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Hag potion 8

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The drinker suffers -2 to their Armour Class and loses their Reaction for 50 turns.

Hag Potion 7

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The drinker suffers -2 to their Armour Class and loses their Reaction for 50 turns.

Hag Potion 6

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The drinker becomes Insane for four turns. You will be unable to control them, and they will attack indiscriminately.

Hag Potion 5

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Gives the drinker disadvantage on all Attack Rolls and Ability Checks for three turns.

Hag potion 4

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Gives the drinker disadvantage on Wisdom saving throws until they next take a Long Rest.

Hag potion 3

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The drinker becomes Haemorrhaged and takes 1d6 piercing damage per turn for four turns. The drinker is also frightened for the duration.

Hag Potion 2

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Grants the drinker +2 Strength. After a long rest, this boost is replaced by a -1 to Strength.

Hag Potion 1

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Grants the drinker the Bite ability, which deals 2d4 piercing damage to a target in melee range. Upon a long rest, this ability is lost.

Starry Wisp

  • casting time 1 Action
  • range 60 ft.

  • components V, S
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You launch a mote of light at one creature or object within range. Make a ranged spell attack against the target. On a hit, the target takes 1d8 Radiant damage, and until the end of your next turn, it emits Dim Light in a 10-foot radius and can’t benefit from the Invisible condition.


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Circlet of Blasting

  • casting time 1 Action
  • range 120 ft.

  • components V, S
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While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.
You hurl three fiery rays. You can hurl them at one target within range or at several.
+5 to hit for each ray.
On a hit, the target takes 2d6 Fire damage.

Eldritch Claw Tattoo A

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Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.

Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.

Ghost Step Tattoo A

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Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:

You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet traveled.

Shadowfell Brand Tattoo A

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Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Shadow Essence. You gain darkvision with a range of 60 feet, and you have advantage on Dexterity (Stealth) checks.

Shadowy Defense. When you take damage, you can use your reaction to become insubstantial for a moment, halving the damage you take. Then the reaction can’t be used again until the next sunset.

Bracers of Defense A

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While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.


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