Consumables-H-113310 (d4)

d4 Result Descriptions

1

*# Arrows of Slaying (1d4+2)*

Ammunition (arrow), very rare

0.8 oz.

This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.

After dealing its extra damage to a creature, the ammunition becomes nonmagical.

1d100 Creature Type

01-10 Aberrations
11-15 Beasts
16-20 Celestials
21-25 Constructs
26-35 Dragons
36-45 Elementals
46-50 Humanoids
51-60 Fey
61-70 Fiends
71-75 Giants
76-80 Monstrosities
81-85 Oozes
86-90 Plants
91-00 Undead

Arrows are used with a weapon that has the ammunition property to make a ranged attack. Each time you attack with the weapon, you expend one piece of ammunition. Drawing the ammunition from a quiver, case, or other container is part of the attack (you need a free hand to load a one-handed weapon). At the end of the battle, you can recover half your expended ammunition by taking a minute to search the battlefield.

Arrows are typically stored in a Quiver (bought separately).

Found On: Armaments - Very Rare

Source: DMG'24, page 228. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 4000gp each

2

*# Helm of Brilliance*

Wondrous item, very rare (requires attunement)

This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.

You gain the following benefits while wearing the helm.

Diamond Light. As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames. As long as the helm has at least one fire opal, you can take a Magic action to cause one weapon you are holding to burst into flames. The flames emit Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you take a Bonus Action to extinguish them or until you drop or stow the weapon.

Ruby Resistance. As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells. You can cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.

Taking Fire Damage. Roll 1d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.

Found On: Arcana - Very Rare

Source: DMG'24, page 268. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 10000gp

3

*# Potion of Storm Giant Strength*

Potion, legendary

½ lb.

When you drink this potion, your Strength score changes to 29 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 storm giant.

Found On: Arcana - Legendary, Armaments - Legendary

Source: DMG'24, page 288. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 160000gp

4

*# Spell Scroll (8th Level)*

Scroll, very 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 18 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 18, and the attack bonus is +10.

Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a level 8 spell is copied in this way, the copier must succeed on a DC 18 Intelligence (Arcana). On a successful check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.

Found On: Arcana - Very Rare, Relics - Very Rare

Source: DMG'24, page 305. Available in the SRD 5.2.1 and the Basic Rules (2024).

Cost: 20000gp