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Slippers of Spider Climbing

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface (such as one covered by ice or oil).

  Wondrous item, uncommon (attunement)

Hat of Disguise

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

  Wondrous item, uncommon (attunement)

Charm of the Witchlight Carnival

You can sprout a pair of beautiful butterfly wings. As long as you have the wings, you gain a flying speed equal to your walking speed, and you gain a +5 bonus on all Charisma-based ability checks. These effects last for 1 hour.

After you use this charm three times, it vanishes from you.

O O O Wondrous item

Starry Form [1/2]

  • casting time Bonus action
  • range Self

  • components
  • duration 10 minutes

As a bonus action, you can expend a use of your Wild Shape feature to take on a starry form, rather than transforming into a beast.
While in your starry form, you retain your game statistics, but your body becomes luminous, your joints glimmer like stars, and glowing lines connect them as on a star chart. This form sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The form lasts for 10 minutes. It ends early if you dismiss it (no action required), are incapacitated, die, or use this feature again.
Whenever you assume your starry form, choose which of the following constellations glimmers on your body, your choice gives you certain benefits while in the form:
Archer. A constellation of an archer appears on you. When you activate this form, and as a bonus action on your subsequent turns while it lasts, you can make a ranged spell attack, hurling a luminous arrow that targets one creature within 60 feet of you. On a hit, the attack deals radiant damage equal to 1d8 + your Wisdom modifier.
Chalice. A constellation of a life-giving goblet appears on you. Whenever you cast a spell using a spell slot that restores hit points to a creature, you or

Druid Level 2 Circle of Stars Feature

Starry Form [2/2]

  • casting time Bonus action
  • range Self

  • components
  • duration 10 minutes

another creature within 30 feet of you can regain hit points equal to 1d8 + your Wisdom modifier.
Dragon. A constellation of a wise dragon appears on you. When you make an Intelligence or a Wisdom check or a Constitution saving throw to maintain concentration on a spell, you can treat a roll of 9 or lower on the d20 as a 10.

Druid Level 2 Circle of Stars Feature

Belt of Dwarvenkind

While wearing this belt, you gain the following benefits:

• Your Constitution score increases by 2, to a maximum of 20.
• You have advantage on Charisma (Persuasion) checks made to interact with dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

• You have advantage on saving throws against poison, and you have resistance against poison damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.

  Wondrous item, rare (attunement)

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.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

O O O Wondrous item, uncommon

Cloak of Protection

You gain a +1 bonus to AC and saving throws while you wear this cloak.

  Wondrous item, uncommon (attunement)

Cloak of Many Fashions

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

  Wondrous item, common

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Pipe of Smoke Monsters

While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

  Wondrous item, common

Steps of the Fey

Your patron grants you the ability to move between the boundaries of the planes. You can cast misty step without expending a spell slot a number of times equal to your Charisma modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast that spell, you can choose one of the following additional effects.

Refreshing Step.Immediately after you teleport, you or one creature you can see within 10 feet of yourself gains 1d10 temporary hit points.

Taunting Step.Creatures within 5 feet of the space you left must succeed on a Wisdom saving throw against your spell save DC or have disadvantage on attack rolls against creatures other than you until the start of your next turn.

At level 6:

Disappearing Step.You are invisible until the start of your next turn or until immediately after you make an attack roll, deal damage, or cast a spell.

Dreadful Step.Creatures within 5 feet of the space you left or the space you appear in (your choice) must succeed on a Wisdom saving throw against your spell save DC or take 2d10 psychic damage.

OOOOO Level 3 Archfey Patron Feature

Fey Presence

Starting at 1st level, your patron bestows upon you the ability to project the beguiling and fearsome presence of the fey. As an action, you can cause each creature in a 10-foot cube originating from you to make a Wisdom saving throw against your warlock spell save DC. The creatures that fail their saving throws are all charmed or frightened by you (your choice) until the end of your next turn.

Once you use this feature, you can't use it again until you finish a short or long rest.

O 1st level Archfey Feature

Unfailing Inspiration

Your inspiring words are so persuasive that others feel driven to succeed. When a creature adds one of your Bardic Inspiration dice to its ability check, attack roll, or saving throw and the roll fails, the creature can keep the Bardic Inspiration die.

  6th level Eloquence Feature

Universal Speech

  • casting time1 Action
  • range60 ft

  • components
  • duration1 hour

You have gained the ability to make your speech intelligible to any creature. As an action, choose one or more creatures within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one creature). The chosen creatures can magically understand you, regardless of the language you speak, for 1 hour.

Once you use this feature, you can't use it again until you finish a long rest, unless you expend a spell slot to use it again.

O 6th level Eloquence Feature

Cosmic Omen

Whenever you finish a long rest, you can consult your Star Map for omens and roll a die. Until you finish your next long rest, you gain access to a special reaction based on whether you rolled an even or an odd number on the die:

Weal (even). Whenever a creature you can see within 30 feet of you is about to roll a d20, you can take a reaction to roll 1d6 and add the number rolled to the total.

Woe (odd).Whenever a creature you can see within 30 feet of you is about to roll a d20, you can take a reaction to roll 1d6 and subtract the number rolled from the total.

You can use this reaction a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

OOOOO 6th level Stars Feature

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