Permanents-F-113475 (d23)

d23 Result Descriptions

1

*# +2 Wand of the War Mage*

Wand, rare (requires attunement by a spellcaster)

1 lb.

While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll.

Found On: Arcana - Rare, Relics - Rare

Source: DMG'24, page 322. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 6000gp

2

*# +2 Weapon*

Generic variant, rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

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

Battleaxe (+2 Battleaxe)
Blowgun (+2 Blowgun)
Club (+2 Club)
Dagger (+2 Dagger)
Dart (+2 Dart)
Double-Bladed Scimitar (+2 Double-Bladed Scimitar)
Flail (+2 Flail)
Glaive (+2 Glaive)
Greataxe (+2 Greataxe)
Greatclub (+2 Greatclub)
Greatsword (+2 Greatsword)
Halberd (+2 Halberd)
Hand Crossbow (+2 Hand Crossbow)
Handaxe (+2 Handaxe)
Heavy Crossbow (+2 Heavy Crossbow)
Hooked Shortspear (+2 Hooked Shortspear)
Hoopak (+2 Hoopak)
Javelin (+2 Javelin)
Lance (+2 Lance)
Light Crossbow (+2 Light Crossbow)
Light Hammer (+2 Light Hammer)
Light Repeating Crossbow (+2 Light Repeating Crossbow)
Longbow (+2 Longbow)
Longsword (+2 Longsword)
Mace (+2 Mace)
Maul (+2 Maul)
Morningstar (+2 Morningstar)
Pike (+2 Pike)
Pistol (+2 Pistol)
Quarterstaff (+2 Quarterstaff)
Rapier (+2 Rapier)
Revolver (+2 Revolver)
Scimitar (+2 Scimitar)
Shortbow (+2 Shortbow)
Shortsword (+2 Shortsword)
Sickle (+2 Sickle)
Sling (+2 Sling)
Spear (+2 Spear)
Trident (+2 Trident)
War Pick (+2 War Pick)
Warhammer (+2 Warhammer)
Whip (+2 Whip)
Yklwa (+2 Yklwa)

Found On: Armaments - Rare

Source: DMG'24, page 324. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 6000gp

3

*# Adamantine Armor*

Generic variant, uncommon

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.

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

Breastplate (Adamantine Breastplate)
Chain Mail (Adamantine Chain Mail)
Chain Shirt (Adamantine Chain Shirt)
Half Plate Armor (Adamantine Half Plate Armor)
Plate Armor (Adamantine Plate Armor)
Ring Mail (Adamantine Ring Mail)
Scale Mail (Adamantine Scale Mail)
Splint Armor (Adamantine Splint Armor)

Found On: Armaments - Uncommon

Source: DMG'24, page 227. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: Cost of the base item plus 1000gp

4

*# Alchemical Compendium*

Wondrous item, rare (requires attunement by a wizard)

3 lb.

Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. When found, the book contains the following spells: enlarge/reduce, feather fall, flesh to stone, gaseous form, magic weapon, and polymorph. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.

As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.

Source: TCE, page 119

Cost: 2000gp

5

*# Animated Shield*

Shield (shield), very rare (requires attunement)

6 lb.

AC +2

While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Found On: Armaments - Very Rare

Source: DMG'24, page 229. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 6000gp

6

*# Astral Shard*

Wondrous item, rare (requires attunement by a sorcerer)

1 lb.

This crystal is a solidified shard of the Astral Plane, swirling with silver mist. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.

When you use a Metamagic option on a spell while you are holding or wearing the shard, immediately after casting the spell you can teleport to an unoccupied space you can see within 30 feet of you.

Source: TCE, page 120

Cost: 4000gp

7

*# Astromancy Archive*

Wondrous item, rare (requires attunement by a wizard)

3 lb.

This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following spells, which are wizard spells for you while you are attuned to it: augury, divination, find the path, foresight, locate creature, and locate object. It functions as a spellbook for you, with spells encoded on the rings.

While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.

The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the archive, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the archive. The new spell must be of the divination school.

When a creature you can see within 30 feet of you makes an attack roll, an ability check, or a saving throw, you can use your reaction to expend 1 charge and force the creature to roll a d4 and apply the number rolled as a bonus or penalty (your choice) to the original roll. You can do this after you see the roll but before its effects are applied.

Source: TCE, page 120

Cost: 2000gp

8

*# Atlas of Endless Horizons*

Wondrous item, rare (requires attunement by a wizard)

3 lb.

This thick book is bound in dark leather, crisscrossed with inlaid silver lines suggesting a map or chart. When found, the book contains the following spells, which are wizard spells for you while you are attuned to the book: arcane gate, dimension door, gate, misty step, plane shift, teleportation circle, and word of recall. It functions as a spellbook for you.

While you are holding the book, you can use it as a spellcasting focus for your wizard spells.

The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:

If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the conjuration school.

When you are hit by an attack, you can use your reaction to expend 1 charge to teleport up to 10 feet to an unoccupied space you can see. If your new position is out of range of the attack, it misses you.

Source: TCE, page 120

Cost: 2000gp

9

*# Badge of the Watch*

Wondrous item, rare (requires attunement)

A badge of the Watch is given only to those who have earned the trust of the Open Lord of Waterdeep. The badge, signifying the rank of captain in Waterdeep's City Watch, bears the emblem of Waterdeep and is meant to be worn or carried.

While wearing the badge, you gain a +2 bonus to AC if you aren't using a shield.

If the badge is more than 5 feet away from you for more than 1 minute, it vanishes and harmlessly reappears on a surface within 5 feet of the Open Lord. While holding the badge, the Open Lord knows your location, provided the two of you are on the same plane of existence and your attunement to the badge hasn't ended.

As an action, the Open Lord can touch the badge and end your attunement to it.

Source: WDH, page 189

Cost: 6000gp

10

*# Bag of Tricks*

Wondrous item, uncommon

Multiple variations of this item exist, as listed below:

Bag of Tricks, Gray
Bag of Tricks, Rust
Bag of Tricks, Tan

Found On: Arcana - Uncommon

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

Cost: 1000gp, 1250gp, 1500gp

11

*# Barrier Tattoo (Large)*

Wondrous item (tattoo), very rare (requires attunement)

Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.

Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.

If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.

Protection. While you aren't wearing armor, the tattoo grants you an Armor Class of 18. You can use a shield and still gain this benefit.

Source: TCE, page 122

Cost: 24000gp

12

*# Black Dragon Scale Mail*

Medium armor (scale mail), very rare (requires attunement)

45 lb.

AC 14 + Dex (max 2)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Acid damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest black dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Source: DMG'24, page 254. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

13

*# Bloodaxe*

Weapon (Greataxe), very rare (requires attunement)

Martial weapon, melee weapon

7 lb.

1d12 Slashing

Heavy, two‑handed

You gain a +2 bonus to attack and damage rolls made with this magic axe. The axe deals an extra 1d6 necrotic damage to creatures that aren't constructs or undead. If you reduce such a creature to 0 hit points with an attack using this axe, you gain 10 temporary hit points.

This axe is forged from a dark, rust-colored metal and once belonged to the goliath barbarian Grog Strongjaw of Vox Machina.

Heavy. Creatures that are Small or Tiny have disadvantage on attack rolls with heavy weapons. A heavy weapon's size and bulk make it too large for a Small or Tiny creature to use effectively.

Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.

Source: EGW, page 266

Cost: 5000gp

14

*# Blue Dragon Scale Mail*

Medium armor (scale mail), very rare (requires attunement)

45 lb.

AC 14 + Dex (max 2)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Lightning damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest blue dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Source: DMG'24, page 254. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

15

*# Bonecounter*

Weapon (Mace), rare

Simple weapon, melee weapon

4 lb.

1d6 Bludgeoning

This weapon is a magical +2 mace called Bonecounter. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket.

Source: SDW

Cost: 10000gp

16

*# Boots of Speed*

Wondrous item, rare (requires attunement)

While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect.

When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.

Found On: Implements - Rare

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

Cost: 4000gp

17

*# Bracers of Celerity*

Wondrous item, rare (requires attunement)

This pair of lightweight bronze bracers is lined with soft, purple velvet and engraved with swirling designs.

While you're wearing these bracers, all your speeds increase by 10 feet, and you have advantage on saving throws you make to avoid or end the paralyzed or restrained condition on yourself.

Source: PaBTSO, page 217

Cost: 1000gp

18

*# Bracers of Defense*

Wondrous item, rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Found On: Arcana - Rare

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

Cost: 6000gp

19

*# Brass Dragon Scale Mail*

Medium armor (scale mail), very rare (requires attunement)

45 lb.

AC 14 + Dex (max 2)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Fire damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest brass dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Source: DMG'24, page 254. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

20

*# Bronze Dragon Scale Mail*

Medium armor (scale mail), very rare (requires attunement)

45 lb.

AC 14 + Dex (max 2)

Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, Dragon Scale Mail is highly valued.

While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to Lightning damage.

Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest bronze dragon within 30 miles of yourself. This action can't be used again until the next dawn.

The wearer has Disadvantage on Dexterity (Stealth) checks.

Source: DMG'24, page 254. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp

21

*# Cape of the Mountebank*

Wondrous item, rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.

When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Found On: Arcana - Rare

Source: DMG'24, page 242. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 8000gp

22

*# Claws of the Umber Hulk*

Wondrous item, rare (requires attunement)

These heavy gauntlets of brown iron are forged in the shape of an umber hulk's claws, and they fit the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed of 20 feet, and you can tunnel through solid rock at a rate of 1 foot per round.

You can use a claw as a melee weapon while wearing it. You have proficiency with it, and it deals 1d8 slashing damage on a hit (your Strength modifier applies to the attack and damage rolls, as normal).

While wearing the claws, you can't manipulate objects or cast spells with somatic components.

Source: PotA, page 222. Also found in IMR, page 94.

Cost: 1250gp

23

*# Cloak of Protection*

Wondrous item, uncommon (requires attunement)

You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.

Found On: Arcana - Uncommon, Implements - Uncommon

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

Cost: 1000gp