Print

Choose your preferred print settings and click the "Save as Image" button to save the content as an image. Alternatively you can use the browser's print functionality to print the content as a PDF.

You can use the global controls, or the controls for each item.

NB! This works best in Chrome.

Global controls

background image

Merlin's Beard

wondrous item, rare (requires attunement)

This beard is made of fine silver hair that glitters in the light. It has a soft and silky texture and smells faintly of lavender.

Attunement

To attune to this item, you must first shave off any existing facial hair or the beard will reject you. Once attuned, you can attach the beard to your face as an action. The beard falls off if you remove it willingly, if you die, or if someone else tries to pull it off with a successful Strength check (DC 22).

Silver Sheen

The beard grants you a +1 bonus to your Intelligence score and advantage on Arcana checks while you wear it. You also gain proficiency in the Persuasion skill, as the beard makes you look more authoritative and trustworthy.

Merlin's Mind

The beard has 5 charges and regains expended charges daily at dawn. You can use an action and expend 1 charge to cast one of the following spells from the beard: Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Identify (divination)
Level: 1
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.

View on dndbeyond.com
or Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
.

Merlin's Might

Once per day, you can use an action and expend 3 charges to cast one of the following spells from the beard: Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, or Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
. The spell save DC is 15.
Illustration: Timmmi (using AI-tools like Midjourney & Dall-E)
background image

Merlin's Beard

wondrous item, rare (requires attunement)

This beard is made of fine silver hair that glitters in the light. It has a soft and silky texture and smells faintly of lavender.

Attunement

To attune to this item, you must first shave off any existing facial hair or the beard will reject you. Once attuned, you can attach the beard to your face as an action. The beard falls off if you remove it willingly, if you die, or if someone else tries to pull it off with a successful Strength check (DC 22).

Silver Sheen

The beard grants you a +1 bonus to your Intelligence score and advantage on Arcana checks while you wear it. You also gain proficiency in the Persuasion skill, as the beard makes you look more authoritative and trustworthy.

Merlin's Mind

The beard has 5 charges and regains expended charges daily at dawn. You can use an action and expend 1 charge to cast one of the following spells from the beard: Detect Magic (divination)
Level: 1
Casting Time: 1 action
Concentration: Yes
Ritual: Yes

The caster senses the presence of magic in a 30-ft radius and learns its school of magic.

View on dndbeyond.com
, Identify (divination)
Level: 1
Casting Time: 1 minute
Concentration: No
Ritual: Yes

The caster obtains properties of a magic item (attunement, charges) or knows if an item or a creature is affected by a spell.

View on dndbeyond.com
or Magic Missile (evocation)
Level: 1
Casting Time: 1 action
Concentration: No
Ritual: No

3 missiles deal automatically 1d4+1 force damage each to one or several creatures (+1 missile/lvl).

View on dndbeyond.com
.

Merlin's Might

Once per day, you can use an action and expend 3 charges to cast one of the following spells from the beard: Fireball (evocation)
Level: 3
Casting Time: 1 action
Concentration: No
Ritual: No

Creatures in a 20-ft radius must succeed on a Dex. save or take 8d6 fire damage (damage/lvl).

View on dndbeyond.com
, Fly (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

The target gets a flying speed of 60 ft (+1 creature/lvl).

View on dndbeyond.com
, or Haste (transmutation)
Level: 3
Casting Time: 1 action
Concentration: Yes
Ritual: No

Target's speed is doubled. It also gains a +2 bonus to AC, advantage to Dex. saves and 1 additional action.

View on dndbeyond.com
. The spell save DC is 15.

AI Images

You came from a site that bans AI generated images so we have disabled AI images for you.
or


If you want to change these settings later, you can do so in the generative ai section on the about page.