| d13 | Result | Descriptions |
|---|---|---|
1 |
*# +2 Armor* |
Generic variant, very rare You have a +2 bonus to AC while wearing this armor. Base items. This item variant can be applied to the following base items: Breastplate (+2 Breastplate) Found On: Armaments - Very Rare, Relics - Very Rare Source: DMG'24, page 230. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: Cost of the base item + 6000gp |
2 |
*# +3 Wand of the War Mage* |
Wand, very rare (requires attunement by a spellcaster) 1 lb. While holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore Half Cover when making a spell attack roll. Found On: Arcana - Very Rare, Relics - Very Rare Source: DMG'24, page 322. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 22500gp |
3 |
*# +3 Weapon* |
Generic variant, very rare You have a +3 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 (+3 Battleaxe) Found On: Armaments - Very Rare Source: DMG'24, page 324. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 16000gp |
4 |
*# Armor of Safeguarding* |
Generic variant, very rare (requires attunement) Set in the center of this armor's chest is a citrine engraved with the shield rune. While wearing this armor, your hit point maximum increases by an amount equal to 10 + your level. Invoking the Rune. As an action, you can invoke the armor's rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn't require concentration. Once the rune has been invoked, it can't be invoked again until the next dawn. Base items. This item variant can be applied to the following base items: Chain Mail (Chain Mail of Safeguarding) Source: BGG, page 111 Cost: Cost of the base item plus 3000gp |
5 |
*# Belashyrra's Beholder Crown* |
Wondrous item, legendary (requires attunement) This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown's hidden tendrils burrow into your scalp to bond with your skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Spells. The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), slow (3 charges), telekinesis (5 charges). The crown regains 1d6 + 3 expended charges daily at dawn. Symbiotic Nature. The crown can't be removed from you while you're attuned to it, and you can't voluntarily end your attunement to it. If you're targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you. The daelkyr Belashyrra made these crowns. While on the same plane of existence as the crown, Belashyrra can see through its eyestalks. Source: ERLW, page 276 Cost: 50000gp |
6 |
*# Belt of Frost Giant Strength* |
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. 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 - Very Rare Source: DMG'24, page 236. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 20000gp |
7 |
*# Belt of Stone Giant Strength* |
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 23. 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 - Very Rare Source: DMG'24, page 236. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 20000gp |
8 |
*# Bookmark* |
Weapon (Dagger), legendary (requires attunement) Simple weapon, melee weapon 1 lb. 1d4 Piercing Finesse, light, thrown (20/60 ft.) This +3 dagger belongs to Artus Cimber. While you have the dagger drawn, you can use a bonus action to activate one of the following properties: Cause a blue gem set into the dagger's pommel to shed bright light in a 20-foot radius and dim light for an additional 20 feet, or make the gem go dark. Turn the dagger into a compass that, while resting on your palm, points north. Cast dimension door from the dagger. Once this property is used, it can't be used again until the next dawn. Cast compulsion (save DC 15) from the dagger. The range of the spell increases to 90 feet but it targets only spiders that are beasts. Once this property is used, it can't be used again until the next dawn. 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: ToA, page 206 Cost: 20000gp |
9 |
*# Broom of Flying* |
Wondrous item, uncommon (requires attunement) This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you. Found On: Arcana - Uncommon, Implements - Uncommon Source: DMG'24, page 241. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 8000gp |
10 |
*# Butcher's Bib* |
Source: Explorer's Guide to Wildemount Wondrous item, rare (requires attunement) This black leather apron is perpetually covered by blood, even after being washed off. You gain the following benefits while wearing the apron: Once per turn when you roll damage for a melee attack with a weapon, you can reroll the weapon's damage dice. If you do so, you must use the second total. Your weapon attacks that deal slashing damage score a critical hit on a roll of 19 or 20 on the d20. attunedegwrarewondrous-item Cost: 1500gp |
11 |
*# Candle of Invocation* |
Wondrous item, very rare (requires attunement) This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table. 1d100 Outer Plane 01-05 Abyss Found On: Relics - Very Rare Source: DMG'24, page 241. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 20000gp |
12 |
*# Canian Fork* |
Weapon (Trident), rare (requires attunement) Martial weapon, melee weapon 4 lb. 1d6 Piercing Thrown (20/60 ft.), versatile (1d8) You have a +3 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one additional attack with it as a bonus action on each of your turns. Curse. You're unwilling to part with this weapon while attuned to it. You're also vulnerable to radiant damage and each time you receive magical healing, you must make a DC 15 Constitution saving throw. On a failed save, the healing has no effect. Only the Remove Curse spell allows you to end attunement to this item. Corrupting. This item corrupts. See the "Infernal Item Corruption" section. 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. Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack. Source: CoA, page 267 Cost: 4000gp |
13 |
*# Carpet of Flying* |
Wondrous item, very rare You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. Applicable Carpet Sizes 1d100 Size Capacity Fly Speed 01-20 Carpet of Flying, 3 ft. × 5 ft. 200 lb. 80 feet Found On: Arcana - Very Rare, Implements - Very Rare Source: DMG'24, page 242. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 12000gp |