Tag: Very Rare

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  • Potion of Flying

    When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the …

  • Potion of Invisibility

    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.

  • Tear of Bahamut

    This vial holds a platinum-colored liquid that has a metallic smell. You can take an action to pour all the liquid on one recently deceased. [[Known Items of Power | Back to Known Items of Power]]

  • Very Rare Magic Items

    |*Name*|*Type*|*Rarity*|*Attunement*|*Notes*|*Source*| |[[Animated Shield]]|Armor|Very Rare|Yes|Shield|Dmg 151| {Background:#ddd}.|[[Armor | Armor, +2]]|Armor|Very Rare|--|--|Dmg 152| |[[Demon Armor]]|Armor|Very Rare|Yes|Plate|Dmg 165| {Background:# …

  • Animated Shield

    While holding this shield, you can speak its command word as 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 animated for …

  • Demon Armor

    _Requires Attunement._ While wearing this armor, you gain a +1 bonus to AC and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 …

  • Dragon Scale Mail

    _Requires Attunement._ Dragon Scale Mail is made of the scales of 1 kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, …

  • Dwarven Plate

    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 ft.

  • Oil of Sharpness

    This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat 1 slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a …

  • Potion of Longevity

    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% cumulative chance that you instead age by 1d6 + 6 years. Suspended in this …

  • Potion of Speed

    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.

  • Potion of Vitality

    When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of HP for any Hit Die you spend. The potion's crimson liquid regularly pulses with …

  • Ring of Regeneration

    _Requires Attunement._ While wearing this ring, you regain 1d6 HP every 10 minutes, provided that you have at least 1 HP. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you …

  • Ring of Shooting Stars

    _Requires Attunement Outdoors at Night._ While wearing this ring in dim light or darkness, you can cast _*Dancing Lights*_ and _*Light*_ from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the …

  • Rod of Absorption

    _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 …

  • Rod of Alertness

    _Requires Attunement._ This rod has a flanged head and the following properties. _*Alertness.*_ While holding the rod, you have advantage on WIS (Perception) checks and on rolls for initiative. _*Spells.*_ While holding the rod, you can use an …

  • Rod of Security

    While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could …

  • Staff of Fire

    _Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard._ You have resistance to fire damage while you hold this staff. The staff has 10 charges, While holding it, you can use an action to expend 1 or more of its charges to cast 1 of the …

  • Staff of Frost

    _Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard._ You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast 1 of the …

  • Staff of Power

    _Requires Attunement by a Sorcerer, Warlock, or Wizard._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to AC saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains …

  • Staff of Striking

    _Requires Attunement._ This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For …

  • Staff of Thunder and Lightning

    _Requires Attunement._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack ad 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 …

  • Wand of Polymorph

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of tis charges to cast the _*Polymorph*_ spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you …

  • Arrow of Slaying

    An _*Arrow of Slaying*_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _*Arrows of Dragon Slaying*_ and _*Arrows of Blue Dragon Slaying*_. If a creature belonging to the type, …

  • Dancing Sword

    _Requires Attunement._ You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 ft, and attacks 1 creature of your choice within 5 ft of it. The sword uses …

  • Dwarven Thrower

    _Requires Attunement by a Dwarf._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 ft and a long range of 60 ft. When you hit with a ranged attack using this weapon, it …

  • Frost Brand

    _Requires Attunement._ When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light …

  • Nine Lives Stealer

    _Requires Attunement._ You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 HP, it must succeed on a DC 15 CON saving throw …

  • Oathbow

    _Requires Attunement._ When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of …

  • Sword of Sharpness

    _Requires Attunement._ _Weapon - Any Sword that deals Slashing Damage._ When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the …

  • Amulet of the Planes

    _Requires Attunement._ While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 INT check. On a successful check, you cast the _*Plane Shift*_ spell. On a failure, …

  • Bag of Devouring

    This bag superficially resembles a _*[[Bag of Holding]]*_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed …

  • Candle of Invocation

    _Requires Attunement._ This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _*Detect Evil and Good*_ spell. The DM chooses the god and associated alignment or determines the …

  • Carpet of Flying

    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 ft of it. 4 sizes of _*Carpet of Flying*_ exist. The DM chooses the size of a given …

  • Cloak of Archnida

    _Requires Attunement._ This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: * You have resistance to poison damage. * You have a climbing speed equal to your walking speed …

  • Efretti Bottle

    This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an [[Efreeti]] appears in an …

  • Helm of Brilliance

    _Requires Attunement._ This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the …

  • Horseshoes of A Zephyr

    These iron horseshoes come in a set of 4. While all 4 shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand …

  • Manual of Bodily Health

    This book contains health and diet tips, 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 CON score increases by 2, as does your maximum for that …

  • Manual of Gainful Exercise

    This book describes fitness exercises, 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 STR score increases by 2, as does your maximum for that …

  • Manual of Golems

    This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th level spell slots. A creature …

  • Manual of Quickness of Action

    This book contains coordination and balance exercises, 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 DEX score increases by 2, as does your …

  • Mirror of Life Trapping

    When this 4 ft tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 lbs, and it has AC 11, 10 HP, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 HP. If the mirror …

  • Nolzur's Marvelous Pigments

    Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you o create 3D objects by painting them in 2D. The paint flows from the brush to form the desired object as you concentrate on its image. …

  • Robe of Scintillating Colors

    _Requires Attunement._ This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your …

  • Robe of Stars

    _Requires Attunement._ This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing …

  • Tome of Clear Thought

    This book contains memory and logic exercises, 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 INT score increases by 2, as does your maximum for …

  • Tome of Leadership and Influence

    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 CHA score increases by 2, as …

  • Tome of Understanding

    This book contains intuition and insight exercises, 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 WIS score increases by 2, as does your …

  • Devastation Orb

    A _Devastation Orb_ is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a _*Devastation Orb of Air*_. …

  • Consternator

    _Rod, very rare (requires attunement)_ This rough, iron rod is spiked at one end and scarred by several gouges across its surface. You can use an Action to plant the rod in the ground creating an _antimagic field_. The field is disabled if the rod is …

  • Green Band

    _Ring, very rare (requires attunement)_ While wearing this ring, you have advantage on any Intelligence (Nature) checks. It also has 3 charges. You can expend 1 charge as an Action to cast the _speak with plants_ spell. As long as you are within 30ft …

  • Thundertube

    _Wondrous Item, very rare_ This strange, steel cylinder weighs 7 lbs, and is etched with a simple, cautionary phrase in Dwarvish: "This end forward." Something akin to a long barrel is hammered in the shape of a dragon's skull with a gaping jaw, and a …

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