Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (R/AT) Sun Blade
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon (Longsword), rare (requires attunement)
This item appears to be a sword hilt.
Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
☐ (R) Glamoured Studded Leather
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Light armor (studded leather armor), rare
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
☐ (R/AT) Amulet of Health
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.
☐ (R/AT) Staff of Withering
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
☐ (R) Longbow +2
rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Weapon, rare
You have a +2 bonus to attack and damage rolls made with this magic weapon.
☐ (R/AT) Ring of Protection
rare
Trade Log
Show
☐ (R/AT) Rod of the Pact Keeper +2
rare
DDAL09-20 Where Devils Fear to Treat
Trade Log
Show
Notes:
Rod, rare (+2) (requires attunement by a warlock)
While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest.
☐ (R/AT) Ring of Spell Storing
rare
DDHC-TYP - White Plume Mountain
Trade Log
Show
Notes:
Requires Attunement
This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM.
Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. 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. The spell cast from the ring is no longer stored in it, freeing up space.
☐ (R) Chain Mail +1
rare
Trade Log
Show
Watchful Helm
very_rare
SJ-DC-NOS-05 The Lich Queen's Forgotten
Show
Notes:
Wondrous item, very rare (requires attunement)
While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight.
As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn.
This helm takes the form of a circlet crafted in the githyanki design, and thrums like a gong when attuned to, or when See Invisibility is cast.
Minor Property: Harmonious: This item can be attuned to in one minute.
Ioun Stone (Insight)
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
Wondrous Item, very rare (requires attunement)
Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it.
The type of stone determines its rarity and effects.
Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things.
Skyfist (Dwarven Thrower)
very_rare
DDEP4 - Reclamation of Phlan
Show
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon.
Ghost Step Tattoo (Language: Deep Speech)
very_rare
SJ-DC-Death Defiance of Dairy
Show
Notes:
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits:
You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
You can’t be grappled or restrained.
You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled.
This Item can be found in Tasha’s Cauldron of Everything.
While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind
Rod of Hellish Flames
very_rare
FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar
Show
Notes:
...
Rod Flavour: This rod bears the marks of the followers of Szass Tam. It always feels tepid to the touch, seemingly ignoring the environment around it and while you touch it so do you. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. The disdain it has for its surroundings may also rub off on the bearer as irritability or a lack of patience.
Volo's Spare Hat (Hat of Many Spells)
very_rare
PS-DC-LIL-01 Lost in Limbo
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. (not included here)
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
☐ (VR/AT) Lor’Shon va’Na’eel (Rod of Absorption)
very_rare
DDAL00-02E Forgotten Foes
DDAL00-02E Forgotten Foes
Show
Notes:
Wondrous Item, very rare (requires attunement by a wizard)
The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide.
☐ (VR) Shield +3 (language)
very_rare
BMG-DRW-OD-07 - The Subtlety of Subterfuge
Show
Notes:
Shield, Very Rare
This shield is made of Iskirthos darksteel. Its bearer can speak and understand Old Iskirthos. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Belt of Giant Strength (Fire)
very_rare
DDEP3 Blood Above, Blood Below
Show
Notes:
Wondrous Item, very rare (requires attunement)
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect (Belt of Fire Giant Strength, 25).
This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow.
☐ (VR/AT) Ring of Shooting Stars
very_rare
Trade Log
Show
☐ (VR/AT) Animated Shield
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Shield (shield), very rare (requires attunement)
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Name | Rarity ▲ | Location | Table | Result | Source | |
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☐ (R/AT) Sun Blade | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Weapon (Longsword), rare (requires attunement) This item appears to be a sword hilt. Blade of Radiance. While grasping the hilt, you can take a Bonus Action to cause a blade of pure radiance to spring into existence or make the blade disappear. While the blade exists, this magic weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage. Sunlight. The sword's luminous blade emits Bright Light in a 15-foot radius and Dim Light for an additional 15 feet. The light is sunlight. While the blade persists, you can take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. |
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☐ (R) Glamoured Studded Leather | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Light armor (studded leather armor), rare While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor. |
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☐ (R/AT) Amulet of Health | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. |
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☐ (R/AT) Staff of Withering | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Staff, weapon, rare (requires attunement by a cleric, druid, or warlock) This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff , and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. |
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☐ (R) Longbow +2 | rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Weapon, rare You have a +2 bonus to attack and damage rolls made with this magic weapon. |
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☐ (R/AT) Ring of Protection | rare | Trade Log | Show | |||
☐ (R/AT) Rod of the Pact Keeper +2 | rare | DDAL09-20 Where Devils Fear to Treat | Trade Log | Show | ||
Notes:
Rod, rare (+2) (requires attunement by a warlock) While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. This bonus is determined by the rod's rarity. In addition, you can regain one warlock spell slot as an action while holding the rod. You can't use this property again until you finish a long rest. |
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☐ (R/AT) Ring of Spell Storing | rare | DDHC-TYP - White Plume Mountain | Trade Log | Show | ||
Notes:
Requires Attunement This ring stores Spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of Spells at a time. When found, it contains 1d6 - 1 levels of stored Spells chosen by the DM. Any creature can Cast a Spell of 1st through 5th Level into the ring by touching the ring as the spell is cast. The spell has no Effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without Effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. 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. The spell cast from the ring is no longer stored in it, freeing up space. |
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☐ (R) Chain Mail +1 | rare | Trade Log | Show | |||
Watchful Helm | very_rare | SJ-DC-NOS-05 The Lich Queen's Forgotten | Show | |||
Notes:
Wondrous item, very rare (requires attunement) While you wear this helm, you gain a +1 bonus to AC and remain aware of your surroundings even while you’re asleep, and you have advantage on Wisdom (Perception) checks that rely on sight. As a bonus action, you can cast the see invisibility spell from the helm. Once this property of the helm is used, it can’t be used again until the next dawn. This helm takes the form of a circlet crafted in the githyanki design, and thrums like a gong when attuned to, or when See Invisibility is cast. |
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Ioun Stone (Insight) | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color. When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time. Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Insight (Very Rare). Your Wisdom increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. This incandescent blue sphere glows with an unearthly white light as it orbits your head, casting odd shadows all around you. To those nearby, these shadows sometimes seem to take on nefarious shapes or perform undesirable things. |
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Skyfist (Dwarven Thrower) | very_rare | DDEP4 - Reclamation of Phlan | Show | |||
Notes:
Weapon (Warhammer), Very Rare (Requires Attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind) You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand. The striking surface of this hammer has been forged into the shape of a gauntleted fist. The haft is a rod of heavy, black adamantine and wrapped in what appears to be spongy, green leather. Affixed to an iron ring on the pommel is a strip of tattered (though indestructible), blood‐stained parchment inscribed with a dwarven battle canticle. When used in battle the hammer reads the canticle aloud in a deep, resonating voice audible to anyone within 30 feet of the weapon. |
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Ghost Step Tattoo (Language: Deep Speech) | very_rare | SJ-DC-Death Defiance of Dairy | Show | |||
Notes:
Produced by a special needle, this tattoo shifts and wavers on the skin, parts of it appearing blurred. Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Ghostly Form. The tattoo has 3 charges, and it regains all expended charges daily at dawn. As a bonus action while the tattoo is on your skin, you can expend 1 of the tattoo’s charges to become incorporeal until the end of your next turn. For the duration, you gain the following benefits: You have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks. You can’t be grappled or restrained. You can move through creatures and solid objects as if they were difficult terrain. If you end your turn in a solid object, you take 1d10 force damage. If the effect ends while you are inside a solid object, you instead are shunted to the nearest unoccupied space, and you take 1d10 force damage for every 5 feet travelled. This Item can be found in Tasha’s Cauldron of Everything. While attuned to this tattoo, a creature can read and understand deep speech as they hear whispers in the back of their mind |
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Rod of Hellish Flames | very_rare | FR-DC-TRIDEN-MYKE-06 Trials of Myth Nantar | Show | |||
Notes:
... Rod Flavour: This rod bears the marks of the followers of Szass Tam. It always feels tepid to the touch, seemingly ignoring the environment around it and while you touch it so do you. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. The disdain it has for its surroundings may also rub off on the bearer as irritability or a lack of patience. |
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Volo's Spare Hat (Hat of Many Spells) | very_rare | PS-DC-LIL-01 Lost in Limbo | Show | |||
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Wizard) This pointed hat has the following properties. Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and “pull” the spell out of it. Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can’t have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell’s level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell’s level). On a successful check, you cast the spell using its normal casting time, and you can’t use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table. (not included here) Any spell you cast from the hat uses your spell save DC and spell attack bonus. |
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☐ (VR/AT) Lor’Shon va’Na’eel (Rod of Absorption) | very_rare | DDAL00-02E Forgotten Foes | DDAL00-02E Forgotten Foes | Show | ||
Notes:
Wondrous Item, very rare (requires attunement by a wizard) The Lor’Shon va’Na’eel empathically imparts a seething hunger to destroy the magic of others and funnel that power into the holder. The obsidian rod does not control the owner’s actions but fills their dreams with scorn for others who employ magic and hubris for the owner’s talents. When grasped by the attuned, the end of this rod wraps firmly around the wielder’s wrist. This item can be found in the Dungeon Master’s Guide. |
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☐ (VR) Shield +3 (language) | very_rare | BMG-DRW-OD-07 - The Subtlety of Subterfuge | Show | |||
Notes:
Shield, Very Rare This shield is made of Iskirthos darksteel. Its bearer can speak and understand Old Iskirthos. While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC. |
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Belt of Giant Strength (Fire) | very_rare | DDEP3 Blood Above, Blood Below | Show | |||
Notes:
Wondrous Item, very rare (requires attunement) While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect (Belt of Fire Giant Strength, 25). This wide belt is made of what at first appears to be supple, black leather studded with mithral. Closer examination reveals the grisly truth—it is made of the tanned hides of drow. |
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☐ (VR/AT) Ring of Shooting Stars | very_rare | Trade Log | Show | |||
☐ (VR/AT) Animated Shield | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
Notes:
Shield (shield), very rare (requires attunement) While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free. |