor", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "uncommon", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "While you wear this cloak and aren't wearing armor, your AC equals 13 + your Dexterity modifier." + ] + }, + { + "name": "Cloak of Mage plate", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "The cloak seals around the wearer and becomes harder than iron, mimicking the appearance of platemail.", + "While wearing this cloak, your AC can't be less than 13 + your spellcasting ability modifier. If you have more than one spellcasting ability, you use the one with the highest modifier." + ] + }, + { + "name": "Crane Style Armlet", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "rare", + "wondrous": true, + "bonusWeapon": "+1", + "entries": [ + "This rose-gold armlet depicts a crane with its wings outstretched. While wearing this wondrous item, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. In addition, you move with effortless grace. You can use a bonus action on each of your turns to take the {@action Dash} or {@action Disengage} action." + ] + }, + { + "name": "Crown of the Forest King", + "source": "UltimateAdventurer", + "page": 284, + "rarity": "legendary", + "reqAttune": true, + "wondrous": true, + "entries": [ + "You can only attune to this crown of brambles and blooms when you are within the forest you obtained it in. When you attune to it, you gain a variety of benefits while you remain within that forest. For the purposes of this magical item, a forest is any predominantly wooded region up to 1,000 square miles. While within the crown's forest, you gain the following benefits.", + { + "type": "list", + "items": [ + "You regain {@dice 3d6} hit points at the start of each turn when your current hit points are equal to or less than half your maximum hit points.", + "You can use an action to transform into another creature as if you had cast the {@spell polymorph} spell on yourself. When you do, you can transform into any plant or beast with a CR equal to or less than your level.", + "You can use an action to sense the presence, direc tion, and distance of all creatures that aren't a beast or plant within your forest.", + "You can use an action to cast the {@spell awaken} spell." + ] + }, + { + "type": "entries", + "name": " Curse", + "entries": [ + "The crown is cursed and attuning to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the crown, keeping it on your person at all times. You can break the curse in the usual ways. While attuned to the crown you also suffer the following banes.", + { + "type": "list", + "items": [ + "You take {@damage 1d4} psychic damage whenever a beast or plant in the woods is killed by a creature that isn't a beast or a plant.", + "While not in the forest, you can't regain hit points by any means short of the {@spell wish} spell.", + "While not in the forest, you take {@damage 2d6} necrotic damage and gain a level of {@condition exhaustion} each sunrise." + ] + } + ] + } + ], + "attachedSpells": [ + "polymorph", + "awaken" + ] + }, + { + "name": "Crown of the Sorcerer-King", + "source": "UltimateAdventurer", + "page": 285, + "rarity": "legendary", + "reqAttune": "by a sorcerer", + "reqAttuneTags": [ + { + "class": "sorcerer" + } + ], + "wondrous": true, + "bonusSpellAttack": "+2", + "bonusAc": "+2", + "entries": [ + "While you wear this crown, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to your AC, to your spell attack rolls, and to your spell save DC.", + "When you start your turn in combat with 0 sorcery points, you regain 1 sorcery point.", + "You can cast {@spell detect magic} and identify at will, without expending a spell slot, and you have advantage on Intelligence ({@skill Arcana}) checks you make to learn about, recall, or understand the properties of magic, including spells, magic items, magical effects, and planar travel.", + "When you roll damage for a sorcerer spell, you can expend any number of your sorcery points to increase the spell's damage by {@dice 1d6} per sorcery point you spent." + ] + } + ], + "attachedSpells": [ + "detect magic" + ] + }, + { + "name": "Earthen Bell", + "source": "UltimateAdventurer", + "page": 286, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "recharge": "dawn", + "rechargeAmount": "{@dice 2d6}", + "charges": 12, + "entries": [ + "This wondrous item appears as a weathered stone handbell. When rung, the bell wakens the slumbering magic of the land. The earthen bell has 12 charges.", + "While holding it, you can use an action to ring the bell and expend 1, 3, or 5 charges to cast a spell. The spell cast is determined by the number of charges expended and the terrain you currently occupy (arctic, coast, desert, forest, grassland, mountain, settlement, swamp, or the Underdark). If you are not in a location that matches any of the terrain types, or you are in a location that could match multiple terrain types, your", + "DM will decide which terrain your location counts as. Constitution is your spellcasting ability for these spells.", + { + "type": "entries", + "name": "Arctic", + "entries": [ + "{@spell Ice knife|XGE} (1 charge), {@spell sleet storm} (3 charges), {@spell cone of cold} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Coast", + "entries": [ + "{@spell Purify food and drink} (1 charge), {@spell water breathing} (3 charges), {@spell maelstrom|XGE} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Desert", + "entries": [ + "{@spell Create or destroy water} (1 charge), {@spell wall of sand|XGE} (3 charges), {@spell insect plague} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Forest", + "entries": [ + "{@spell Goodberry} (1 charge), {@spell plant growth} (3 charges), {@spell tree stride} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Grasslands", + "entries": [ + "{@spell Beast bond|XGE} (1 charge), {@spell speak with plants} (3 charges), {@spell wrath of nature|XGE} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Mountain", + "entries": [ + "{@spell Thunderwave} (1 charge), {@spell meld into stone} (3 charges), {@spell wall of stone} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Settlement", + "entries": [ + "{@spell Charm person} (1 charge), {@spell sending} (3 charges), {@spell animate objects} (5 charges)." + ] + }, + { + "type": "entries", + "name": "Swamp", + "entries": [ + "{@spell Entangle} (1 charge), {@spell stinking cloud} (3 charges), {@spell contagion} (5 charges)." + ] + }, + { + "type": "entries", + "name": "The Underdark", + "entries": [ + "{@spell Dissonant whispers} (1 charge), {@spell enemies abound|XGE} (3 charges), {@spell cloudkill} (5 charges)." + + ] + }, + "The earthen bell regains {@dice 2d6} charges daily at dawn.", + "If you expend the last charge, roll a {@dice d20}. On a 1, the bell cracks into many pieces and its magic is lost." + ] + }, + { + "name": "Gem of Introspection", + "source": "UltimateAdventurer", + "page": 287, + "rarity": "very rare", + "reqAttune": "by a creature with the spellcasting feature", + "wondrous": true, + "entries": [ + "The gem has a soothing, pulsating glow that helps its holder relax into meditation and study. When you change your list of prepared spells when you finish a long rest, you can choose to prepare up to 8 additional spells beyond your normal number." + ] + }, + { + "name": "Gloves of the Bloodsoaked Hero", + "source": "UltimateAdventurer", + "page": 288, + "rarity": "legendary", + "reqAttune": "by a blood hunter", + "wondrous": true, + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "entries": [ + "These worn leather gloves are dyed a deep crimson from the lifeblood of countless creatures that has sprayed upon them. While you wear the gloves, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to AC and saving throws.", + "You know each rite listen in the Crimson Rite class feature, ignoring level prerequisites.", + "When you activate a crimson rite or amplify a blood curse, you can choose not to lose hit points.", + "When you reduce a creature to 0 hit points, if it had blood, you regain a number of hit points equal to twice your blood hunter level, one expended use of your Blood Maledict feature, and one expended use of your Brand of Castigation feature. If this ability would cause you to regain hit points above your maximum, you gain temporary hit points equal to the surplus." + ] + } + ] + }, + { + "name": "Goggles of Shade", + "source": "UltimateAdventurer", + "page": 288, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "While wearing these dark lenses, you ignore any disadvantage imposed on your attack rolls and Wisdom ({@skill Perception}) checks that rely on sight due to an effect that makes your vision sensitive to {@quickref Vision and Light||2||bright light} or sunlight, such as the Sunlight Sensitivity trait.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The goggles are cursed. Attuning to them curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the goggles fails to end the curse on you. As long as you remain cursed, the distance of any {@sense darkvision} you have is halved. If you don't have {@sense darkvision}, you treat areas of {@quickref Vision and Light||2||bright light} as {@quickref Vision and Light||2||dim light}, and you treat areas of {@quickref Vision and Light||2||dim light} as total darkness." + ] + } + ] + }, + { + "name": "Grimoire of the Celestial Realms", + "source": "UltimateAdventurer", + "page": 288, + "resist": [ + "necrotic", + "radiant" + ], + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the {@spell find familiar} spell except that it uses the statistics of a homunculus and is a celestial, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day's dawn.", + "In addition, you learn the {@spell light}, {@spell sacred flame}, and {@spell thaumaturgy} cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: {@spell bless}, {@spell enhance ability}, {@spell remove curse}, {@spell guardian of faith}, and {@spell commune}.", + "As a final benefit of attuning to this item, you have resistance to radiant and necrotic damage." + ] + }, + { + "name": "Grimoire of the Infernal Dominions", + "source": "UltimateAdventurer", + "page": 288, + "resist": [ + "cold", + "fire" + ], + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the {@spell find familiar} spell except that it uses the statistics of a homunculus and is a fiend, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day's dusk.", + "In addition, you learn the {@spell fire bolt}, {@spell ray of frost}, and {@spell thaumaturgy} cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: {@spell hex}, {@spell crown of madness}, {@spell bestow curse}, {@spell evard's black tentacles}, and {@spell infernal calling|XGE} XGE.", + "As a final benefit of attuning to this item, you have resistance to fire and cold damage." + ] + }, + { + "name": "Grimoire of the Primeval Lands", + "source": "UltimateAdventurer", + "page": 289, + "immune": [ + "poison" + ], + "rarity": "very rare", + "reqAttune": "by a spellcaster", + "reqAttuneTags": [ + { + "spellcasting": true + } + ], + "wondrous": true, + "entries": [ + "When you attune to this grimoire, you gain a familiar if you do not already have one. This familiar functions as if you had summoned it using the {@spell find familiar} spell except that it uses the statistics of a homunculus and is a plant, rather than a construct. If your familiar is ever destroyed, it returns to you at the next day's dawn.", + "In addition, you learn the {@spell druidcraft}, {@spell root snare|UltimateAdventurer}, and {@spell thorn whip} cantrips and the following spells are always considered known and prepared by you while you are attuned to this magic item: {@spell entangle}, {@spell lesser restoration}, {@spell conjure animals}, {@spell guardian of nature|XGE} XGE, and {@spell awaken}.", + "As a final benefit of attuning to this item, you are immune to poison and disease." + ] + }, + { + "name": "Helm of Exsanguination", + "source": "UltimateAdventurer", + "page": 289, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "While wearing this helm, you instantly know the hit points of any creature you see, and you can always perceive a creature's physical form and location while it is within 60 feet of you, ignoring magical darkness, invisibility, and illusions. A creature without blood is immune to these effects, and if they are blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.", + { + "type": "entries", + "name": "Sanguine Ascension (Requires Attunement)", + "entries": [ + "You must be attuned to a set of armor of blood drinking and a weapon of bloodletting to attune to this item. The attunement ends if you end your attunement to either of these items. While you are attuned to this item and wearing it, you can use your action to take necrotic damage equal to half your hit point maximum and reduce your hit point maximum by the same amount. This necrotic damage can't be reduced or prevented in any way. You can't use this ability if there is an effect that prevents your hit point maximum from being reduced, such as the {@spell aura of life} spell. If you take necrotic damage this way, you gain the following benefits for 24 hours, or until you take the helm off:", + { + "type": "list", + "items": [ + "You can use the abilities of your armor of blood drinking and weapon of bloodletting without taking necrotic damage, as though you had taken the maximum amount of necrotic damage.", + "Whenever you deal damage with your weapon of bloodletting to a creature with blood, you regain a number of hit points equal to half the damage dealt." + ] + }, + "When you reduce your hit point maximum this way, your hit point maximum can't be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum." + ] + } + ] + }, + { + "name": "Hood of Hearing", + "source": "UltimateAdventurer", + "page": 290, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "This hood hugs the head tightly and muffles all sound, preventing its wearer from hearing. While wearing the hood, you suffer the {@condition deafened} condition. The hood can't be removed unless you are attuned to it or dead.", + { + "type": "entries", + "name": "Transcend Material (Requires Attunement)", + "entries": [ + "You must be attuned to a blindfold of seeing and a muffle of speech to attempt to attune to the hood. If you are attuned to it, the attunement ends if you end your attunement to either of these items. While you are attuned to and wearing this hood, you gain a flying speed equal to your base walking speed and can hover; you no longer need to eat, drink, or breathe, though you can still choose to do so; and the range of the {@sense blindsight} from your blindfold of seeing and the telepathy from your muffle of speech increases to 300 feet. In that radius, you also know the position of each creature of Intelligence 4 or higher, though not its type or identity, and can read such a creature's surface thoughts as an action on your turn. This effect can penetrate barriers, but is blocked by 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead." + ] + } + ] + }, + { + "name": "Idol of Endless Curses", + "source": "UltimateAdventurer", + "page": 290, + "rarity": "legendary", + "wondrous": true, + "curse": true, + "bonusSpellAttack": "+2", + "bonusSavingThrow": "+2", + "recharge": "dusk", + "rechargeAmount": "{@dice 1d6}", + "charges": 6, + "entries": [ + "This Tiny statue, infused with all manner of curse magicks by a death cult over the course of thousands of years, is made of white sandstone and cries tears of black ichor when a creature touches it and while it is held.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The idol is cursed, a fact that is revealed only when an {@spell identify} spell is cast on the idol or you attune to it. Whenever a creature touches, wears, carries, or holds the idol, it suffer's the idol's curse (described below) until 24 hours after it is no longer touching, wearing, carrying, or holding the idol:", + { + "type": "list", + "items": [ + "Whenever a creature attacks the cursed creature, the attack roll has advantage.", + "The cursed creature subtracts a {@dice d6} from each ability check, attack roll, and saving throw it makes.", + "Each time the cursed creature takes damage, it takes an additional {@damage 1d6} necrotic damage, and its hit point maximum is reduced by an equal amount until it finishes a long rest after it is no longer subject to the idol's curse. This necrotic damage can't be reduced or prevented in any way, and a creature dies if its hit point maximum is reduced to 0." + ] + }, + "Once the cursed creature has stopped touching, wearing, carrying, or holding the idol, the {@spell remove curse} spell can be cast on it to end the idol's curse on it.", + "Attuning to the idol causes you to suffer its curse until you die or another creature attunes to it; the {@spell remove curse} spell, ending your attunement to the idol, or distancing yourself from the idol for any length of time fails to end the curse. Dying while attuned to the idol also breaks your attunement to it, in addition to ending its curse on you." + ] + }, + { + "type": "entries", + "name": "Font of Curses (Requires Attunement by an Accursed)", + "entries": [ + "You are immune to the effects of the idol's curse, and dying doesn't break your attunement to it against your will. While you wear or hold the idol, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to your curse save DC and to saving throws.", + "While you use the idol as a spellcasting focus, you have a +2 bonus to the spell attack rolls and spell save DC of accursed spells you cast.", + "You can cast the {@spell hex} spell from the idol without expending a spell slot. When you do, the spell doesn't end until you lose {@status concentration}, the target dies, or the {@spell remove curse} spell or similar magic is cast on the target.", + "The idol has 6 charges. When you cast an accursed spell using the idol as a spellcasting focus, you can expend 1 charge to cause the spell to be cast at one level higher than the spell slot you expended. To gain this benefit, you must expend a spell slot of the spell's level or higher, as normal. The idol regains {@dice 1d6} charges each night at midnight." + ] + } + ] + } + ], + "attachedSpells": [ + "hex" + ] + }, + { + "name": "Ironbelly Vest", + "source": "UltimateAdventurer", + "page": 291, + "reprintedAs": [ + "Breastplate|XPHB" + ], + "baseItem": "breastplate|phb", + "type": "MA", + "rarity": "rare", + "weight": 20, + "ac": 14, + "entries": [ + "Some believe this makeshift vest was created by a traveler from the distant future. While wearing this magic item, you are immune to damage from nonmagical black powder weapons and have resistance to magical black powder weapons." + ] + }, + { + "name": "Kinetic Shield", + "source": "UltimateAdventurer", + "page": 291, + "rarity": "very rare", + "entries": [ + "When a creature misses you with a melee weapon attack while you wield this shield, you can use your reaction to catch the attack with your shield, forcing the creature to roll the damage for the attack. The creature takes half the amount of damage it rolled, as though it had hit itself with its own attack." + ] + }, + { + "name": "Lantern of the Traveler's Respite", + "source": "UltimateAdventurer", + "page": 291, + "rarity": "rare", + "wondrous": true, + "entries": [ + "This unassuming but well made lantern provides weary travelers with small comforts. While holding the lantern you can cause it to light or darken as an action. Additionally, while holding the lantern you can use an action to cast the {@spell alarm}, make camp UAH, or {@spell unseen servant} spell." + ], + "attachedSpells": [ + "alarm", + "unseen servant" + ] + }, + { + "name": "Lenses of Hyperopia", + "source": "UltimateAdventurer", + "page": 291, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "curse": true, + "entries": [ + "While wearing these glass lenses, you can see up to 300 feet away with no difficulty, able to discern fine details as though looking at something no more than 100 feet from you.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The lenses are cursed. Attuning to them curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the lenses fails to end the curse on you. As long as you remain cursed, you have trouble focusing your eyes on things that are close to you. You have disadvantage on Intelligence ({@skill Investigation}) and Wisdom ({@skill Perception}) checks you make using sight involving an object or creature within 10 feet of you." + ] + } + ] + }, + { + "name": "Lenses of Myopia", + "source": "UltimateAdventurer", + "page": 291, + "rarity": "common", + "reqAttune": true, + "wondrous": true, + "curse": true, + "grantsProficiency": true, + "entries": [ + "While wearing these glass lenses, you can see even minute details of your immediate surroundings with remarkable clarity. When you make an Intelligence sight involving an object or creature within 10 feet of you, you are considered proficient in the check and double your proficiency bonus for it.", + { + "type": "entries", + "name": "Curse", + "entries": [ + "The lenses are cursed. Attuning to them curses you until you are targeted by the {@spell remove curse} spell or similar magic. Removing the lenses fails to end the curse on you. As long as you remain cursed, you have trouble focusing your eyes on things that are far from you. You have disadvantage on attack rolls and on ability checks that rely on sight when the target of your attack or whatever you are trying to perceive is further than 30 feet from you." + ] + } + ] + }, + { + "name": "Loaded Dice", + "source": "UltimateAdventurer", + "page": 291, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "This set of six-sided dice is indistinguishable from mundane dice but blessed with good fortune. After you make an ability check, attack roll, or saving throw, but before the DM declares success or failure, you can expend 1 charge to reroll the {@dice d20}. Loaded dice can have up to 7 charges and regain {@dice 1d6 + 1} charges each week.", + "Additionally, when you use this magic item to play a dice game, you have advantage on ability checks made to determine the winner of the game." + ] + }, + { + "name": "Mantis Style Armlet", + "source": "UltimateAdventurer", + "page": 292, + "rarity": "rare", + "wondrous": true, + "bonusWeapon": "+1", + "entries": [ + "This green brass armlet depicts a mantis with its forelegs raised. While wearing this wondrous item, you gain a +1 bonus to the attack and damage rolls of your unarmed strikes. In addition, when you are hit by a melee weapon attack and you have at least one hand free, you can use your reaction to parry. When you do, you reduce the damage by {@dice 1d6} + your Strength or Dexterity modifier + 1." + ] + }, + { + "name": "Mask of Heroic Cunning", + "source": "UltimateAdventurer", + "page": 292, + "rarity": "legendary", + "wondrous": true, + "entries": [ + "While you wear this magical mask, it exudes an aura that dims the recognition capabilities of creatures that see you. Unless you tell a creature or a creature sees you put on or take off the mask, it is unable to tell that the masked and unmasked versions of you are the same person except through a divination spell of 5th level or higher.", + { + "type": "entries", + "name": "Super Heroic (Requires Attunement)", + "entries": [ + "You must be attuned to a {@item cape of heroic presence|UltimateAdventurer} and a {@item suit of heroic prowess|UltimateAdventurer} to attune to this item. The attunement ends if you end your attunement to either of these items. While you are attuned to this item, you gain the following benefits:", + { + "type": "list", + "items": [ + "The bonuses granted by your attuned cape of heroic presence and suit of heroic prowess increase to +2.", + "While wearing this mask, you gain a +2 bonus to any ability check, attack roll, damage roll, or saving throw you make that adds your Intelligence modifier or Wisdom modifier. If you gain a bonus to the roll from both the mask and another magic item, you use the higher of the two bonuses, not the combination.", + "As an action, you can cause each of your attuned cape of heroic presence, mask of heroic cunning, and suit of heroic prowess to magically appear on your person and begin wearing them, or cause each of them that you are wearing to magically disappear off your person and reappear concealed within a pack you own and can see.", + "While you wear each of your attuned cape of heroic presence, mask of heroic cunning, and suit of heroic prowess, you have a 40 foot flying speed and can hover, any damage you take is reduced by 3, and you count as Gargantuan for the purposes of grappling and for determining your carrying capacity and the weight you can push, drag, or lift." + ] + } + ] + } + ] + }, + { + "name": "Mask of the Outsider", + "source": "UltimateAdventurer", + "page": 292, + "rarity": "very rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "Each of these stylized masks exhibit features commonly associated with one of the following creature types: celestial, fey, or fiend. While you are wearing the mask, you can speak with any creature of that type as long as you can both speak at least one language. Additionally, creatures of that type will perceive you as being one of them rather than a humanoid.", + "As an action, you can cast the {@spell polymorph} spell on yourself. When you do, instead of choosing a beast, you must choose a creature of the mask's type whose CR is no more than half your level. After you cast this spell using the mask, you cannot cast it in this way again until the next sunrise." + ], + "attachedSpells": [ + "polymorph" + ] + }, + { + "name": "Muffle of Speech", + "source": "UltimateAdventurer", + "page": 293, + "rarity": "very rare", + "wondrous": true, + "entries": [ + "This mask covers the lower half of a creature's face and muffles all sounds. While wearing the mask, you are unable to vocally speak. The mask can't be removed unless you are attuned to it or dead.", + { + "type": "entries", + "name": "Transcend Speech (Requires Attunement)", + "entries": [ + "While you are attuned to and wearing this mask, you can ignore the verbal components of spells you cast, and you gain the ability to speak telepathically to creatures within 60 feet of you. You don't have to share a language with a creature for it to understand your telepathic speech, though it can't telepathically respond unless it has its own telepathy trait." + ] + } + ] + }, + { + "name": "Namazu's Whisker", + "source": "UltimateAdventurer", + "page": 294, + "reprintedAs": [ + "Whip|XPHB" + ], + "baseItem": "whip|phb", + "type": "M", + "rarity": "very rare", + "weight": 3, + "weaponCategory": "martial", + "property": [ + "F", + "R" + ], + "dmg1": "1d4", + "dmgType": "S", + "bonusWeapon": "+3", + "entries": [ + "This mottled gray whip was once the barbel of the giant earthquake-inducing catfish, Namazu. You gain a +3 bonus to attack and damage rolls made with this magic weapon. You can also use an action to strike the earth within 10 feet of you. When you do, each creature other than you within 15 feet of that point must make a DC 16 Dexterity saving throw or take {@damage 1d4 + 3} bludgeoning damage and fall {@condition prone}." + ] + }, + { + "name": "Orbuculum of Vision", + "source": "UltimateAdventurer", + "page": 294, + "rarity": "rare", + "reqAttune": true, + "wondrous": true, + "entries": [ + "As an action, you can touch the orbuculum and cast one of the following spells from it without material components: {@spell arcane eye}, {@spell augury}, {@spell clairvoyance} (seeing only), or {@spell scrying} (save DC 15). Immediately after you cast a spell from the orbuculum, you must succeed on a Constitution saving throw or become {@condition blinded} and unable to cast a spell from the orbuculum for 24 hours or until you become targeted by the {@spell remove curse} spell or similar magic.", + "The starting DC of the Constitution saving throw is 10. Immediately after you make the saving throw, the DC increases by an amount equal to the level of the spell you cast from the orbuculum. The DC resets to 10 each day at dawn." + ], + "attachedSpells": [ + "arcane eye", + "augury", + "clairvoyance", + "scrying" + ] + }, + { + "name": "Peace Bonding of Diplomacy", + "source": "UltimateAdventurer", + "page": 295, + "rarity": "uncommon", + "wondrous": true, + "entries": [ + "This bit of silken rope can be used to peace bond any melee or ranged weapon. When you have a weapon tied up with the peace bond, it takes an action to untie the rope and draw the weapon. If the only weapon you have is peace-bonded with this item, you can use an action to cast the {@spell calm emotions} spell (DC 14). Once you use this ability, a minute must pass before you can use it again." + ], + "attachedSpells": [ + "calm emotions" + ] + }, + { + "name": "Pelt of the Great Wolf", + "source": "UltimateAdventurer", + "page": 295, + "rarity": "legendary", + "reqAttune": "by a barbarian", + "reqAttuneTags": [ + { + "class": "barbarian" + } + ], + "wondrous": true, + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "entries": [ + "While you wear this pelt, you gain the following benefits:", + { + "type": "list", + "items": [ + "You gain a +2 bonus to AC and saving throws.", + "Your base walking speed increases by 10 feet.", + "You have advantage on Wisdom ({@skill Perception}) checks you make that rely on hearing, sight, or smell.", + "When you use your Reckless Attack, your allies have advantage on attack rolls against creatures within 10 feet of you until the start of your next turn. For the duration, whenever one of your allies scores a critical hit on a creature within 10 feet of you, the attack benefits from your Brutal Critical feature, even if it isn't a melee weapon attack." + ] + } + ] + }, + { + "name": "Performer's Costume", + "source": "UltimateAdventurer", + "page": 295, + "rarity": "uncommon", + "wondrous": true, + "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." + ] + } + ], + "magicvariant": [ + { + "name": "Armor of Angelic Majesty", + "type": "GV|DMG", + "requires": [ + { + "name": "Half Plate Armor", + "source": "PHB" + }, + { + "name": "Plate Armor", + "source": "PHB" + } + ], + "inherits": { + "nameSuffix": " of Angelic Majesty", + "source": "UltimateAdventurer", + "page": 279, + "rarity": "legendary", + "reqAttune": "by a good or neutral creature", + "reqAttuneTags": [ + { + "alignment": [ + "N" + ] + } + ], + "bonusAc": "+2", + "bonusSavingThrow": "+2", + "modifySpeed": { + "static": { + "fly": 60 + } + }, + "recharge": "dawn", + "rechargeAmount": "{@dice 1d3}", + "charges": 3, + "entries": [ + "This resplendent golden armor is imbued with the favor of celestial beings and has a pair of eagle wings embossed on the back of its torso piece. While wearing the armor, you have a {=bonusAc} bonus to AC, resistance to radiant damage, and advantage on saving throws against spells and other magical effects.", + { + "type": "entries", + "name": "Divine Light", + "entries": [ + "As a bonus action while wearing the armor, you can cause it to shed {@quickref Vision and Light||2||bright light} in a 30-foot radius and {@quickref Vision and Light||2||dim light} for an additional 30 feet. This light is sunlight. The light remains until you die, you doff the armor, or you dismiss it as a bonus action." + ] + }, + { + "type": "entries", + "name": "Healing Touch", + "entries": [ + "The armor has 3 charges. As an action while you wear it, you can touch another creature and expend 1 charge. The target magically regains {@dice 3d8} hit points and is freed from any curse, disease, poison, blindness, or deafness affecting it. The armor regains {@dice 1d3} charges each day at dawn." + ] + }, + { + "type": "entries", + "name": "Radiant Wings", + "entries": [ + "As an action while you wear the armor, you can cause the embossed wings to detach and expand, the golden feathers connected to the armor with radiant energy. While the wings are expanded, you have a flying speed of 60 feet. The wings remain expanded until you die, you doff the armor, or you cause them to return to their embossed position as an action." + ] + } + ] + } + }, + { + "name": "Armor of Arcane Absorption", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "nameSuffix": " of Arcane Absorption", + "source": "UltimateAdventurer", + "page": 279, + "rarity": "rare", + "entries": [ + "When you take damage from a spell while wearing this armor, you gain a number of temporary hit points equal to {@dice 1d8} + the level of the spell. As an action on your turn, you can spend all temporary hit points gained from this armor to create a shockwave that pushes enemies away from you. When you do, each creature within 10 feet of you must succeed on a DC 14 Strength saving throw or be pushed 10 feet and take force damage equal to the temporary hit points you spent." + ] + } + }, + { + "name": "Armor of Blood Drinking", + "type": "GV|DMG", + "requires": [ + { + "type": "LA" + }, + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "nameSuffix": " of Blood Drinking", + "source": "UltimateAdventurer", + "page": 279, + "rarity": "rare", + "reqAttune": true, + "entries": [ + "While wearing the armor, you can use your bonus action to take necrotic damage up to half your level and reduce your hit point maximum by the same amount. This necrotic damage can't be reduced or prevented in any way. If you do, until the start of your next turn, bludgeoning, piercing, and slashing damage that you take is reduced by the amount of necrotic damage you took this way. You can't use this effect if there is an effect that prevents your hit point maximum from being reduced, such as the {@spell aura of life} spell.", + "When you reduce your hit point maximum this way, your hit point maximum can't be restored to its normal value or increased until you finish a long rest, at which point it is restored to your normal hit point maximum." + ] + } + }, + { + "name": "Armor of the Holy Crusade", + "type": "GV|DMG", + "requires": [ + { + "type": "MA" + }, + { + "type": "HA" + } + ], + "inherits": { + "nameSuffix": " of the Holy Crusade", + "source": "UltimateAdventurer", + "page": 280, + "rarity": "rare", + "reqAttune": true, + "bonusAc": "+2", + "entries": [ + "While you wear this golden armor, it sheds {@quickref Vision and Light||2||dim light} in a 5-foot radius around you. If you are within 60 feet of a fiend or undead, the armor instead sheds {@quickref Vision and Light||2||bright light} in a 30-foot radius, and {@quickref Vision and Light||2||dim light} for an additional 30 feet, and you gain a {=bonusAc} bonus to your AC. The {@quickref Vision and Light||2||bright light} shed by this armor is sunlight." + ] + } + }, + { + "name": "Ensorcelled Weapon", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Ensorcelled ", + "source": "UltimateAdventurer", + "page": 287, + "rarity": "uncommon", + "entries": [ + "When you make an attack with this magic weapon, you can choose to use your spellcasting ability modifier, instead of your Strength or Dexterity modifier, for the attack and damage rolls. You must use the same modifier for both rolls. Additionally, you can use this weapon as a spellcasting focus." + ] + } + }, + { + "name": "Ghillie Armor", + "type": "GV|DMG", + "requires": [ + { + "armor": true + } + ], + "inherits": { + "namePrefix": "Ghillie ", + "source": "UltimateAdventurer", + "page": 287, + "rarity": "rare", + "entries": [ + "This magical armor is made from natural materials, even if the armor type is traditionally created using metal. When you are wearing this armor and in the wilderness, you have advantage on Dexterity ({@skill Stealth}) checks, ignoring any disadvantage the armor would normally impose on the roll." + ] + } + }, + { + "name": "Omnistriker", + "type": "GV|DMG", + "requires": [ + { + "weapon": true + } + ], + "inherits": { + "namePrefix": "Omnistriker ", + "source": "UltimateAdventurer", + "page": 294, + "rarity": "legendary", + "reqAttune": "by a fighter", + "reqAttuneTags": [ + { + "class": "fighter" + } + ], + "bonusWeapon": "+3", + "entries": [ + "You gain a {=bonusWeapon} bonus to attack and damage rolls made with this magic weapon. You can use your choice of Strength or Dexterity for the attack and damage rolls of this weapon.", + "As a bonus action on your turn, or as part of an opportunity attack you make, you can transform this weapon into a mundane weapon of your choice. This weapon maintains its magical properties in whatever form the owner chooses.", + "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." + ] + } } ], "spell": [