Magic Items
Purchased Magic Items
Name
Rarity ▲
Location
Table
Result
Source
☐ (VR/AT) Dread Cutlass (Scimitar of Speed)
very_rare
SJ-DC-DWR-03 Red Flag of Dread
SJ-DC-DWR-03 Red Flag of Dread
Show
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED)
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
☐ (VR) Pike +3
very_rare
DDAL07-10 Fire, Ash, And Ruin
Assign Service Reward
Show
Notes:
Weapon (pike), very rare
You have a +3 bonus to attack and damage rolls made with this magic weapon.
☐ (VR/AT) Watchful Helm
very_rare
DDHC-CM The Canopic Being
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.
a shiny steel helm embossed with lidless eyes
🗹 (VR/AT) Staff of Power
very_rare
DDHC-TYP - Tomb of Horrors
Show
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
Simple weapon, melee weapon
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Effect
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
☐ (VR/AT) Ghost Step Tattoo (Harmonious Property)
very_rare
Trade Log
Show
🗹 (VR) Carpet of Flying (4 ft. × 6 ft.)
very_rare
FR-DC-FOS-15 Celebration and Circumvention
Trade Log
Show
Notes:
Wondrous item, very rare
You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Minor Property: Compass
The wielder can use an action to learn which way is north.
🗹 (VR) Dwarven Plate
very_rare
DDHC-CM Alkazaar's Appendix
Trade Log
Show
Notes:
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
☐ (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.
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.
☐ (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.
☐ (VR) Dwarven Half Plate
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Half Plate, very rare
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
☐ (VR/AT) Energy Longbow
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Longbow, very rare (requires attunement)
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
This weapon has the following additional properties.
Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.
Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.
☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min)
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wondrous item, very rare (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 Tests. 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. (Ysgard)
☐ (VR/AT) Wand of Polymorph
very_rare
DDHC-CM-16 Alkazar's Apendix
Show
Notes:
Wand, very rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.
Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
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.
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) Wakened dragon's wrath Greatsword (cold)
very_rare
BMG-MOON-MD-12 - The Malevolent Reign
Assign Service Reward
Show
Notes:
Greatsword, very rare (requires attunement)
This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties.
Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon.
You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon.
As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn.
Balagos’ Belt (+3 Dragonhide Belt)
very_rare
FR-DC-BG The Flying Flame
Show
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk)
This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn.
Harmonious. Attuning to this item takes only 1 minute.
| Name | Rarity ▲ | Location | Table | Result | Source | |
|---|---|---|---|---|---|---|
| ☐ (VR/AT) Dread Cutlass (Scimitar of Speed) | very_rare | SJ-DC-DWR-03 Red Flag of Dread | SJ-DC-DWR-03 Red Flag of Dread | Show | ||
|
Notes:
DREAD CUTLASS (SCIMITAR OF SPEED) Weapon (scimitar), very rare (requires attunement) You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. |
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| ☐ (VR) Pike +3 | very_rare | DDAL07-10 Fire, Ash, And Ruin | Assign Service Reward | Show | ||
|
Notes:
Weapon (pike), very rare You have a +3 bonus to attack and damage rolls made with this magic weapon. |
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| ☐ (VR/AT) Watchful Helm | very_rare | DDHC-CM The Canopic Being | 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. a shiny steel helm embossed with lidless eyes |
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| 🗹 (VR/AT) Staff of Power | very_rare | DDHC-TYP - Tomb of Horrors | Show | |||
|
Notes:
Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard) This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges. Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges). Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. Distance from Origin Effect |
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| ☐ (VR/AT) Ghost Step Tattoo (Harmonious Property) | very_rare | Trade Log | Show | |||
| 🗹 (VR) Carpet of Flying (4 ft. × 6 ft.) | very_rare | FR-DC-FOS-15 Celebration and Circumvention | Trade Log | Show | ||
|
Notes:
Wondrous item, very rare You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A 4 ft. × 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity. Minor Property: Compass |
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| 🗹 (VR) Dwarven Plate | very_rare | DDHC-CM Alkazaar's Appendix | Trade Log | Show | ||
|
Notes:
Armor (plate), very rare While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. |
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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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| 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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| ☐ (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. |
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| ☐ (VR) Dwarven Half Plate | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
|
Notes:
Half Plate, very rare While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet. |
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| ☐ (VR/AT) Energy Longbow | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
|
Notes:
Longbow, very rare (requires attunement) You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties. Arrow of Restraint. Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check. Arrow of Transport. As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you. Energy Ladder. As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing. |
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| ☐ (VR/AT) Candle of Invocation (Ysgard) (240/240 min) | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
|
Notes:
Wondrous item, very rare (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 Tests. 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. (Ysgard) |
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| ☐ (VR/AT) Wand of Polymorph | very_rare | DDHC-CM-16 Alkazar's Apendix | Show | |||
|
Notes:
Wand, very rare (requires attunement by a spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed. |
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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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| 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) Wakened dragon's wrath Greatsword (cold) | very_rare | BMG-MOON-MD-12 - The Malevolent Reign | Assign Service Reward | Show | ||
|
Notes:
Greatsword, very rare (requires attunement) This weapon is decorated with dragon heads, claws, wings, scales, or Draconic letters. When it steeps in a dragon's hoard, it absorbs the energy of the dragon's breath weapon and deals damage of that type with its special properties. Whenever you roll a 20 on your attack roll with this weapon, each creature of your choice within 5 feet of the target takes 5 damage of the type dealt by the dragon's breath weapon. You gain a +2 bonus to attack and damage rolls made using the weapon. On a hit, the weapon deals an extra 2d6 damage of the type dealt by the dragon's breath weapon. As an action, you can unleash a 30-foot cone of destructive energy from the weapon. Each creature in that area must make a DC 16 Dexterity saving throw, taking 8d6 damage of the type dealt by the dragon's breath weapon on a failed save, or half as much damage on a successful one. Once this action is used, it can't be used again until the next dawn. |
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| Balagos’ Belt (+3 Dragonhide Belt) | very_rare | FR-DC-BG The Flying Flame | Show | |||
|
Notes:
Wondrous Item, Very Rare (Requires Attunement by a Monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a bonus to the saving throw DCs of your ki features.(+3) The bonus is determined by the belt’s rarity. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can’t use this action again until the next dawn. Harmonious. Attuning to this item takes only 1 minute. |
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