Tag: Uncommon

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  • Potion of Animal Friendship

    When you drink this potion, you can cast the _*Animal Friendship*_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings a little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

  • Potion of Fire Breath

    After drinking this potion, you can use a bonus action to exhale fire at a target within 30 ft of you. The target must make a DC 13 DEX saving throw, taking 4d6 fire Dmg on a failed save, or 1/2 as much Dmg on a successful one. The effect ends after you …

  • Potion of Poison

    This concoction looks, smells, and tastes like a [[Potion of Healing | Potion of Healing]] or other beneficial potion. However, it is actually poison masked by illusion magic. An _*Identify*_ spell reveals its true nature. If you drink it, you take 3d6 …

  • Potion of Resistance

    When you drink this potion, you gain resistance to one type of Dmg for 1 hour. The DM chooses the type or determines it randomly from the options below: |*d10*|*Damage Type*| |{background:#7FFF00}.1|{background:#7FFF00}.Acid| {background:#00BFFF}.|2| …

  • Quiver of Ehlonna

    Each of the quiver's 3 compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 lbs. The shortest compartment can hold up to 60 arrows, bolts, or similar objects. The midsize …

  • Ring of Warmth

    While wearing this ring, you have resistance to cold Dmg. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

  • Ring of Mind Shielding

    While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. …

  • Gloves of Missile Snaring

    _Requires Attunement_ These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the Dmg by 1d10 + your DEX modifier, provided that you have a …

  • Hat of Disguise

    _Requires Attunement_ While wearing this hat, you can use an action to cast the _*Disguise Self*_ spell from it at will. The spell ends if the hat is removed.

  • Helm of Telepathy

    _Requires Attunement_ While wearing this helm, you can use an action to cast the _*Detect Thoughts*_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature …

  • Keoghtom's Ointment

    This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. the jar and its contents weigh 1/2 lbs. As an action, 1 dose of the ointment can be swallowed or applied to the skin. The creature that …

  • Lantern of Revealing

    While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 ft radius and dim light for an additional 30 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an …

  • Medallion of Thoughts

    _Requires Attunement_ The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _*Detect Thoughts*_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

  • Necklace of Adaptation

    _Requires Attunement_ While wearing this necklace, you can breathe normally in any environment, and you have advantrage on saving throws made against harmful gases and vapors (such as _*Cloudkill*_ and _*Stinking Cloud*_ effects, inhaled poisons, and …

  • Pearl of Power

    _Requires Attunement by a Spellcaster_ You can use an action to speak this pearl's command word and regain 1 expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

  • Periapt of Health

    You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.

  • Periapt of Wound Closure

    _Requires Attunement_ While you wear this pendant, you stabilize whenever you are dying at the start of your turn. in addition, whenever you roll a Hit Die to regain HP, double the number of HP it restores.

  • Pipes of Haunting

    _You must be proficient with wind instruments to use these pipes._ They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 ft of you that hears you play must succeed on …

  • Pipes of the Sewers

    _Requires Attunement_ _You must be proficient with wind instruments to use these pipes._ While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes …

  • Mariner's Armor

    While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 HP, the armor causes you to rise 60 ft toward the surface. The armor is decorated with fish and shell motifs.

  • Mithral Armor

    Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes a disadvantage on DEX (Stealth) checks or has a STR requirement, the mithral version of the armor doesn't.

  • Oil of Slipperiness

    This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. 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 …

  • Philter of Love

    The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed …

  • Gem of Brightness

    This prism has 50 charges. While you are holding it, you can use an action to speak 1 of 3 command words to cause 1 of the following effects: * The first command word causes the gem to shed bright light in a 30 ft radius and dim light for an additional …

  • Robe of Useful Items

    This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach 1 of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an …

  • Rope of Climbing

    This 60 ft length of silk rope weighs 3 lbs and can hold up to 3,000 lbs. If you hold 1 end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you …

  • Sending Stones

    Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch 1 stone, you can use an action to cast the _*Sending*_ spell from it. The target is the bearer of the other stone. If no …

  • Spell Scroll

    A _Spell Scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, …

  • Adamantine Armor

    This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit.

  • Potion of Growth

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

  • Immovable Rod

    This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is …

  • Staff of the Adder

    _Requires Attunement by a Cleric, Druid, or Warlock._ You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the …

  • Wand of the War Mage

    _Requires Attunement by a Spellcaster._ _Uncommon (+1)_ _Rare (+2)_ _Very Rare (+3)_ While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack.

  • Wand of Web

    _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 cast the _*Web*_ spell (save DC 15) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend …

  • Wand of Secrets

    This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 ft of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

  • Staff of the Python

    _Requires Attunement by a Cleric, Druid, or Warlock._ You can use an action to speak this staff's command word and throw the staff on the ground within 10 ft of you. The staff becomes a giant constrictor snake (see the *_Monster Manual p. 324_* for …

  • Wind Fan

    While holding this fan, you can use an action to cast the _*Gust of Wind*_ spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20% chance of not working …

  • Weapon of Warning

    _Requires Attunement._ This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can't be surprised, except when incapacitated by …

  • Winged Boots

    _Requires Attunement._ While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. …

  • Trident of Fish Command

    _Requires Attunement._ This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _*Dominate Beast*_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 …

  • Slippers of Spider Climbing

    _Requires Attunement._ While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don …

  • Alchemy Jug

    This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 lbs whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name 1 liquid from the table …

  • Bag of Holding

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 ft in diameter at the mouth and 4 ft deep. The bag can hold up to 500 lbs, not exceeding a volume of 64 cubic ft. The bag weighs 15 lbs, regardless of its contents. …

  • Boots of Elvenkind

    While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on DEX (Stealth) checks that rely on moving silently.

  • Boots of the Winterlands

    _Requires Attunement._ These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: * You have resistance to cold damage. * You ignore difficult terrain created by ice or snow. * You can tolerate …

  • Bracers of Archery

    _Requires Attunement._ While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

  • Broom of Flying

    This wooden broom, which weighs 3 lbs, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 ft. It can carry up to 400 lbs, but its …

  • Cap of Water Breathing

    While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, …

  • Circlet of Blasting

    While wearing this circlet, you can use an action to cast the _*Scorching Ray*_ spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.

  • Cloak of Elvenkind

    _Requires Attunement._ While you wear this cloak with its hood up, WIS (Perception) checks made to see you have disadvantage, and you have advantage on DEX (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood …

  • Driftglobe

    "Image":http://vignette2.wikia.nocookie.net/gotascent/images/7/71/Dragon-egg_00384693.jpg/revision/latest?cb=20131229121710 This small sphere of thick glass weighs 1 pound. If you are within 60 ft of it, you can speak its command word and cause it to …

  • Dust of Disappearance

    Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 ft of you become invisible for 2d4 minutes. The duration is …

  • Dust of Dryness

    This small pack contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 ft on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's …

  • Dust of Sneezing and Choking

    Found in a small container, this powder resembles very fine sand. It appears to be _*Dust of Disappearance*_, and an _*Identify*_ spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into …

  • Elemental Gem

    This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _*Conjure Elemental*_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell …

  • Eversmoking Bottle

    Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60 ft radius from the bottle. The cloud's area is heavily obscured. Each minute the …

  • Eyes of Charming

    _Requires Attunement._ These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the _*Charm Person*_ spell (save DC 13) on a humanoid within 30 ft of you, provided that you and the …

  • Eyes of Minute Seeing

    These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 ft. You have advantage on INT (Investigation) checks that rely on sight while searching an area or studying an object within that range.

  • Eyes of the Eagle

    _Requires Attunement._ These crystal lenses fit over the eyes. While wearing them, you have advantage on WIS (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and …

  • Javelin of Lightning

    This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 ft wide that extends out from you to a target within 120 ft. Each creature in the line excluding you and the target must …

  • Deck of Illusions

    This deck contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to …

  • Bag of Tricks

    This ordinary bag, made from Gray, Rust, or Tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up …

  • Balloon Pack

    This backpack contains the spirit of an [[Air Elemental | Air Elemental]] and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the _*Levitate*_ spell for 10 minutes, targeting …

  • Bottled Breath

    This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the _*Gust of Wind*_ spell. If you hold the breath, you don't need to breathe for 1 hour, though you …

  • Seeker Dart

    This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 ft of you. You must have seen the target before, but …

  • Storm Boomerang

    This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 ft, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the …

  • Wingwear

    _Requires Attunement._ This snug uniform has leather flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a …

  • Reszur Dagger

    [[File:540320 | class=media-item-align-none | Reszur_Dagger.jpg]] a [[Weapon | +1 Dagger]] decorated with star motifs and a grip of night-blue leather. Dried blood still coats the dagger from its use in killing and carving symbols on the murdered …

  • Sword of the Spellbreaker

    _Weapon (any sword), uncommon_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you damage a creature that is concentrating on a spell with this weapon, that creature has disadvantage on the saving throw it makes to …

  • Bardbarian Flail

    _Weapon (flail), uncommon (requires attunement by a Barbarian or Bard)_ This flail has an elegant handle made of strong wood, and the skull of a beast as it's head. Small whistles, strings and bells have been worked into the weapon, and it creates …

  • Returning Dagger

    _Weapon (dagger), uncommon_ This curved dagger is fashioned out of black iron, and feels warm to the touch. The handle appears to be wrapped in leathery fiend skin, tied together with a tail. At the base of the dagger is a horn, with the symbol of the …

  • Goliath Grip Gauntlets

    _Wondrous item, uncommon_ While wearing these gauntlets, you cannot be disarmed of whatever weapons you are wielding. Additionally, you have advantage to any Strength (climb) checks that you make.

  • Pipes of Powerful Discord

    _Wondrous item (any woodwind instrument), uncommon (requires attunement)_ You must be proficient with a wind instrument to use this item. This instrument has 3 charges. You can spend 1 charge as an Action to cast the _thunderwave_ spell. You can also …

  • Brute Bite Brew

    _Potion, Uncommon_ This vial is filled with a deep purple, almost black liquid. It can be felt to shake and jitter at random intervals. Drinking this potion grants you a new magical melee attack Action for 1 hour. When affected by the potion, a …

  • 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 …

  • Mage's Magic Mantle

    _Potion, Uncommon_ This bottle is filled with bright blue liquid that constantly appears to be bubbling and boiling. When you drink this potion, you become draped in a flowing ethereal blue robe. You gain 15 temporary HP that last for 1 hour. While …

  • Weapon of First Blood

    _Weapon (any), uncommon_ This weapon is crafted with sigils of tongues licking blood through razor-sharp teeth. When you use this weapon to deal damage to a creature at its maximum amount of HP, you deal an additional 1d6 damage. If you are at your …

  • Staff of Ocean's Echo

    Listening closely to the conch shell atop this staff. one could swear they could hear the ocean's waves. Beyond the waves of the ocean, the last message spoken into a conch shell echoes. While you touch one such staff, you can use an action to cast the …

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