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Skull of Kelemvor +1

Wondrous item, legendary Each creature within 30 feet of you must make a
(requires attunement by a
Charisma saving throw against your spell save DC. On
a failure the creature takes 4d8 psychic damage and is
spellcaster) deafened for 1 minute. On a success the creature takes
half as much damage and is not deafened.
Creatures deafened by this effect can repeat the
saving throw at the end of each of their turns, becoming
un-deafened on a success.
Pass Judgement - As an action, you cause the jaw of the
skull to open which emits an eerie, unearthly chorus.
Choose one creature that you can see within 120 feet of
While you are holding the skull you can use it as a you. That creature must roll 1d20.
spellcasting focus, you gain a +1 bonus to spell attack On a roll of 10 or below, the creature takes 1d8
rolls and to your spell save DC. necrotic damage plus an additional 1d8 damage for
every number below 10.
Additionally while you are attuned to the skull you can On a roll of 11 or above, if the creature is not an
use the following abilities: undead or a construct, it regains 1d8 hitpoints plus an
additional 1d8 for every number above 11.
Wails of the Dammed - As an action, you cause the jaw (For example, a creature that rolls a 6, would take
of the skull to open unleashing the haunting roars of 4d8 necrotic damage while a creature that rolls a 17
countless lost souls. would regain 7d8 hitpoints.)

Longsword of Infinite,opacity:80%
Potential +1
Weapon (longsword), very rare add it to the total damage. If that additional die also  
(requires attunement)
rolls the maximum value, you roll another and so on.
Martial weapon, melee weapon
2lbs.
1d8 slashing - versatile (1d10)

,opacity:80%
 

You have a +1 bonus to attack and damage rolls made


with this magic weapon.
Whenever you make an attack with this weapon, on a
roll of a 20 the damage dice of this weapon become
“exploding dice”.
This means if you roll the maximum value on any of
the crit dice, you may roll another one of that die and

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