Page 182 - Guildmasters' Guide to Ravnica
P. 182

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               For each soul imprisoned in the dagger, your attacks
              with it deal an extra ld4 necrotic damage on a hit. While
              the dagger is within 5 feet of  you, your dreams are
              haunted by whispers from the trapped souls.
               The dagger has the following additional properties.
               Siphon Vitality. As a bonus action, you can release
              any number of  stored souls from the dagger to regain
              ldlO hit points per soul released.
               Annihilation. If the dagger holds five souls, you can
              use this property: As a reaction immediately after  you
              hit a creature with the dagger and deal damage to that
              target, you can release all five souls. If  the target now
              has fewer than 75 hit points, it must succeed on a DC 15
              Constitution saving throw or die. If  the target dies, you
              can't use this property again until you finish a long rest.

              SKYBLINDER STAFF                                    If  you don't call the weapon back to your hand, it re-
              Staff, uncommon (requires attunement)             appears at the point where it exploded when you are no
                                                                longer attuned to it or when 24 hours have passed.
              You gain a +l bonus to attack and damage rolls made
              with this magic quarterstaff. While holding it, you gain a   SWORD OF THE PA  RUNS
              +l bonus to spell attack rolls.                   Weapon (longsword),  very rare (requires attunement)
                If  a flying creature you can see within 30 feet of you
              makes an attack roll against you, you can use your reac-  You gain a +l bonus to attack and damage rolls made
              tion to hold the staff aloft and cause it to flare with light.   with this magic weapon. Additionally, once on each of
              The attacker has disadvantage on the attack roll, and it   your turns, you can use one of the following properties if
              must succeed on a DC 15 Constitution saving throw or   you're holding the sword:
              be blinded until the start of its next turn.      •  Immediately after you use the Attack action to at-
                                                                  tack with the sword, you can enable one creature
              SPIES'  MURMUR                                      within 60 feet of  you to use its reaction to make one
              Wondrous item, uncommon (requires attunement)       weapon attack.
              This headpiece, crafted from dark metal, is worn curved   •  Immediately after you take the Dash action, you can
              around the ear. If  you know a creature wearing another   enable one creature within 60 feet of you to use its re-
              spies'  murmur and that creature is within I mile of  you,   action to move up to its speed.
              you can communicate telepathically with each other. As   •  Immediately after you take the Dodge action, you can
              a bonus action, you can allow that creature to hear ev-  enable one creature within 60 feet of you to use its re-
              erything you hear for 1 hour. You can end this effect as a   action to gain the benefits of the Dodge action.
              bonus action, and it ends if you're incapacitated.
                                                                VOYAGER STAFF
              SuNFORGER                                         Staff, very rare (requires attunement by  a spellcaster)
              Weapon (warhammer). rare (requires attunement)    You gain a +l  bonus to attack and damage rolls made
              You gain a +2 bonus to attack and damage rolls made   with this magic quarterstaff. While you hold it, you gain
              with this magic weapon.                           a +  1 bonus to spell attack rolls.
                As an action, you can hurl the weapon up to 120 feet   This staff has 10 charges. While holding it, you can
              to a point you can see. When it reaches that point, the   use an action to expend 1 or more of the staff's charges
              weapon vanishes in an explosion, and each creature in a   to cast one of the following spells from it, using your
              20-foot-radius sphere centered on that point must make   spell save DC: banishment (4 charges), blink (3 charges),
              a DC 15 Dexterity saving throw, taking 6d6 fire damage   misty  step (2 charges), passwall (5 charges), or teleport
              on a failed save, or half as much damage on a success-  (7 charges).
              ful one. Afterward, you can use an action to cause the   The staff regains ld6 + 4 expended charges daily at
              weapon to reappear in your empty hand. You can't cause   dawn. If  you expend the last charge, roll a d20. On a 1,
              it to explode again until you finish a short or long rest.   the staff vanishes forever.


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