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==Possessions, Magical== *Equipment **Bracers of Archery - allows proficiency with all bows. Adds +2 damage to all bow attacks. Attuned. **Cloak of ______ (from a sun cow) - +1 AC. +1 to all saving throws. Opponents have Disadvantage on ranged attacks against wearer. May use _____ action (bonus?) to light up an area with a 30' radius. Attuned. **Oathbow. Attuned. **Pipes of Haunting. ***You must be proficient with wind instruments to use these pipes. ***They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. ***Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. ***If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. ***A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. ***A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. ***The pipes regain 1d3 expended charges daily at dawn. **Pipes of the Sewers. ***You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. ***The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. ***Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. **Pearl of Power. Regain up to a 3rd level spell slot once per day. *Consumables **Potion of Healing - Regain 2d+2 hit points on use. Use requires an action. **Magic Arrow +2 - +2 to Attack roll AND damage. Once used, becomes regular arrow again. **Magic Arrow +1 (7 of them) - +1 to Attack roll AND damage. Once used, becomes regular arrow again.
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