Candle of Invocation (2014 Dungeon Masters Guide)

very rare · Wondrous Item · Requires Attunement

This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.

d20 Alignment
1-2 Chaotic evil
3-4 Chaotic neutral
5-7 Chaotic good
8-9 Neutral evil
10-11 Neutral
12-13 Neutral good
14-15 Lawful evil
16-17 Lawful neutral
18-20 Lawful good

The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.


Candle of Invocation (2024 Dungeon Masters Guide)

very rare · Wondrous Item · Requires Attunement

This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Test. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

1d100 Outer Plane
01-05 Abyss
06-10 Acheron
11-17 Arborea
18-25 Arcadia
26-33 Beastlands
34-41 Bytopia
42-46 Carceri
47-54 Elysium
55-59 Gehenna
60-64 Hades
65-69 Limbo
70-77 Mechanus
78-85 Mount Celestia
86-90 Nine Hells
91-95 Pandemonium
96-00 Ysgard