Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ Potion of Heroism
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
Show
Notes:
Potion, rare
For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
☐ Potion of Superior Healing
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
Show
Notes:
Potion, common
You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the Potions of Healing table. Whatever its potency, the potion’s red liquid glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
☐ Ring of Free Action
rare
CCC-BMG-MOON20 Through the Storm
CCC-BMG-MOON20 Through the Storm
Show
Notes:
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
☐ Nystul’s Magic Aura
rare
CCC-HATMS02-02 Something Vile This Way Comes
CCC-HATMS02-02 Something Vile This Way Comes
Show
Notes:
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature.
When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled.
False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item.
Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
- - (a small square of silk)
☐ Potion of Invisibility
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Potion, very rare
This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
☐ Atlas of Endless Horizon
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
Wondrous Item, rare (requires attunement by a wizard)
This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.
While you are holding the book, you can use it as a spellcasting focus for your wizard spells.
The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:
If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.
When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.
☐ Potion of Wall of Thorns
rare
BMG-DRWEP-OD-03 - The Undead in Our Closets
BMG-DRWEP-OD-03 - The Undead in Our Closets
Show
Notes:
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight.
When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save.
A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one.
At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th.
☐ Potion of Longevity
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Potion, very rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10 percent cumulative chance that you instead age by 1d6 +6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened.
☐ Potion of Cloud Giant Strength
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
☐ Potion of Invisibility
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell.
At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd.
☐ Spear of Backbiting
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Weapon (spear), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you throw it, its normal and long ranges both increase by 30 feet, and it deals one extra die of damage on a hit. After you throw it and it hits or misses, it flies back to your hand immediately.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one.
Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear.
Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it.
☐ Kyrzin’s Ooze
very_rare
DDAL-DRW-20 - The Death of Szass Tam
DDAL-DRW-20 - The Death of Szass Tam
Show
Notes:
Wondrous Item (Symbiont), Very Rare
(Requires Attunement)
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s
interior. To attune to this item, you must first drink the
contents of the jar, unlocking the following properties.
Resistant. While attuned to Kyrzin’s ooze, you have
resistance to acid and poison damage, and you’re immune
to the poisoned condition.
Amorphous. As an action, you can speak a command
word and cause your body to assume the amorphous
qualities of an Ooze. For the next minute, you (along
with any equipment you’re wearing or carrying) can
move through a space as narrow as 1 inch wide without
squeezing. Once you use this property, it can’t be used
again until the next dawn.
Acid Breath. As an action, you can exhale acid in a
30-foot line that is 5 feet wide. Each creature in that line
must make a DC 15 Dexterity saving throw, taking 8d8
acid damage on a failed save, or half as much damage on a
successful one. Once you use this property, it can’t be used
again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from
you while you’re attuned to it, and you can’t voluntarily
end your attunement to it. If you’re targeted by a spell that
ends a curse, your attunement to the ooze ends as it seeps
out of you.
If you die while the ooze is inside you, it bursts out and
engulfs you, turning your corpse into a black pudding (see
the Monster Manual) allied with the Far Realm.
Potion of Invisibility
Potion, Very Rare
This potion’s container looks empty but feels as though it
holds liquid. When you drink it, you become invisible for 1
hour. Anything you wear or carry is invisible with you. The
effect ends early if you attack or cast a spell.
☐ Rod of Absorbtion
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy -- not the spell itself -- is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
☐ Staff of Thunder and Lightning
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat
☐ Potion of Speed
very_rare
CCC-BMG-37 HULB 3-1 Weakness of Rock
CCC-BMG-37 HULB 3-1 Weakness of Rock
Show
Notes:
Potion, very rare
When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.
☐ Mantle of Spell Resistance
very_rare
DDHC-TYP Tomb of Horrors
DDHC-TYP Tomb of Horrors
Show
Notes:
Wondrous Item, rare (requires attunement)
You have advantage on saving throws against spells while you wear this cloak.
☐ Spell Scroll: Scrying
very_rare
CCC-BMG-MOON19-3 The Castle of Mirrors
CCC-BMG-MOON19-3 The Castle of Mirrors
Show
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed.
Knowledge
Save Modifier
Secondhand (you have heard of the target) +5
Firsthand (you have met the target) 0
Familiar (you know the target well) -5
Connection Save Modifier
Likeness or picture -2
Possession or garment -4
Body part, lock of hair, bit of nail, or the like -10
On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours.
On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist.
Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move.
* - (a focus worth at least 1,000 gp, such as a crystal ball, a silver mirror, or a font filled with holy water)
☐ Miltiades’s Shield
very_rare
CCC-BMG-13 PHLAN 1-1 Sepulture
CCC-BMG-13 PHLAN 1-1 Sepulture
Show
Notes:
Armor (shield), very rare
This shield is decorated with symbols of service and fealty. The shield empathically encourages service
to others and whenever the bearer considers performing a selfish act, the shield enhances pangs
of conscience. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the
shield’s normal bonus to AC.
☐ Tome of Leadership and Influence
very_rare
CCC-ROZK-01-02 Zhentarim's Lament
CCC-ROZK-01-02 Zhentarim's Lament
Show
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208)
☐ Half Plate +2
very_rare
DDEP07-02 Drums of the Dead (Tier 3)
Service Hours Awarded
Show
Notes:
Armor (light, medium, or heavy), very rare
You have a +2 bonus to AC while wearing this armor.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ Potion of Heroism | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Potion, rare |
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| ☐ Potion of Superior Healing | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Potion, common Potions of Healing Potion of … Rarity HP Regained |
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| ☐ Ring of Free Action | rare | CCC-BMG-MOON20 Through the Storm | CCC-BMG-MOON20 Through the Storm | Show | ||
|
Notes:
Ring, rare (requires attunement) |
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| ☐ Nystul’s Magic Aura | rare | CCC-HATMS02-02 Something Vile This Way Comes | CCC-HATMS02-02 Something Vile This Way Comes | Show | ||
|
Notes:
You place an illusion on a creature or an object you touch so that divination spells reveal false information about it. The target can be a willing creature or an object that isn’t being carried or worn by another creature. When you cast the spell, choose one or both of the following effects. The effect lasts for the duration. If you cast this spell on the same creature or object every day for 30 days, placing the same effect on it each time, the illusion lasts until it is dispelled. False Aura. You change the way the target appears to spells and magical effects, such as detect magic, that detect magical auras. You can make a nonmagical object appear magical, a magical object appear nonmagical, or change the object’s magical aura so that it appears to belong to a specific school of magic that you choose. When you use this effect on an object, you can make the false magic apparent to any creature that handles the item. Mask. You change the way the target appears to spells and magical effects that detect creature types, such as a paladin’s Divine Sense or the trigger of a symbol spell. You choose a creature type and other spells and magical effects treat the target as if it were a creature of that type or of that alignment.
|
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| ☐ Potion of Invisibility | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Potion, very rare |
||||||
| ☐ Atlas of Endless Horizon | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement by a wizard) While you are holding the book, you can use it as a spellcasting focus for your wizard spells. The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it: If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school. |
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| ☐ Potion of Wall of Thorns | rare | BMG-DRWEP-OD-03 - The Undead in Our Closets | BMG-DRWEP-OD-03 - The Undead in Our Closets | Show | ||
|
Notes:
You create a wall of tough, pliable, tangled brush bristling with needle-sharp thorns. The wall appears within range on a solid surface and lasts for the duration. You choose to make the wall up to 60 feet long, 10 feet high, and 5 feet thick or a circle that has a 20-foot diameter and is up to 20 feet high and 5 feet thick. The wall blocks line of sight. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, a creature takes 7d8 piercing damage, or half as much damage on a successful save. A creature can move through the wall, albeit slowly and painfully. For every 1 foot a creature moves through the wall, it must spend 4 feet of movement. Furthermore, the first time a creature enters the wall on a turn or ends its turn there, the creature must make a Dexterity saving throw. It takes 7d8 slashing damage on a failed save, or half as much damage on a successful one. At Higher Levels. When you cast this spell using a spell slot of 7th level or higher, both types of damage increase by 1d8 for each slot level above 6th. |
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| ☐ Potion of Longevity | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Potion of Cloud Giant Strength | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
| ☐ Potion of Invisibility | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target's person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd. |
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| ☐ Spear of Backbiting | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Weapon (spear), very rare (requires attunement) Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. Until the curse is broken with remove curse or similar magic, you are unwilling to part with the weapon, keeping it within reach at all times. In addition, you have disadvantage on attack rolls made with weapons other than this one. Whenever you roll a 1 on an attack roll using this weapon, the weapon bends or flies to hit you in the back. Make a new attack roll with advantage against your own AC. If the result is a hit, you take damage as if you had attacked yourself with the spear. Proficiency with a spear allows you to add your proficiency bonus to the attack roll for any attack you make with it. |
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| ☐ Kyrzin’s Ooze | very_rare | DDAL-DRW-20 - The Death of Szass Tam | DDAL-DRW-20 - The Death of Szass Tam | Show | ||
|
Notes:
Wondrous Item (Symbiont), Very Rare Acid Breath. As an action, you can exhale acid in a |
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| ☐ Rod of Absorbtion | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Rod, very rare (requires attunement) When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. |
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| ☐ Staff of Thunder and Lightning | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Staff, very rare (requires attunement) Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn. Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. Notes: Bonus: Magic, Deafened, Stunned, Damage, Control, Debuff, Combat |
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| ☐ Potion of Speed | very_rare | CCC-BMG-37 HULB 3-1 Weakness of Rock | CCC-BMG-37 HULB 3-1 Weakness of Rock | Show | ||
|
Notes:
Potion, very rare |
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| ☐ Mantle of Spell Resistance | very_rare | DDHC-TYP Tomb of Horrors | DDHC-TYP Tomb of Horrors | Show | ||
|
Notes:
Wondrous Item, rare (requires attunement) |
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| ☐ Spell Scroll: Scrying | very_rare | CCC-BMG-MOON19-3 The Castle of Mirrors | CCC-BMG-MOON19-3 The Castle of Mirrors | Show | ||
|
Notes:
You can see and hear a particular creature you choose that is on the same plane of existence as you. The target must make a Wisdom saving throw, which is modified by how well you know the target and the sort of physical connection you have to it. If a target knows you're casting this spell, it can fail the saving throw voluntarily if it wants to be observed. Knowledge Connection Save Modifier On a successful save, the target isn't affected, and you can't use this spell against it again for 24 hours. On a failed save, the spell creates an invisible sensor within 10 feet of the target. You can see and hear through the sensor as if you were there. The sensor moves with the target, remaining within 10 feet of it for the duration. A creature that can see invisible objects sees the sensor as a luminous orb about the size of your fist. Instead of targeting a creature, you can choose a location you have seen before as the target of this spell. When you do, the sensor appears at that location and doesn't move. |
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| ☐ Miltiades’s Shield | very_rare | CCC-BMG-13 PHLAN 1-1 Sepulture | CCC-BMG-13 PHLAN 1-1 Sepulture | Show | ||
|
Notes:
Armor (shield), very rare |
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| ☐ Tome of Leadership and Influence | very_rare | CCC-ROZK-01-02 Zhentarim's Lament | CCC-ROZK-01-02 Zhentarim's Lament | Show | ||
|
Notes:
Wondrous item, very rare The red leather that covers this tome is embossed with a smiling man with a third eye. This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. A description of this item can be found in the Dungeon Master's Guide (pg. 208) |
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| ☐ Half Plate +2 | very_rare | DDEP07-02 Drums of the Dead (Tier 3) | Service Hours Awarded | Show | ||
|
Notes:
Armor (light, medium, or heavy), very rare You have a +2 bonus to AC while wearing this armor. |
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