Horseshoes of Speed. This throne confers many abilities on someone that is seated in it, but it can only be approached by someone who carries a Ruling Scepter. You can access it and store information in it by opening your mind to the shard. Since sorcerers cant wear any kind of armor without taking a feat or multiclassing, this item will save your life. It also is immune to the effects of age. CHAPTER 4: MAGIC ITEMS 139. These boots allow you to cast Levitate on yourself at will. A single-use magical item that can be squeezed to give the user advantage on Strength checks and Strength saving throws for one hour. After drinking this potion, you gain two Fragments of Possibility, which you can use to reroll any two ability checks, attack rolls, or saving throw rolls for the next 8 hours. This cloak gives you a +1 to your AC and saving throws. This +3 warhammer instills in you a fear of being outside that gives you disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky. You can also activate the storm avatar form to gain several more abilities and a lightning-strike attack. Dawnbringer is a sentient Sun Blade with the added ability to cast Lesser Restoration. When you score a critical hit against a creature with this blade, theres a chance that the creature will be affected by the Polymorph spell. This wand can be used to cast Hold Person or Hold Monster. This tattoo lets you deal extra necrotic damage on melee attacks and regain HP equal to the damage you dealt. These gauntlets turn any weapon you hold into a magic weapon, and they can even cover your weapons in magical flames to deal an extra 1d6 fire damage. Wizards live and die by their spells, which is why many of the best magic items for wizards either allow you to cast more spells each day or have more spells in your spellbook. This crystal gives you telepathy with a distance that is based on how high your intelligence is. If it is full, you can use it to activate an ability that immediately kills a creature you attack that has 75 or fewer hit points. The way 5e is set up, a magic item, even a +1 sword, should be a rare and valuable find. If you hold one end of the rope and use an action to speak the command word, the rope animates. This is the favored weapon of Orcus, lord of undeath. This jug always seems to have liquid sloshing around in it. Magic Items This is in its own separate part as magic items aren't always a part of every campaign. This stone is actually an aboleth transformed into a stone. A chest that prevents food and other perishable items stored in it from decaying or aging. However, regaining an average of 11 hit points every attack is more tempting. Whats better than sometimes being hit? When all four of these horseshoes are affixed to a horse or similar creature, its speed is increased by 30 feet. It also has a specific property relating to its elemental essence of air, earth, fire, or water. Magic items that set an ability score to 19 are great if its your most used ability score. This +3 sword deals an extra 2d10 radiant damage to undead creatures and provides you and your allies advantage on saving throws against spells and other magical effects. It offers many benefits, such as the ability to cast Disintegrate and Blight. The flail deals an additional 1d8 radiant damage on every hit, and you can activate the flail to cause a cloud of incense to pour out to a radius of 10 feet, healing everyone you want within range for 1d4 hit points every round. While this cloaks hood is up, you have a swimming speed of 60 feet and can breathe underwater. This talisman can only be attuned by a good-aligned creature to whom it serves as a holy symbol that provides a +2 bonus to spell attack rolls. While this armor is useful for all artificers, heavy adamantine armor is perfect for an armorer to make their Arcane Armor out of. When this weapon kills a humanoid, their soul is sent to the River Styx to be reborn as a lemure devil. This horn was a gift from Tiamat to dragons in the war between dragonkind and giants. This prosthetic arm can be used as a ranged projectile weapon that flies from your body, dealing 1d8 force damage to a target. Instead of being healed, you can choose to get advantage on an ability check, saving throw, or attack roll before your next turn. Now, not only do enemies need to locate you, they attack with disadvantage while you wear this cloak. This ring can be used to cast several spells. When the five dragon masks are assembled together, they form this artifact. Chapter 4 is replete with new magic (or psionic if you prefer) items, . Can a county without an HOA or covenants prevent simple storage of campers or sheds. These boots give you a flying speed equal to your walking speed. Monks are already a potent class in D&D, but with the addition of the right feats, they can become even stronger, tougher, and more versatile. It emits dim light and can be used to determine distances when dropped more than 5 feet. These spellbooks provide a bonus to your spell-save DC and spell-attack bonus. However, it is also a cursed axe that gives you a chance of going berserk and attacking the closest creature to you everytime you take damage. This small cube creates a large cube of force 15 feet to a side with varying effects depending on the amount of charges you expend. This small silver pin can be used to cast Disguise Self. This piece of cloth can be placed on any solid surface to create a two-way portal to another world or plane of existence. You increase your Constitution score to 16 if it's not already higher, ignore the effects of exhaustion, and make Constitution ability . Use this to make sure that Purple Worm turns into a rabbit, then cast Sleep on it and stick it in a Bag of Devouring, problem solved. While this is a potent item, the 5e approach completely eliminates the stat boosting arms race of 3e. The effects of this amulet are simple yet powerful. This +1 magic quarterstaff also provides a +1 to spell attack rolls. A morphing tattoo that can shift around your body and even be used to cast Disguise Self. Well, unless the jailer uses See Invisibility or has True Sight or something similar. Your entire party cannot be surprised and are woken up if asleep when combat begins. You can use this bridle to cast Dominate Beast. Three objects that weigh no more than 1 pound each can float above the tip of this staff until it is no longer in your possession. Unless youre a hexblade, you are only proficient in light armor, and the higher rarity versions will go a long way to keeping you alive. This book has an affinity for necromancy magic. This potion lets you breathe fire (one target 30 ft range, DC 13 Dex save, 4d6 fire damage, half damage on a successful save) three times over the course of the next hour. This cloak lets you cast Dimension Door once per day. Once you reach 5th level, this will compete with Uncanny Dodge but is still worth it. A piece of magical ammunition that provides a +3 bonus to attack and damage rolls. This spell gives you advantage on saving throws against spells that target only you. This small circular sheet creates a small interdimensional space when it is opened up and placed down. This book contains all of Tashas research on demons. This +1 armor has several extradimensional spaces on it. This stone can be used to undo an action. This skeleton key provides different benefits depending on if it is in its dormant, awakened, or exalted state. This 10-foot pole can be reduced to just a foot long with the use of its command word. While wearing this ring you regain 1d6 hit points every 10 minutes. 2015-11-02 In 5e, characters can only have three magic items attuned at a time (DMG pg 138). 192 . You can use this bow to declare a sworn enemy. This deck is very similar to the Deck of Many Things but has several different cards in it. Never being hit! When you fall while wearing this ring, you descend 60 feet each turn and take no damage from falling. With a high Wisdom score, you can reliably scout for your party without expending a Wild Shape. While your flight is capped at a maximum of 4 hours each day, you wont run into any trouble unless youre attempting long-distance travel. These boots give you a flying speed equal to your walking speed. This makes the Cloak of Displacement an incredible item for you. Incense of Meditation. This tablet can be used to cast Eyebite or Gate once a day. Horseshoes of a Zephyr. So powerful, but below the potential peak. These orbs control the altitude and movement of the sky castles that they are keyed to. If youre wearing adamantine armor, a critical hit becomes a normal hit. One of the most exciting aspects of wandering and plundering the worlds of D&D is the friends loot that you find along the way. Many different belts exist, each setting your Strength score to a specified number. In addition, it allows you to cast any one cleric or wizard spell without a spell slot each day. When this oil is applied to a weapon or piece of ammunition that deals slashing or piercing damage, it gains a +3 bonus to attack and damage rolls and becomes magical for an hour. Iron Flask. A cone-shaped hat adorned with gold crescent moons and stars that can be used as a spellcasting focus for a wizard. If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If you die while wearing this +1 armor, each celestial, fey, and fiend must succeed on a DC 15 saving throw or be banished to its home plane of existence. Steel is a +2 sentient longsword that can be used to cast Revivify. This ring functions the same as the Cloak of Protection, giving you a +1 to your AC and saving throws. This boomerang provides a +1 to attack and damage rolls made with it. It also allows you to cast Dominate Monster by expending charges. It can also be used to reflect psychic-damage-dealing attacks to another creature within 30 feet of you. This large 20-sided die causes a number of powerful arcane effects depending on the side that rolls face up. Intelligence bolsters book smarts, and Wisdom represents street smarts. You can use this helm to cast the Teleport spell. In the hands of a mind flayer, this magic whip deals an extra 2d4 psychic damage on a hit and imposes disadvantage on Wisdom, Intelligence, and Charisma saving throws for a minute. When you cast a spell that regains hit points, this allows you to add 1d4 to the total. This item turns up your trickery to 11 as you can now cast Disguise Self at will. The rarity and color of the gem determines its spell-save DC or spell-attack bonus. Amulet of Health (rare) DMG p 150 sets your Con score to 19. Combine this with Expertise in Perception, and you will almost always go first in combat and always see whats ahead. When it hits an enemy, they are restrained. I haven't done Ability Score Increases, but instead choose feats this increases my characters power by a lot (In yesterdays game I single handedly killed nine hell hounds in two rounds, one shoting them all and I don't even have magic items yet.). This staff fulfills their wildest dreams. This small glass sphere can produce either the Light or Daylight spells. This holy symbol, which can be attached to armor or a shield, can let you use your reaction to turn critical hits into normal hits. Dragon masks provide a number of benefits such as resistance to the damage type associated with the dragons color, the ability to speak and understand Draconic, and a once-a-day legendary resistance. A magic weapon that attaches to the arm of a warforged. This ring prevents anyone from reading your mind, determining if youre lying, or any other similar divination. Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. This blade deals extra radiant damage and can even be used to regain hit points equal to the radiant damage it deals. An orb that allows the user to know which direction north is so long as they are on the material plane. However, it is cursed to give you disadvantage when dealing with demons. If you want to hit things with a big stick, this should satisfy you. At least your paladin can dream of having one. This wand only has two charges and casts either a green Fireball or a blue Lightning Bolt at random. In addition, it allows you to cast any one druid or wizard spell without a spell slot each day. Home > Magic Items > Wondrous Items > A-B > Belt of Mighty Constitution Aura moderate transmutation; CL 8th; Slot belt; Price 4,000 gp (+2), 16,000 gp (+4), 36,000 gp (+6); Weight 1 lb. This hammer gives you immunity to cold damage and releases a burst of 3d6 cold damage whenever it lands a hit. An amulet used to control a shield guardian. You can also use this to deal a blast of its specified damage in a 20-foot cone. You can expend charges when you make a melee attack with this +3 magical quarterstaff to deal extra force damage on a hit. You can make one additional attack with this +2 scimitar as a bonus action on each of your turns. 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