| d23 | Result | Description |
|---|---|---|
1 |
*# +2 Ammunition (1d5+7)* |
Ammunition, generic variant, rare This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity (2,000 GP). Base items. This item variant can be applied to the following base items: Arrow (+2 Arrow) Found On: Armaments - Rare, Implements - Rare Source: DMG'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1000gp |
2 |
*# Bead of Force (1d4+3)* |
Wondrous item, rare ½ lb. 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 take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. Found On: Arcana - Rare Source: DMG'24, page 234. Also found in ScoEE. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 960gp |
3 |
*# Chime of Opening* |
Wondrous item, rare 1 lb. This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless. Found On: Arcana - Rare, Implements - Rare Source: DMG'24, page 244. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1500gp |
4 |
*# Condensed Order* |
Wondrous item, uncommon Condensed Order is a silvery powder that can be extracted from those of a lawful persuasion. Devils bound for the war fronts of Avernus take flasks and snuff boxes of the stuff to fortify themselves against exposure to the raw chaos of demons. Taking the substance requires an action and makes you immune to the flesh warping feature of demonic ichor. It also gives you advantage on saving throws against any effect from a demonic source. These benefits last for 8 hours. Source: CoA, page 267 Cost: 200gp |
5 |
*# Dispelling Stone* |
Source: Explorer's Guide to Wildemount Wondrous item, very rare This smooth, rainbow-colored, egg-shaped stone can be thrown up to 30 feet and explodes in a 10-foot-radius sphere of magical energy on impact, destroying the stone. Any active spell of 5th level or lower in the sphere ends. egwvery-rarewondrous-item Cost: 1000gp |
6 |
*# Elemental Gem* |
Wondrous item, uncommon Multiple variations of this item exist, as listed below: Elemental Gem, Blue Sapphire Found On: Arcana - Uncommon Source: DMG'24, page 257. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 2000gp |
7 |
*# Gem of Brightness* |
Wondrous item, uncommon This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: First Command Word. The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP. Found On: Arcana - Uncommon Source: DMG'24, page 264. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 5000gp |
8 |
*# Nolzur's Marvelous Pigments* |
Wondrous item, very rare This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm. Found On: Arcana - Very Rare, Implements - Very Rare Source: DMG'24, page 281. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 5000gp |
9 |
*# Oil of Sharpness* |
Potion, very rare ½ lb. One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. Found On: Arcana - Very Rare, Armaments - Very Rare Source: DMG'24, page 282. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 17000gp |
10 |
*# Potion of Flying* |
Potion, very rare ½ lb. When you drink this potion, you gain a Fly Speed equal to your 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 top of its container and has cloudy white impurities drifting in it. Found On: Arcana - Very Rare, Implements - Very Rare Source: DMG'24, page 287. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 15000gp |
11 |
*# Potion of Frost Giant Strength* |
Potion, rare ½ lb. When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a frost giant. Found On: Arcana - Rare, Armaments - Rare Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 900gp |
12 |
*# Potion of Mind Control (monster)* |
Potion, very rare When you drink a potion of mind control, you can cast a dominate spell (save DC 15) on a specific creature if you do so before the end of your next turn. If you don't, the potion is wasted. A potion of mind control produces the effect of a dominate monster spell. If the target's initial saving throw fails, the effect lasts for 1 hour, with no concentration required on your part. The charmed creature has disadvantage on new saving throws to break the effect during this time. Source: TftYP, page 229 Cost: 20000gp |
13 |
*# Potion of Possibility* |
Source: Explorer's Guide to Wildemount Potion, very rare When you drink this clear potion, you gain two Fragments of Possibility, each of which looks like a Tiny, grayish bead of energy that follows you around, staying within 1 foot of you at all times. Each fragment lasts for 8 hours or until used. When you make an attack roll, an ability check, or a saving throw, you can expend your fragment to roll an additional d20 and choose which of the d20s to use. Alternatively, when an attack roll is made against you, you can expend your fragment to roll a d20 and choose which of the d20s to use, the one you rolled or the one the attacker rolled. If the original d20 roll has advantage or disadvantage, you roll your d20 after advantage or disadvantage has been applied to the original roll. While you have one or more Fragments of Possibility from this potion, you can't gain another Fragment of Possibility from any source. egwpotionvery-rare Cost: 21000gp |
14 |
*# Potion of Stone Giant Strength* |
Potion, rare ½ lb. When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a stone giant. Found On: Arcana - Rare, Armaments - Rare Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 900gp |
15 |
*# Potion of Superior Healing* |
Potion, rare ½ lb. You regain 8d4 + 8 Hit Points when you drink this potion. The potion's red liquid glimmers when agitated. Found On: Implements - Rare, Relics - Rare Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 750gp |
16 |
*# Potion of Vitality* |
Potion, very rare ½ lb. When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. Found On: Arcana - Very Rare, Relics - Very Rare Source: DMG'24, page 289. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 17000gp |
17 |
*# Quaal's Feather Token, Bird* |
Wondrous item, rare This object looks like a feather. You can take a Magic action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a Roc, but it can't attack. It obeys your simple commands and can carry up to 500 pounds while flying at its maximum speed (16 miles per hour for a maximum of 144 miles per day, with a 1-hour rest for every 3 hours of flying) or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as a Magic action. Found On: Arcana - Rare, Implements - Rare Source: DMG'24, page 290. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 2500gp |
18 |
*# Reincarnation Dust* |
Wondrous item, very rare When this small pouch of purple dust is sprinkled on a dead humanoid or a piece of a dead humanoid, the dust is absorbed by the remains. If willing, the dead creature returns to life with a new body as if the reincarnate spell had been cast on the remains. Source: EGW, page 268 Cost: 1000gp |
19 |
*# Ring of Temporal Salvation* |
Source: Explorer's Guide to Wildemount Ring, rare (requires attunement) If you die while wearing this gray crystal ring, you vanish and reappear in an unoccupied space within 5 feet of the space you left (or the nearest unoccupied space). You have a number of hit points equal to 3d6 + your Constitution modifier. If your hit point maximum is lower than the number of hit points you regain, your hit point maximum rises to a similar amount. If you have any levels of exhaustion, reduce your level of exhaustion by 1. Once the ring is used, it turns to dust and is destroyed. attunedegwrarering Cost: 2000gp |
20 |
*# Sling Bullets of Althemone (1d4+4)* |
Ammunition, very rare The sling bullets come in a pouch, which contains 1d4 + 4 bullets. Roll on the Magic Sling Bullets table for each bullet to determine its magical property. You have a +2 bonus to attack and damage rolls made with each of these bullets. If a bullet misses its target, the bullet teleports back into the pouch. Once a bullet hits a target, the bullet loses its magic. Magic Sling Bullets d4 Bullet 1 Banishment. A creature that takes damage from this bullet must succeed on a DC 15 Charisma saving throw or be banished as though affected by the banishment spell. Source: MOT, page 198 Cost: 15000gp |
21 |
*# Spell Scroll (5th Level)* |
Scroll, rare A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make a DC 15 ability check using your spellcasting ability to determine whether you cast the spell. On a failed check, the spell disappears from the scroll with no other effect. If the spell requires a saving throw or an attack roll, the spell save DC is 17, and the attack bonus is +9. Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 5 spell is copied in this way, the copier must succeed on a DC 15 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed. Found On: Arcana - Rare, Relics - Rare Source: DMG'24, page 305. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1500gp |
22 |
*# Spellwrought Tattoo (4th Level)* |
Wondrous item (tattoo), rare Produced by a special needle, this magic tattoo contains a single 4th level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7. Source: TCE, page 135 Cost: 1600gp |
23 |
*# Vial of Stardust* |
Any creature that sprinkles the contents of a Vial of Stardust over itself gains the ability to cast the dream spell once as an action (spell save DC 15), requiring no components. Source: WDMM, page 251 Cost: 700gp |