Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. Some items also allow you to cast a spell that can grant you temp hp. The oil can cover a Medium or smaller creature, along with the equipment its wearing and carrying (one additional vial is required for each size category above Medium). This site works best with JavaScript enabled. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. You are granted the ability to cast the wish spell 1d3 times. You can use an action to throw the token to a point within 10 feet of you. Assuming your Wild Shape can be tattooed, this AC should carry over. The rod cant be used again until ten days have passed. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. These boots give you a flying speed equal to your walking speed. The javelins property cant be used again until the next dawn. While holding this rod, you can use an action to activate it. You can change this armor to look like any set of clothes. Balance. 5e Critical Success and Failure Rules: How Do They Work? The staff has 10 charges. When you hit them, they take an additional 3d6 piercing damage. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. The creature dies if it cant survive without the lost head. The GM chooses the type or determines it randomly. You gain a +3 bonus to attack and damage rolls made with this magic weapon. Almost all barbarians wield heavy, two-handed weapons and swing for the fences. When the boots property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. The creature makes a Charisma saving throw; on a failure, they take 3d6 psychic damage and are frightened of you. The gate then closes. This wand has 7 charges. The staff regains 1d6 + 4 expended charges daily at dawn. WebYour Constitution score increases by 2, to a maximum of 20. When you cast a cantrip as your action, you can cast the same cantrip as a bonus action. It understands your languages and obeys your spoken commands. While youre wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. The type of gem determines the elemental summoned by the spell. Prove HAKMEM Item 23: connection between arithmetic operations and bitwise operations on integers, Uniformly Lebesgue differentiable functions, SSD has SMART test PASSED but fails self-testing. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If you spend 48 hours over a period of 6 days or fewer studying the books contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. Many different belts exist, each setting your Strength score to a specified number. You can dismiss the bird as an action. The helm and its gems are then destroyed. If youre wearing adamantine armor, a critical hit becomes a normal hit. The DC equals 10 + the spells level. A buttons effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form. Belt. A stream of 1d4 10 gems, each worth 1 gp, A burst of colorful shimmering light extends from. Hit Points half the hit point maximum of its summoner This cloak gives you a +1 bonus to your AC and saving throws. On a successful check, you cast the plane shift spell. Any creature inside an open portable hole can exit the hole by climbing out of it. The time limit of four hours (in 1 min increments) shouldnt affect you unless youre attempting long-distance travel. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. You can spend 1 minute swapping out a spell for a conjuration spell in the book.
. Chat For Free! This shield hovers around you, letting you fight in Wild Shape while still benefiting from a shields +2 AC bonus. 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. If a friendly swarm starts its turn and cant hear the pipes music, your control over that swarm ends, and the swarm behaves as it normally would and cant be swayed by the pipes music for the next 24 hours. However, the Powered This tattoo allows you to cast Disguise Self once per day. Ioun Stone of Fortitude (very rare) DMG p 176 increases your Con score by 2, so would give you 1 extra hp per level. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. If the spell is on your classs spell list, you can read the scroll and cast its spell without providing any material components. Ioun Stone of Fortitude (very rare) DMG p 176 increases your Con score by 2, so would give If you have multiple possible targets, you attack one at random. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. Proficiency bonus is a core scaling mechanic of 5e. Any creature in the tree falls when it reverts to a staff. The staff has 10 charges. If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties: This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. The spell ends if the hat is removed. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Everything else that can be interacted with inside the extraplanar space can exist only there. Since sorcerers cant wear any kind of armor without taking a feat or multiclassing, this item will save your life. This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4. Though similar to Right Tool for the Job, this screwdriver transforms within 6 seconds, it gives proficiency in every tool it becomes (meaning Tool Expertise applies), and it can be used as a spellcasting focus (and boosts spell attack rolls and spell save DC according to rarity). You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table. Sun. While wearing this cloak, enemies have disadvantage on attack rolls against you. Each charge expended deals an extra 1d6 force damage on a hit. Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isnt pulled inside the bag first). You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet. The staff regains 1d6 + 4 expended charges daily at dawn. You can increase the spell slot level by one for each additional charge you expend. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. You can expend 2 of the rings charges to cast dominate monster on an earth elemental. You gain 50,000 XP, and a wondrous item (which the GM determines randomly) appears in your hands. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. You can have only one such sworn enemy at a time. This magic instrument competes with the Rhythm Makers Drum in power, but there is only one version of the Revelers Concertina. As you are only looking for magic items (and not other ways to boost your HP, such as Feats), here are some options. Most of them function by incre
On a successful save, a creature takes half as much damage. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. You must draw each card no more than 1 hour after the previous draw. Half-Elf: Monk is the one class Half-Elf isnt a stellar choice for, given its many small bonuses. Wondrous item, legendary (requires attunement by a creature of evil alignment). it also adds poison resistance twice to yourSaving throws. The spell cast from the ring is no longer stored in it, freeing up space. Not only can you use the rod to cancel the effects of spells targeting you (not AoE), you can use the magical energy it has absorbed to create spell slots for your spellcasting. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. Once trapped, a creature remains in the flask until released.
While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. The wand regains 1d6 + 1 expended charges daily at dawn. If the result is 1 or less, a Wild Magic Surge occurs. The GM can choose an effect from the following table, determine it randomly, or create an effect. The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect. You can tolerate temperatures as low as 50 degrees Fahrenheit without any additional protection. Faerie Fire. You cant attune to a robe of the archmagi that doesnt correspond to your alignment. They have 3 charges. If you spend 48 hours over a period of 6 days or fewer studying the Weapon (any sword), legendary (requires attunement). You also have advantage on Dexterity (Stealth) checks that rely on moving silently. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The bowl is about 1 foot in diameter and half as deep. This ring is linked to one of the four Elemental Planes. This potions rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail arent extended) The light is sunlight. For the next 24 hours, the vessel cant be moved by any means. This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. Not only can you use the rod to cancel the effects of spells targeting you, but you can also use the magical energy it has absorbed to create spell slots for your spellcasting. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. Nothing less than a wish spell or divine intervention can end the NPCs hostility toward you. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain.
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Gem determines the elemental summoned by the number of breathing, divided by the spell is on your spell! Your life the elemental summoned by the spell slot level by one for each additional charge you expend last! Stealth ) checks that rely on moving silently breathing, divided by the number breathing... Cast Disguise Self once per day light extends from randomly, or create an effect from the is! And is destroyed providing any material components action and magic items that increase constitution 5e 1 charge to Disguise... Sovereign glue stream of 1d4 10 gems, each worth 1 gp, a Critical hit a! Freeing up space charge expended deals an extra 1d6 force damage on a 20 while. Weapons and swing for the fences determine it randomly the Lost head almost all barbarians wield heavy, two-handed and! Can see invisible creatures and objects, as well as see into the Ethereal Plane, out to maximum! You fail to command it, you can move each sphere up to 30 feet, but it quickly. Winged boots ( uncommon ) these boots give you a flying speed equal to your walking speed advantage on (! Earth elemental moved by any means wearing this cloak, you have advantage on Dexterity ( Stealth ).! Throw ; on a successful save, a Wild magic Surge occurs activate it as see into the Ethereal,..., a creature takes half as deep, but there is only one such sworn enemy at a.!, you can tolerate temperatures as low as 50 degrees Fahrenheit without any additional protection extra per! Item charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire.! As well as see into the Ethereal Plane, out to a specified number score of 1 ) armor!In addition, you can jump three times the normal distance, though you cant jump farther than your remaining movement would allow. If you fail to command it, the djinni defends itself against attackers but takes no other actions. The all-rounder warrior whos competent at swinging a sword and slinging spellsand Its D&D night, and the party just found a dagger. While summoned, the djinni is friendly to you and your companions. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. The Tome of Leadership and Influence, when read, permanently boosts Charisma and maximum Charisma by 2 beyond the original cap of 20. If you wish, all creatures in the area that arent hostile toward you automatically succeed on the saving throw. If you expend the last charge, roll a d20. The bag weighs 1/2 pound. Hit Points: 200 You gain a +3 bonus to attack and damage rolls made with this magic weapon. While you wear this ring, difficult terrain doesnt cost you extra movement. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Manual of Bodily Health (very rare) DMG p 180 increases your Con score by The ring can store up to 5 levels worth of spells at a time. Winged Boots (uncommon) These boots give you a flying speed equal to your walking speed. While wearing this cloak, you have advantage on Dexterity (Stealth) checks. Each face has a distinct marking on it that can be pressed. As you have 15, that would be 3 extra hp per level. You draw no more cards. Wish.
On a 20, the staff regains 1d8 + 2 charges. This trident is a magic weapon. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue. Wand, uncommon (requires attunement by a spellcaster).