Teeth of Dahlver-Nar

Teeth of Dahlver-Nar

D&D 2024 item: Teeth of Dahlver-Nar. Source: Tasha's Cauldron of Everything. type Wondrous Item, Artifact rarity, Requires attunement The Teeth of Dahlver-Nar are stories given form. They are a collection of teeth, each suggestive of wildly different origins and made from various materials. The collection rests within a leather pouch, stitched with images of heroes and whimsical creatures. Where the teeth fall, they bring legends to life. Using the Teeth While you are holding the pouch, you can use an action to draw one tooth. Roll on the Teeth of Dahlver-Nar table to determine which tooth you draw, and you can either sow the tooth or implant it (both of which are described later). If you don't sow or implant the tooth, roll a die at the end of your turn. On an even number, the tooth vanishes, and creatures appear as if you sowed the tooth, but they are hostile to you and your allies. On an odd number, the tooth replaces one of your teeth as if you implanted it (potentially replacing another implanted tooth, see below). Each tooth can only be used once. Track which teeth have been used. If a tooth's result is rolled after it's been used, you draw the next lowest unused tooth on the table. 1 The Staring Cats of Uldun-dar (ivory cat molar) 9 cat The tooth has 8 charges. As an action, you can expend 1 charge to cast the revivify spell from the tooth. If you are dead at the start of your turn, the tooth expends 1 charge and casts revivify on you. 2 Duggle's Surprising Day (human molar) 1 commoner When you finish a long rest, the tooth casts sanctuary (18) on you, and the spell lasts for 24 hours or until you break it. 3 The Golden Age of Dhakaan (golden goblin bicuspid) 10 goblin, 1 goblin boss When you are hit by an attack and an ally is within 5 feet of you, you can use your reaction to cause them to be hit instead. You can't use this reaction again until you finish a short or long rest. 4 The Mill Road Murders (halfling canine) 3 green hag in a coven When you dama...