| d26 | Result | Descriptions |
|---|---|---|
1 |
*# Absorbing Tattoo* |
Wondrous item (tattoo), very rare (requires attunement) Produced by a special needle, this magic tattoo features designs that emphasize one color. 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. Damage Resistance. While the tattoo is on your skin, you have resistance to a type of damage associated with that color, as shown on the table below. The DM chooses the color or determines it randomly. Absorbing Tattoo d10 Color Tattoo 1 Green Acid Absorbing Tattoo Damage Absorption. When you take damage of the chosen type, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn. Multiple variations of this item exist, as listed below: Acid Absorbing Tattoo Source: TCE, page 119 Cost: 24000gp |
2 |
*# Amulet of Appearance* |
Wondrous item, rare (requires attunement) Your armor, weapons, and other equipment always shine as if just polished. Even if you're wounded, your wounds do not appear to others. You're immune to the frightened and poisoned conditions, as these would otherwise ruin your elegant appearance. However, whenever you would otherwise have been affected by one of these conditions, a random non-evil Humanoid on the Material Plane whom you have previously met gets the condition instead. You know this. Source: CoA, page 267 Cost: 7500gp |
3 |
*# Amulet of the Drunkard* |
Source: Explorer's Guide to Wildemount Wondrous item, uncommon This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can't do so again until the next dawn. egwuncommonwondrous-item Cost: 3000gp |
4 |
*# Armor of Acid Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Acid damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Acid Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
5 |
*# Armor of Cold Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Cold damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Cold Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
6 |
*# Armor of Fire Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Fire damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Fire Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
7 |
*# Armor of Force Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Force damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Force Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
8 |
*# Armor of Lightning Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Lightning damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Lightning Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
9 |
*# Armor of Necrotic Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Necrotic damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Necrotic Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
10 |
*# Armor of Poison Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Poison damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Poison Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
11 |
*# Armor of Psychic Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Psychic damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Psychic Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
12 |
*# Armor of Radiant Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Radiant damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Radiant Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
13 |
*# Armor of Thunder Resistance* |
Generic variant, rare (requires attunement) You have Resistance to Thunder damage while you wear this armor. Base items. This item variant can be applied to the following base items: Breastplate (Breastplate of Thunder Resistance) Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 6000gp |
14 |
*# Armor of Vulnerability* |
Generic variant, rare (requires attunement) Multiple variations of this item exist, as listed below: Armor of Vulnerability (Bludgeoning) Found On: Armaments - Rare Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item plus 1000gp |
15 |
*# Arrow-Catching Shield* |
Shield (shield), rare (requires attunement) 6 lb. AC +2 You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead. Found On: Armaments - Rare Source: DMG'24, page 231. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 6000gp |
16 |
*# Azorius Keyrune* |
Wondrous item, rare (requires attunement by a member of the Azorius guild) This keyrune is carved from white marble and lapis lazuli to resemble a noble bird of prey. It can become a giant eagle for up to 1 hour. While the transformed eagle is within 1 mile of you, you can communicate with it telepathically. As an action, you can see through the eagle's eyes and hear what it hears until the start of your next turn, and you gain the benefit of its keen sight. During this time, you are deaf and blind with regard to your own senses. When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a giant eagle. If there isn't enough space for the eagle, the keyrune doesn't transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the eagle takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. Source: GGR, page 177 Cost: 5000gp |
17 |
*# Banner of the Krig Rune* |
Wondrous item, rare (requires attunement) Crafted from a thick, red fabric, this banner measures 5 feet high and 3 feet wide. The krig (war) rune is displayed on the fabric with round, metal plates sewn into it. It can be attached to a 10-foot pole to serve as a standard. Furling or unfurling the banner requires an action. The banner has the following properties. Mark of Courage. As a bonus action, you can touch the unfurled banner and cause it to emanate courage. You and your allies are immune to the frightened condition while within 20 feet of it. This benefit lasts for 10 minutes or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Sentinel Standard. You can see invisible creatures while they are within 20 feet of the unfurled banner and within your line of sight. Standard's Shield. As a bonus action, you can touch the unfurled banner and invoke this power. Any ranged attack roll that targets you or an ally of yours has disadvantage if the target is within 20 feet of the unfurled banner. This benefit lasts for 1 minute or until the banner is furled. Once you use this property, you can't use it again until you finish a short or long rest. Gift of Battle. You can transfer the banner's magic to a place by tracing the krig rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 500-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the banner to be within 5 feet of you and during which you choose creatures, creature types, or both that will benefit from the magic. At the end, the banner is destroyed, and the area gains the following property: While in the 500-foot-radius sphere, the creatures you chose during the transfer process are immune to the frightened condition and gain a +1 bonus to attack rolls and AC. Source: SKT, page 233 Cost: 4250gp |
18 |
*# Barrier Tattoo (Medium)* |
Wondrous item (tattoo), 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 15 + your Dexterity modifier (maximum of +2). You can use a shield and still gain this benefit. Source: TCE, page 122 Cost: 12000gp |
19 |
*# Boots of Elvenkind* |
Wondrous item, uncommon While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks. Found On: Implements - Uncommon Source: DMG'24, page 239. Also found in ScoEE. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 2500gp |
20 |
*# Boros Keyrune* |
Wondrous item, rare (requires attunement by a member of the Boros guild) Carved from red sandstone with white granite elements to resemble a member of the Boros Legion, this keyrune can become a veteran (human) for up to 8 hours. In addition to fighting on your behalf, this veteran cheerfully offers tactical advice, which is usually sound. Anyone who talks with the transformed keyrune or examines it closely can easily recognize that it is an artificial human. When you use an action to speak the item's command word and place the keyrune on the ground in an unoccupied space within 5 feet of you, the keyrune transforms into a veteran (human). If there isn't enough space for the veteran, the keyrune doesn't transform. The creature is friendly to you, your companions, and other members of your guild (unless those guild members are hostile to you). It understands your languages and obeys your spoken commands. If you issue no commands, the creature takes the Dodge action and moves to avoid danger. At the end of the duration, the creature reverts to its keyrune form. It reverts early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature reverts to its keyrune form, it can't transform again until 36 hours have passed. Source: GGR, page 177 Cost: 6000gp |
21 |
*# Bow of Conflagration* |
Generic variant, rare (requires attunement) Ammunition fired from this bow blazes brightly. When you hit with an attack roll using this bow, the target takes an extra 1d6 fire damage. If the target is a flammable, nonmagical object, it catches fire, taking 1d6 fire damage at the start of each of your turns until a creature uses an action to extinguish the flames. Base items. This item variant can be applied to the following base items: Longbow (Longbow of Conflagration) Shortbow (Shortbow of Conflagration) Source: BMT, page 66 Cost: 1000gp |
22 |
*# Bow of Melodies* |
Generic variant, very rare (requires attunement) This bow has multiple strings and resembles a lyre or small harp. By strumming the strings while setting an arrow to the bow, you imbue the arrow with magic. You can play one of the following melodies when you use the bow to make a ranged weapon attack. You must choose to do so before you make the attack roll, and you can play only one melody per attack. Melody of Precision. If you're proficient in Performance, you gain a +1 bonus to the attack roll. If you have expertise in Performance, you gain a +2 bonus instead. Melody of Reverberation. The melody you strum echoes loudly. On a hit, the target takes extra thunder damage equal to your Charisma modifier. Base items. This item variant can be applied to the following base items: Longbow (Longbow of Melodies) Shortbow (Shortbow of Melodies) Source: BMT, page 66 Cost: 10000gp |
23 |
*# Breastplate of Balance* |
Medium armor (breastplate), rare (requires attunement) 20 lb. AC 14 + Dex (max 2) This burnished copper breastplate looks as if it were made of interlocking gears. Merchant's scales are emblazoned across the chest. The armor has 4 charges. You can use the charges in the following ways while wearing the armor: Equalize. When you or a creature you can see within 60 feet of yourself is about to roll a d20 with advantage or disadvantage, you can expend 1 charge and take a reaction to prevent the roll from being affected by advantage or disadvantage. Expunge Imbalance. As a bonus action, you can expend 2 charges to cast the Lesser Restoration spell from the armor. The armor regains 1d4 expended charges daily at dawn. This armor consists of a fitted metal chest piece worn with supple leather. Although it leaves the legs and arms relatively unprotected, this armor provides good protection for the wearer's vital organs while leaving the wearer relatively unencumbered. Source: BMT, page 34 Cost: 1200gp |
24 |
*# Bridle of Capturing* |
Wondrous item, rare This fine leather bridle tugs at the hand when first held, as though it longs to reach out for a beast nearby. When you hold one end of the bridle, you can use an action to speak its command word, causing the other end to lash out at a beast you can see within 20 feet of you. The target must succeed on a DC 17 Charisma saving throw or have the bridle tie itself around its neck, then fall under your command as if subjected to the dominate beast spell. Once the targeted is affected, you do not need to hold the other end of the bridle to command it. With a successful saving throw, the target becomes immune to the bridle's power until the next dawn. A creature controlled by the bridle can be released by the creature that bound it as a bonus action. A creature controlled by the bridle can make a DC 17 Charisma check each day at dawn. On a success, the creature is no longer affected by the bridle. Source: IMR, page 94 Cost: 1500gp |
25 |
*# Claw of the Wyrm Rune* |
Wondrous item, rare (requires attunement) This dragon's claw has been covered with a coat of molten silver, upon which has been inscribed the wyrm (dragon) rune. The claw has the following properties. Wyrmslayer. As an action, you can point the claw at a dragon within 30 feet of you. The dragon must then succeed on a DC 15 Constitution saving throw or gain vulnerability to all damage types until the end of your next turn. This property can be used three times. The claw regains all expended uses at the next dawn. Wyrm Shield. While the claw is displayed on your person, you have resistance to the damage caused by any dragon's breath weapon. Wyrm Ward. You can transfer the claw's magic to a place by tracing the wyrm rune on the ground with your finger. The point where you trace it becomes the center of a spherical area of magic that has a 100-foot radius and that is fixed to the place. The transfer takes 8 hours of work that requires the claw to be within 5 feet of you. At the end, the claw is destroyed, and the area gains the following property: While in the 100-foot-radius sphere, any dragon has disadvantage on saving throws and can have a flying speed no higher than 10 feet. Source: SKT, page 233 Cost: 4500gp |
26 |
*# Cloak of Arachnida* |
Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits. Poison Resistance. You have Resistance to Poison damage. Spider Climb. You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. Spider Walk. You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain. Web. You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn. Found On: Arcana - Very Rare Source: DMG'24, page 244. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 5000gp |