Tag: Rare

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  • Ring of Protection

    _Requires Attunement_ You gain a +1 bonus to AC and saving throws while wearing this ring. [[File:456401 | class=media-item-align-none | Ring_of_Protection.jpg]]

  • Rare Magic Items

    |*Name*|*Type*|*Rarity*|*Attunement*|*Notes*|*Source*| |[[Armor of Resistance]] *((+2 AC) Leather - 7,500 gp)*|Armor|Rare|yes|--|dmg 152| {background:#ddd}.|[[Armor of Vulnerability]]|Armor|Rare|yes|plate|dmg 152| |[[Armor | Armor, +1]] *(Mithral - 5 …

  • Oil of Etherealness

    Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (1 additional vial is required for each size category above Medium …

  • Potion of Diminution

    When you drink this potion, you gain the "reduce" effect of the _*Enlarge/Reduce*_ spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. …

  • Potion of Gaseous Form

    When you drink this potion, you gain the effect of the _*Gaseous Form*_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.

  • Potion of Heroism

    For 1 hour after drinking it, you gain 10 temporary HP 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. Bless Spell = Whenever a …

  • Potion of Mind Reading

    When you drink this potion, you gain the effect of the _*Detect Thoughts*_ spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.

  • Ring of Animal Influence

    This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast 1 of the following spells: * _*Animal Friendship*_ (save DC 13) * _*Fear*_ (save DC 13), …

  • Ring of Evasion

    _Requires Attunement_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a DEX saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

  • Ring of Free Action

    _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.

  • Ring of Resistance

    _Requires Attunement_ You have resistance to 1 damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. |*d10*|*Damage Type*|*Gem*| |1|Acid|Pearl| {Background:#ddd}.|2|Cold| …

  • Ring of Spell Storing

    _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 …

  • Ring of X-ray Vision

    _Requires Attunement_ While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 ft. To you, solid objects within that radius appear …

  • Ring of the Ram

    _Requires Attunement_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack 1 creature you can see within 60 ft of you. The ring produces a …

  • Rod of Rulership

    _Requires Attunement_ You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 ft of you. Each target must succeed on a DC 15 WIS saving throw or be charmed by you for 8 hours. While …

  • Scroll of Protection

    Each _*Scroll of Protection*_ works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. |*d100*|*Creature Type*| |01-10|Aberrations| {Background:#ddd}.|11-20|Beasts| |21-30|Celestials| { …

  • Tentacle Rod

    _Requires Attunement_ Made by the [[Drow (Dark) Elves | Drow]], this rod is a magic weapon that ends in 3 rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 ft of you. Each …

  • Staff of Charming

    _Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard._ While holding this staff, you can use an action to expend 1 of its 10 charges to cast _*Charm Person, Command,*_ or _*Comprehend Languages*_ from it using your spell save DC. …

  • Staff of Healing

    _Requires Attunement by a Bard, Cleric, or Druid_ This staff has 10 charges. While holding it, you can use an action to expend 1 or more of tis charges to cast 1 of the following spells from it, using your spell save DC and spellcasting ability …

  • Staff of Swarming Insects

    _Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard._ This staff has 10 charges and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the …

  • Staff of Withering

    _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 …

  • Staff of the Woodlands

    _Requires Attunement by a Druid._ 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 have a +2 bonus to spell attack rolls. The staff has 10 charges for the …

  • Armor of Resistance

    _Requires Attunement_ _Armor (light, medium, or heavy)_ You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below: |*d10*|*Damage Type*| |1|Acid| {Background:#ddd …

  • Armor of Vulnerability

    _Requires Attunement_ _Plate Armor_ While wearing this armor, you have resistance to 1 of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

  • Arrow-Catching Shield

    _Requires Attunement._ You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 ft of …

  • Berserker Axe

    _Requires Attunement._ You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your HP maximum increases by 1 for each level you have attained.

  • Brazier of Commanding Fire Elementals

    While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _*Conjure Elemental*_ spell. The brazier can't be used this way again until the next dawn. The …

  • Cape of the Mountebank

    This cape smells faintly of brimstone. While wearing it, you can use it to cast the _*Dimension Door*_ spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you …

  • Censer of Controlling Air Elementals

    While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _*Conjure Elemental*_ spell. The censer can't be used this way again until the next dawn. The 6 inch …

  • Cloak of Displacement

    _Requires Attunement._ While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property …

  • Cloak of the Bat

    _Requires Attunement._ While wearing this cloak, you have advantage on DEX (Stealth) checks. in an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 ft. If you ever fail to grip the …

  • Dimensional Shackles

    You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of …

  • Cube of Force

    _Requires Attunement._ This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press 1 of the cube's …

  • Chime of Opening

    This hollow metal tube measures about 1 ft long and weighs 1 lb. You can strike it as an action, pointing it at an object within 120 ft of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and 1 lock or latch on the …

  • Bowl of Commanding Water Elementals

    While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _*Conjure Elemental*_ spell. The bowl can't be used this way again until the next dawn. The bowl is about …

  • Boots of Speed

    _Requires Attunement._ While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the …

  • Belt of Dwarvenkind

    _Requires Attunement._ While wearing this belt, you gain the following benefits: * Your CON score increases by 2, to a maximum of 20. * You have advantage on CHA (Persuasion) checks made to interact with [[Dwarves | Dwarves]]. In addition, while …

  • Bead of Force

    This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _*Beads of Force*_ are found together. You can use an action to throw the bead up to 60 ft. The bead explodes on impact and is destroyed. Each creature …

  • Dagger of Venom

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must …

  • Dragon Slayer

    _Weapon (Any Sword)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to …

  • Flame Tongue

    _Requires Attunement._ _Weapon (Any Sword)._ you can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40 ft radius and dim light for an additional 40 ft. While the …

  • Folding Boat

    This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 lbs and floats. It can be opened to store items inside. This item also has 3 command words, each requiring you to use an action to speak it. …

  • Gem of Seeing

    This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 ft when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.

  • Helm of Teleportation

    _Requires Attunement._ This helm has 3 charges .While wearing it, you can use an action and expend 1 charge to cast the _*Teleport*_ spell from it. The helm regains 1d3 expended charges daily at dawn.

  • Portable Hole

    This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 ft in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the _* …

  • Horn of Blasting

    You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30 ft cone that is audible 600 ft away. Each creature in the cone must make a DC 15 CON saving throw. On a failed save, a creature takes 5d6 …

  • Elixir of Health

    When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

  • Elven Chain

    _Armor (Chain Shirt)._ You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

  • Glamoured Studded Leather

    While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and 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, …

  • Giant Slayer

    _Weapon (Any Axe or Sword)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 STR saving throw or fall prone …

  • Iron Bands of Bilarro

    This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 ft of you. As the sphere moves through the air. It opens into …

  • Necklace of Fireballs

    This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 ft away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _*Fireball*_ spell (save DC 15). You can hurl multiple …

  • Necklace of Prayer Beads

    _Requires Attunement by a Cleric, Druid, or Paladin._ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or …

  • Quaal's Feather Token

    This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. |*d100*|*Feather Token*| |01-20|Anchor| {Background:#ddd}.|21-35|Bird …

  • Robe of Eyes

    _Requires Attunement._ This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: * The robe lets you see in all directions, and you have advantage on WIS (Perception) checks that rely on sight. * You have …

  • Rope of Entanglement

    This rope is 30 ft long and weighs 3 lbs. If you hold 1 end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 ft of you. The target must succeed on a DC 15 DEX saving throw or …

  • Sun Blade

    _Requires Attunement._ This item appears to be a longsword hilt. While grasping the hilt, you can use 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 longsword …

  • Sword of Life Stealing

    _Requires Attunement._ When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary HP.

  • Sword of Wounding

    _Requires Attunement._ HP lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can …

  • Vicious Weapon

    _Weapon (Any)._ When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type.

  • Stone of Controlling Earth Elementals

    If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _*Conjure Elemental*_ spell. The stone can't be used this way again until the next dawn. The stone weighs 5 lbs.

  • Wings of Flying

    _Requires Attunement._ While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you …

  • Wand of Wonder

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 ft of you. The target can be a creature, an object, or a point in space. Roll 1d100 and …

  • Wand of Paralysis

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 ft of you. Make a ranged attack …

  • Wand of Lightning Bolts

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _*Lightning Bolt*_ spell (save DC 15) from it. For 1 charge, you cast the 3rd level version of the …

  • Wand of Fireballs

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _*Fireball*_ spell (save DC 15) from it. For 1 charge, you cast the 3rd level version of the spell. …

  • Wand of Fear

    _Requires Attunement._ This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. *Command.* While …

  • Wand of Enemy Detection

    _Requires Attunement._ This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 ft, but not its distance …

  • Wand of Binding

    _Requires Attunement by a Spellcaster._ This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. …

  • Mace of Disruption

    _Requires Attunement._ When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 HP or fewer after taking this damage, it must succeed on a DC 15 WIS saving throw or be destroyed. ON …

  • Mace of Smiting

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning …

  • Mace of Terror

    _Requires Attunement._ This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30 ft radius extending from you must succeed on a DC 15 WIS saving throw …

  • Daern's Instant Fortress

    You can use an action to place this 1 inch metal cube on the ground and apeak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is …

  • Bag of Beans

    Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 lbs plus 1/4 lbs for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10 ft radius, extending from the beans. Each creature in the area, …

  • Claws of the Umber Hulk

    _Requires Attunement._ These heavy gauntlets of brown iron are forged in the shape of an [[Umber Hulk | Umber Hulk's]] claws, and they fir the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed …

  • Weird Tank

    _Requires Attunement._ A Weird Tank is a 10-gallon tank of blown galss and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A [[Water Weird | Water Weird]] (see the _*Monster Manual p. 299*_ for statistics) is …

  • Necklace of Favors

    This necklaces bears a number stone charms on it, each the size of a coin and etched with a rune. As a bonus action on your turn, you can remove the charm from the necklace to immediately gain its effect. h5. *Charm of Flight.* You gain the effect of …

  • Compendium of Xygag

    _Wondrous Item, rare (requires attunement)_ This magical tome is bound in black leather, and bears the images of horrible beasts painted on its cover. The compendium is immense and cluttered with bookmarks, dog-eared pages, and inserted leafs of paper. …

  • Razorleaf Cloak

    _Wondrous item, rare (requires attunement)_ This garment looks to be made of individual silver leaves. Whenever you use the Disengage Action, you can utilize a Bonus Action to attempt an attack by flourishing your cape. Add your proficiency bonus and …

  • Spirit Beads

    _Wondrous Item, rare (requires attunement by a monk)_ These prayer beads go around the neck. Once attuned to this necklace, you may remove a bead to gain advantage on a Wisdom saving throw. Additionally, you may remove a bead before you attack, …

  • Thunderstone Bolas

    _Weapon (bolas), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit a creature with this weapon, it creates a thunderous jolt. That creature must succeed on a DC 15 Constitution …

  • Gorget of the Bastion

    _Wondrous Item, Rare (requires attunement)_ This ornately crafted piece of gilded steel armor covers most of your neck and some of your upper torso. It can be worn under a breastplate or any sort of heavy armor, or on top of light armors; it does not …

  • Grenade of Elemental Explosion

    _Wondrous Item, Uncommon or Rare_ Shaped like a wine bottle but with a round bottom, the opaque glass corresponds in color and texture to the type of elemental power within. The air grenade is a pale blue and vibrates slightly. The earth grenade …

  • Potion of the Fey Beast

    _Potion, Rare_ This murky greenish potion appears to have blades of grass floating in it. Upon consuming this brew, your unarmed attacks, including attacks with natural weapons, are imbued with a powerful poison for 1 hour. On a hit with an attack with …

  • Maul of Tremors

    _Weapon (maul), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls amde with this magic weapon. While this maul is on your person, you cannot be knocked prone. As an Action on your turn, you may strike the maul on the ground …

  • Pearl of Chaos

    _Wondrous item, rare (requires attunement by a spellcaster)_ You can use a bonus action to speak this pearl's command word to regain 1 expended spell slot of up to 4th level. You must then use the spell slot before the end of your turn to cast a spell, …

  • Ring of Truth

    _Ring, rare (requires attunement)_ This band of plain steel is a mixed blessing. While you wear the ring, you have advantage on Wisdom (Insight) checks to discern when someone is telling a lie. Additionally, while attuned to the ring you may cast _zone …

  • Azeran Malleus

    _Weapon (warhammer), rare (requires attunement)_ This oversized smithing hammer is cast in bronze, riveted with steel, and made of the highest craftsmanship. The head of the hammer is shaped to resemble a magnificent flame. Despite its size and bulk, …

  • Dragonstooth Longsword

    _Longsword, very rare (requires attunement)_ This sword's hilt is made of dragon bone with a dragon-leather grip. It's blade of a lightweight platinum metal. It has 5 gems embedded in the blade itself. The sword grows warm and the gems glow slightly …

  • Soulflame Candle Set

    _Wondrous item, rare_ These candles originate from the Abyss. A meticulous process goes into crafting the components for these candle sets. The few details that have escaped the Abyss are that by some process, damned souls wandering the plane are …

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