Permanents-D-113358 (d23)

d23 Result Descriptions

1

*# +1 All Purpose Tool*

Wondrous item, uncommon (requires attunement by an artificer)

This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it.

While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.

As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.

Source: TCE, page 119

Cost: 1500gp

2

*# +1 Amulet of the Devout*

Wondrous item, uncommon (requires attunement by a cleric or paladin)

1 lb.

This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.

While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.

Source: TCE, page 119

Cost: 1500gp

3

*# +1 Arcane Grimoire*

Wondrous item, uncommon (requires attunement by a wizard)

3 lb.

While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.

You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.

Source: TCE, page 120

Cost: 1500gp

4

*# +1 Bloodwell Vial*

Wondrous item, uncommon (requires attunement by a sorcerer)

To attune to this vial, you must place a few drops of your blood into it. The vial can't be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.

In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can't be used again until the next dawn.

Source: TCE, page 122

Cost: 1500gp

5

*# +1 Dragonhide Belt*

Wondrous item, uncommon (requires attunement by a monk)

This finely detailed belt is made of dragonhide. While wearing it, you gain a +1 bonus to the saving throw DCs of your ki features. In addition, you can use an action to regain ki points equal to a roll of your Martial Arts die. You can't use this action again until the next dawn.

Source: FTD, page 23

Cost: 1500gp

6

*# +1 Fate Dealer's Deck*

Wondrous item, rare (requires attunement by a cleric or paladin)

The backs of these cards are inscribed with glyphs representing the Inner Planes, the Outer Planes, or the holy symbols of various deities. While holding this deck, you can use it as a spellcasting focus, and you gain a +1 bonus to spell attack rolls and to your spell save DC.

In addition, while you're holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the deck's bonus to the number rolled. One creature you can see within 30 feet of you either takes radiant damage or regains hit points (your choice) equal to the total.

Source: BMT, page 61

Cost: 1500gp

7

*# +1 Moon Sickle*

Weapon (Sickle), uncommon (requires attunement by a druid or ranger)

Simple weapon, melee weapon

2 lb.

1d4 Slashing

Light

This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.

When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.

Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.

Source: TCE, page 133

Cost: 1500gp

8

*# +1 Rhythm-Maker's Drum*

Wondrous item, instrument, uncommon (requires attunement by a bard)

3 lb.

While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.

As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can't be used again until the next dawn.

If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.

See the Tool Proficiencies entry for more information.

Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.

History. Your expertise aids you in recalling lore related to your instrument.

Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.

Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.

Musical Instrument

Activity DC

Identify a tune 10

Improvise a tune 20

Source: TCE, page 134. Additional information from XGE, page 83.

Cost: 1500gp

9

*# +1 Rod of the Pact Keeper*

Rod, uncommon (requires attunement by a warlock)

2 lb.

While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your Warlock spells.

In addition, you can regain one spell slot as a Magic action while holding the rod. You can't use this property again until you finish a Long Rest.

Source: DMG'24, page 301

Cost: 1500gp

10

*# +1 Shield*

Generic variant, uncommon

  • This generic variant has the same name and source as the item +1 Shield.

While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Base items. This item variant can be applied to the following base items:

Shield (+1 Shield)

Found On: Armaments - Uncommon

Source: DMG'24, page 303. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 1500gp

11

*# Abracadabrus*

Wondrous item, very rare

25 lb.

An abracadabrus is an ornate, gemstone-studded wooden chest that weighs 25 pounds while empty. Its interior compartment is a cube measuring 1½ feet on a side.

The chest has 20 charges. A creature can use an action to touch the closed lid of the chest and expend 1 of the chest's charges while naming one or more nonmagical objects (including raw materials, foodstuffs, and liquids) worth a total of 1 gp or less. The named objects magically appear in the chest, provided they can all fit inside it and the chest doesn't contain anything else. For example, the chest can conjure a plate of strawberries, a bowl of hot soup, a flagon of water, a stuffed animal, or a bag of twenty caltrops. Food and drink conjured by the chest are delicious, and they spoil if not consumed after 24 hours. Gems and precious metals created by the chest disappear after 1 minute.

The chest regains 1d20 expended charges daily at dawn. If the item's last charge is expended, roll a d20. On a 1, the chest loses its magic (becoming an ordinary chest), and its gemstones turn to dust.

Source: IDRotF, page 314

Cost: 100gp

12

*# Acheron Blade*

Source: Explorer's Guide to Wildemount

Weapon (any sword), rare (requires attunement)

The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.

Dark Blessing. While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.

Disheartening Strike. When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk.

attunedegwrareweapon

Cost: 500gp

13

*# Alchemy Jug (Blue)*

Wondrous item, uncommon

12 lb.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds 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 one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount

Beer 4 gallons
Boiling Hot Tea 1 quart
Honey 1 gallon
Mayonnaise 2 gallons
Oil quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Source: CM, page 144

Cost: 6000gp

14

*# Alchemy Jug (Generic)*

Wondrous item, uncommon

12 lb.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.

You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Alchemy Jug Liquids

Liquid Max. Amount

Acid 8 ounces
Basic Poison 4 ounces
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Found On: Implements - Uncommon

Source: DMG'24, page 227

Cost: 6000gp

15

*# Alchemy Jug (Orange)*

Wondrous item, uncommon

12 lb.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds 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 one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount

Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Oil quart
Soy Sauce 1 gallon
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon

Source: CM, page 144

Cost: 6000gp

16

*# Bag of Holding*

Wondrous item, uncommon

5 lb.

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 234. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

17

*# Battering Shield*

Source: Explorer's Guide to Wildemount

Armor (shield), rare (requires attunement)

While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both.

armorattunedegwrare

Cost: 2000gp

18

*# Battle Standard of Infernal Power*

Wondrous item, very rare (requires attunement)

This hell-forged battle standard is made of infernal iron and fitted with a small, unopenable cage containing a quasit. The trapped quasit is incapacitated, and its cage has AC 19, 10 hit points, and immunity to all types of damage except force damage. If killed or somehow released, the quasit disappears in a cloud of smoke, and a new one appears in the cage, provided the cage is intact.

While you hold the banner, your weapon attacks and those of all allied creatures within 300 feet of you count as magical for the purposes of overcoming damage immunities and resistances.

Source: BGDIA, page 223

Cost: 4000gp

19

*# Boots of Levitation*

Wondrous item, rare (requires attunement)

While you wear these boots, you can cast Levitate on yourself.

Found On: Implements - Rare

Source: DMG'24, page 239. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

20

*# Boots of the Winterlands*

Wondrous item, uncommon (requires attunement)

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance. You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider. You ignore Difficult Terrain created by ice or snow.

Found On: Implements - Uncommon

Source: DMG'24, page 240. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 10000gp

21

*# Brooch of Shielding*

Wondrous item, uncommon (requires attunement)

While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.

Found On: Arcana - Uncommon

Source: DMG'24, page 241. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 7500gp

22

*# Cap of Water Breathing*

Wondrous item, uncommon

While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.

Found On: Arcana - Uncommon, Implements - Uncommon

Source: DMG'24, page 242

Cost: 1000gp

23

*# Cloak of the Bat*

Wondrous item, rare (requires attunement)

While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Found On: Arcana - Rare

Source: DMG'24, page 245. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 6000gp