The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. This item is good for any spellcaster as you can regain up to a 3rd level spell slot once a day. The GM can choose an effect from the following table, determine it randomly, or create an effect. While you wear the robe, you gain the following benefits: The eyes on the robe cant be closed or averted. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. Curse. It regains 1d6 + 1 expended charges daily at dawn. The staff has 50 charges for the following properties. You dont need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends. Most of them function by increasing your CON score. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. Magic weapons also allow you to deal magical damage, which is a must for higher levels. The creature is friendly to you and your companions. An evil creature takes 8d6 radiant damage upon touching the talisman. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if its a construct. Wondrous Item, rare (requires attunement). These crystal lenses fit over the eyes. This staff can transform into a Giant Constrictor Snake: a huge beast that restrains enemies on a hit. It weighs 1 pound. Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. it also adds poison resistance twice to yourSaving throws. This tome contains information and incantations necessary to make a particular type of golem. While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. 14 (+2) 13 (+1) 13 (+1) 2 (4) 10 (+0) 3 (4), Senses darkvision 60 ft., passive Perception 10 Its unclear whether this curse is included in the spell that you originally cast with Metamagic or immediately afterward. You can use an action to cause thick, black poison to coat the blade. During this time, you have advantage on Strength (Athletics) checks you make to climb. This staff grants a +3 to attack and damage rolls made with it and has ten charges. Why can a transistor be considered to be made up of diodes? This effect doesnt expend a charge. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Hit points lost to this weapons damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. There are 6 magic items (manuals and tomes) that add 2 to your current ability score and increase your max by 2. You have advantage on Charisma checks made to interact with dwarves. If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties: Ring of Fire Elemental Command. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. The creature dies if it cant survive without the lost head. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. The oil can cover a Medium or smaller creature, along with the equipment its wearing and carrying (one additional vial is required for each size category above Medium). It shatters and is destroyed when reduced to 0 hit points. Alternatively, you can expend 1 to 3 of the rings charges as an action to try to break an object you can see within 60 feet of you that isnt being worn or carried. More weight causes the rod to deactivate and fall. On a success, the creature is no longer restrained by the rope. This ordinary bag, made from gray, rust, or tan cloth, appears empty. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The limit of four hours a day (at one minute increments) wont be a problem unless youre attempting long overland travel, especially since most combat doesnt last more than a minute (10 rounds). Insight (Very Rare). You gain a +1 bonus to attack and damage rolls made with this magic weapon. Sun. While a rogue or a monk can almost always get where they need to be, maneuverability for a fighter can become an issue. You gain a +1 bonus to AC and saving throws while wearing this ring. See Rhythm-Makers Drum under Uncommon Magic Items for more. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. The djinni appears in an unoccupied space you choose within 120 feet of you. A magic items description gives the items name, its category, its rarity, and its magical properties. You gain a +1 bonus to attack and damage rolls made with this magic weapon. A spell scroll bears the words of a single spell, written in a mystical cipher. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. On a successful save, the creature becomes frightened of you until the end of your next turn. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. They have 3 charges. You can dismiss the fan as an action. The effect ends early if you attack or cast a spell. From ancient swords to cursed tomes, theres plenty of treasure to find as you adventure. However, some items are better than others depending on your class. Gloves of Soul catching (legendary) Candlekeep Mysteries p 169 sets your Con score to 20. A full deck has 34 cards. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. When the illusion ends, the image on its card disappears, and that card cant be used again. Social You have darkvision out to a range of 60 feet. When found, it contains 1d6 1 levels of stored spells chosen by the GM. However, instead of a bonus to your Perception, this weapon essentially grants your entire party the Alert feat, making you all unable to be surprised. You can remain in the ring or depart for the afterlife. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bags color. If you expend the wands last charge, roll a d20. Common Magic Items Armblade A magic weapon that attaches to the arm of a warforged. If you're powerful enough to create a legendary item, you can make a tome and get 2 points. Hit Points half the hit point maximum of its summoner If you die while wearing the ring, your soul enters it, unless it already houses a soul. While holding this shield, you have resistance to damage from ranged weapon attacks. While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. The Void. In addition, if you cast friends or charm person, the target must succeed on a Wisdom saving throw against your spell save DC to know that it was subjected to the spell. If a friendly swarm starts its turn and cant hear the pipes music, your control over that swarm ends, and the swarm behaves as it normally would and cant be swayed by the pipes music for the next 24 hours. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. The red in the potions liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. You summon an avatar of deatha ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. Awareness (Rare). If a character takes damage while Concentrating, they must make a Constitution saving throw. On a successful check, you cast the plane shift spell. However, this tattoo requires attunement, while the insignia does not. Bronze Griffon (Rare). The flask can hold only one creature at a time. This talisman is a mighty symbol of goodness. If you already have darkvision, wearing the goggles increases its range by 60 feet. This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. I am more so looking for one that increases Hit Points permanently. If you expend the wands last charge, roll a d20. A friendly swarm obeys your commands. This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. RAW, it doesnt even have a limited number of uses per day. This ring lets you expend a charge to succeed on a Dexterity saving throw when you fail one. This magic item comes from GGtR. These boots give you a flying speed equal to your walking speed. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. You can use an action to place these shackles on an incapacitated creature. xD. Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA Your Intelligence score is 19 while you wear this headband. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spells level. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. While holding it, you have a +2 bonus to spell attack rolls. When you drink this potion, you gain resistance to one type of damage for 1 hour. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapons type. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. Is there any magic item that increases Hit Points? The rod has properties associated with six different buttons that are set in a row along the haft. When you do so, you can see into and through solid matter for 1 minute. When you drink this potion, you gain the enlarge effect of the enlarge/reduce spell for 1d4 hours (no concentration required). You learn a cantrip from the sorcerer spell list. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. 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