| d25 | Result | Descriptions |
|---|---|---|
1 |
*# +1 Armor* |
Generic variant, rare You have a +1 bonus to AC while wearing this armor. Base items. This item variant can be applied to the following base items: Breastplate (+1 Breastplate) Found On: Armaments - Rare, Relics - Rare Source: DMG'24, page 230. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 1500gp |
2 |
*# +2 All Purpose Tool* |
Wondrous item, rare (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 +2 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: 5000gp |
3 |
*# +2 Amulet of the Devout* |
Wondrous item, rare (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 +2 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: 5000gp |
4 |
*# +2 Arcane Grimoire* |
Wondrous item, rare (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 +2 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: 5000gp |
5 |
*# +2 Bloodwell Vial* |
Wondrous item, rare (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 +2 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: 5000gp |
6 |
*# +2 Dragonhide Belt* |
Wondrous item, rare (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +2 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: 5000gp |
7 |
*# +2 Fate Dealer's Deck* |
Wondrous item, very 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 +2 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: 5000gp |
8 |
*# +2 Moon Sickle* |
Weapon (Sickle), rare (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 +2 bonus to attack and damage rolls made with it, and you gain a +2 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: 5000gp |
9 |
*# +2 Rhythm-Maker's Drum* |
Wondrous item, instrument, rare (requires attunement by a bard) 3 lb. While holding this drum, you gain a +2 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 Source: TCE, page 134. Additional information from XGE, page 83. Cost: 5000gp |
10 |
*# +2 Rod of the Pact Keeper* |
Rod, rare (requires attunement by a warlock) 2 lb. While holding this rod, you gain a +2 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. Found On: Arcana - Rare Source: DMG'24, page 301 Cost: 5000gp |
11 |
*# +2 Shield* |
Generic variant, rare
While holding this Shield, you have a +2 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 (+2 Shield) Found On: Armaments - Rare Source: DMG'24, page 303. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 6000gp |
12 |
*# Amethyst Lodestone* |
Wondrous item, very rare (requires attunement) This fist-sized chunk of amethyst is infused with an amethyst dragon's ability to bend gravitational forces. While you are carrying the lodestone, you have advantage on Strength saving throws. The lodestone has 6 charges for the following properties, which you can use while you are holding the stone. The stone regains 1d6 expended charges daily at dawn. Flight. As a bonus action, you can expend 1 charge to gain the power of flight for 10 minutes. For the duration, you gain a flying speed equal to your walking speed, and you can hover. Gravitational Thrust. As an action, you can expend 1 charge to focus gravity around a creature you can see within 60 feet of you. The target must succeed on a DC 18 Strength saving throw or be pushed up to 20 feet in a direction of your choice. Reverse Gravity. As an action, you can expend 3 charges to cast reverse gravity from the stone (save DC 18). Source: FTD, page 22 Cost: 10000gp |
13 |
*# Amulet of Health* |
Wondrous item, rare (requires attunement) 1 lb. Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it. Found On: Relics - Rare Source: DMG'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
14 |
*# Amulet of the Planes* |
Wondrous item, very rare (requires attunement) 1 lb. While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. 1d100 Destination 01-60 Random location on the plane you named 61-70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell 71-80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard 81-90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium 91-00 Random location on the Astral Plane Found On: Arcana - Very Rare Source: DMG'24, page 150. Available in the SRD 5.2.1. Cost: 37500gp |
15 |
*# Antimagic Armor* |
Generic variant, very rare (requires attunement) While wearing this armor, you can use your reaction to give yourself advantage on a saving throw you make against a spell. Once this property is used, it can't be used again until the next dawn. In addition, while you wear this armor, you can use it to cast Antimagic Field, requiring no spell components. Once this property is used, it can't be used again until the next dawn. Base items. This item variant can be applied to the following base items: Breastplate (Antimagic Breastplate) Source: BMT, page 65 Cost: Cost of the base item plus 5000gp |
16 |
*# Baleful Talon* |
Weapon (Dagger), very rare Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, light, thrown (20/60 ft.) You gain a +1 bonus to attack and damage rolls made with this hooked, obsidian dagger. When you hit a creature with this magic weapon and roll a 19 or 20 on the attack roll, the creature must make a DC 15 Constitution saving throw as the dagger flares with sickly light. The creature takes 6d6 necrotic damage on a failed save, or half as much on a successful one. If this damage reduces the creature to 0 hit points, the creature disintegrates into dust. Finesse. When making an attack with a finesse weapon, you use your choice of your Strength or Dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls. Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons. Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property. Source: BMT, page 34 Cost: 3000gp |
17 |
*# Belt of Dwarvenkind* |
Wondrous item, rare (requires attunement) While wearing this belt, you gain the following benefits: Dwarvish. You know Dwarvish. Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. Toughness. Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: Darkvision. You have Darkvision with a range of 60 feet. Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition. Found On: Implements - Rare Source: DMG'24, page 235. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 6000gp |
18 |
*# Belt of Hill Giant Strength* |
Wondrous item, rare (requires attunement) While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. Found On: Armaments - Rare Source: DMG'24, page 236. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 10000gp |
19 |
*# Bobbing Lily Pad* |
Wondrous item, very rare (requires attunement) This magic vehicle is a 10-foot-diameter leaf that floats on water. It has tendrils that propel it across land and across the water's surface (but not underwater), as well as through the air. It has a walking, flying, and swimming speed of 20 feet, and it can hover. It moves according to your spoken directions while you are riding it. The lily pad can transport up to 300 pounds without hindrance. It can carry up to twice this weight, but it moves at half speed if it carries more than its normal capacity. Source: WBtW, page 208 Cost: 6000gp |
20 |
*# Bowl of Commanding Water Elementals* |
Wondrous item, rare While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons. Found On: Arcana - Rare, Relics - Rare Source: DMG'24, page 240. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
21 |
*# Brazier of Commanding Fire Elementals* |
Wondrous item, rare While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn. Found On: Arcana - Rare, Relics - Rare Source: DMG'24, page 241. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
22 |
*# Cape of Enlargement* |
Wondrous item, very rare (requires attunement) Ancient runes are stitched in silver thread along the hem of this grayish-purple cape. The cape has 3 charges. As a bonus action while wearing the cape, you can expend 1 of its charges to enlarge yourself, granting yourself the following benefits: Your size increases by one category—from Medium to Large, for example. If there isn't enough room for your size to increase by one category, you instead become the maximum possible size in the space available. You have advantage on Strength checks and Strength saving throws. When you hit with an attack roll using a weapon or an unarmed strike, you can add your proficiency bonus to the attack's damage. These benefits last for 10 minutes or until you use another bonus action to dismiss them. The cape regains 1d3 expended charges daily at dawn. Source: PaBTSO, page 217 Cost: 1500gp |
23 |
*# Cauldron of Rebirth* |
Wondrous item, very rare (requires attunement by a druid or warlock) This Tiny pot bears relief scenes of heroes on its cast-iron sides. You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell. Brew Potion. When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed. Raise Dead. As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space. If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days. Found On: Arcana - Very Rare, Relics - Very Rare Source: DMG'24, page 243 Cost: 100000gp |
24 |
*# Censer of Controlling Air Elementals* |
Wondrous item, rare While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn. Found On: Arcana - Rare, Relics - Rare Source: DMG'24, page 243. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
25 |
*# Cloak of Displacement* |
Wondrous item, rare (requires attunement) While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0. Found On: Arcana - Rare Source: DMG'24, page 244. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 6000gp |