Permanents-E-113474 (d26)

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
2 Blue Cold Absorbing Tattoo
3 Red Fire Absorbing Tattoo
4 White Force Absorbing Tattoo
5 Yellow Lightning Absorbing Tattoo
6 Black Necrotic Absorbing Tattoo
7 Violet Poison Absorbing Tattoo
8 Silver Psychic Absorbing Tattoo
9 Gold Radiant Absorbing Tattoo
10 Orange Thunder 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
Cold Absorbing Tattoo
Fire Absorbing Tattoo
Force Absorbing Tattoo
Lightning Absorbing Tattoo
Necrotic Absorbing Tattoo
Poison Absorbing Tattoo
Psychic Absorbing Tattoo
Radiant Absorbing Tattoo
Thunder 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)
Chain Mail (Chain Mail of Acid Resistance)
Chain Shirt (Chain Shirt of Acid Resistance)
Half Plate Armor (Half Plate Armor of Acid Resistance)
Hide Armor (Hide Armor of Acid Resistance)
Leather Armor (Leather Armor of Acid Resistance)
Padded Armor (Padded Armor of Acid Resistance)
Plate Armor (Plate Armor of Acid Resistance)
Ring Mail (Ring Mail of Acid Resistance)
Scale Mail (Scale Mail of Acid Resistance)
Splint Armor (Splint Armor of Acid Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Cold Resistance)
Chain Shirt (Chain Shirt of Cold Resistance)
Half Plate Armor (Half Plate Armor of Cold Resistance)
Hide Armor (Hide Armor of Cold Resistance)
Leather Armor (Leather Armor of Cold Resistance)
Padded Armor (Padded Armor of Cold Resistance)
Plate Armor (Plate Armor of Cold Resistance)
Ring Mail (Ring Mail of Cold Resistance)
Scale Mail (Scale Mail of Cold Resistance)
Splint Armor (Splint Armor of Cold Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Fire Resistance)
Chain Shirt (Chain Shirt of Fire Resistance)
Half Plate Armor (Half Plate Armor of Fire Resistance)
Hide Armor (Hide Armor of Fire Resistance)
Leather Armor (Leather Armor of Fire Resistance)
Padded Armor (Padded Armor of Fire Resistance)
Plate Armor (Plate Armor of Fire Resistance)
Ring Mail (Ring Mail of Fire Resistance)
Scale Mail (Scale Mail of Fire Resistance)
Splint Armor (Splint Armor of Fire Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Force Resistance)
Chain Shirt (Chain Shirt of Force Resistance)
Half Plate Armor (Half Plate Armor of Force Resistance)
Hide Armor (Hide Armor of Force Resistance)
Leather Armor (Leather Armor of Force Resistance)
Padded Armor (Padded Armor of Force Resistance)
Plate Armor (Plate Armor of Force Resistance)
Ring Mail (Ring Mail of Force Resistance)
Scale Mail (Scale Mail of Force Resistance)
Splint Armor (Splint Armor of Force Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Lightning Resistance)
Chain Shirt (Chain Shirt of Lightning Resistance)
Half Plate Armor (Half Plate Armor of Lightning Resistance)
Hide Armor (Hide Armor of Lightning Resistance)
Leather Armor (Leather Armor of Lightning Resistance)
Padded Armor (Padded Armor of Lightning Resistance)
Plate Armor (Plate Armor of Lightning Resistance)
Ring Mail (Ring Mail of Lightning Resistance)
Scale Mail (Scale Mail of Lightning Resistance)
Splint Armor (Splint Armor of Lightning Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Necrotic Resistance)
Chain Shirt (Chain Shirt of Necrotic Resistance)
Half Plate Armor (Half Plate Armor of Necrotic Resistance)
Hide Armor (Hide Armor of Necrotic Resistance)
Leather Armor (Leather Armor of Necrotic Resistance)
Padded Armor (Padded Armor of Necrotic Resistance)
Plate Armor (Plate Armor of Necrotic Resistance)
Ring Mail (Ring Mail of Necrotic Resistance)
Scale Mail (Scale Mail of Necrotic Resistance)
Splint Armor (Splint Armor of Necrotic Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Poison Resistance)
Chain Shirt (Chain Shirt of Poison Resistance)
Half Plate Armor (Half Plate Armor of Poison Resistance)
Hide Armor (Hide Armor of Poison Resistance)
Leather Armor (Leather Armor of Poison Resistance)
Padded Armor (Padded Armor of Poison Resistance)
Plate Armor (Plate Armor of Poison Resistance)
Ring Mail (Ring Mail of Poison Resistance)
Scale Mail (Scale Mail of Poison Resistance)
Splint Armor (Splint Armor of Poison Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Psychic Resistance)
Chain Shirt (Chain Shirt of Psychic Resistance)
Half Plate Armor (Half Plate Armor of Psychic Resistance)
Hide Armor (Hide Armor of Psychic Resistance)
Leather Armor (Leather Armor of Psychic Resistance)
Padded Armor (Padded Armor of Psychic Resistance)
Plate Armor (Plate Armor of Psychic Resistance)
Ring Mail (Ring Mail of Psychic Resistance)
Scale Mail (Scale Mail of Psychic Resistance)
Splint Armor (Splint Armor of Psychic Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Radiant Resistance)
Chain Shirt (Chain Shirt of Radiant Resistance)
Half Plate Armor (Half Plate Armor of Radiant Resistance)
Hide Armor (Hide Armor of Radiant Resistance)
Leather Armor (Leather Armor of Radiant Resistance)
Padded Armor (Padded Armor of Radiant Resistance)
Plate Armor (Plate Armor of Radiant Resistance)
Ring Mail (Ring Mail of Radiant Resistance)
Scale Mail (Scale Mail of Radiant Resistance)
Splint Armor (Splint Armor of Radiant Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Chain Mail (Chain Mail of Thunder Resistance)
Chain Shirt (Chain Shirt of Thunder Resistance)
Half Plate Armor (Half Plate Armor of Thunder Resistance)
Hide Armor (Hide Armor of Thunder Resistance)
Leather Armor (Leather Armor of Thunder Resistance)
Padded Armor (Padded Armor of Thunder Resistance)
Plate Armor (Plate Armor of Thunder Resistance)
Ring Mail (Ring Mail of Thunder Resistance)
Scale Mail (Scale Mail of Thunder Resistance)
Splint Armor (Splint Armor of Thunder Resistance)
Studded Leather Armor (Studded Leather Armor 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)
Armor of Vulnerability (Piercing)
Armor of Vulnerability (Slashing)

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