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