| d17 | Result | Descriptions |
|---|---|---|
1 |
*# +3 All Purpose Tool* |
Wondrous item, very 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 +3 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: 20000gp |
2 |
*# +3 Amulet of the Devout* |
Wondrous item, very 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 +3 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: 20000gp |
3 |
*# +3 Arcane Grimoire* |
Wondrous item, very 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 +3 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: 20000gp |
4 |
*# +3 Bloodwell Vial* |
Wondrous item, very 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 +3 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: 20000gp |
5 |
*# +3 Dragonhide Belt* |
Wondrous item, very rare (requires attunement by a monk) This finely detailed belt is made of dragonhide. While wearing it, you gain a +3 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: 20000gp |
6 |
*# +3 Fate Dealer's Deck* |
Wondrous item, legendary (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 +3 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: 20000gp |
7 |
*# +3 Moon Sickle* |
Weapon (Sickle), very 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 +3 bonus to attack and damage rolls made with it, and you gain a +3 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: 20000gp |
8 |
*# +3 Rhythm-Maker's Drum* |
Wondrous item, instrument, very rare (requires attunement by a bard) 3 lb. While holding this drum, you gain a +3 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: 20000gp |
9 |
*# +3 Rod of the Pact Keeper* |
Rod, very rare (requires attunement by a warlock) 2 lb. While holding this rod, you gain a +3 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 - Very Rare Source: DMG'24, page 301 Cost: 20000gp |
10 |
*# +3 Shield* |
Generic variant, very rare
While holding this Shield, you have a +3 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 (+3 Shield) Found On: Armaments - Very Rare Source: DMG'24, page 303. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 24000gp |
11 |
*# Armor of Invulnerability* |
Heavy armor (plate armor), legendary (requires attunement) 65 lb. AC 18 You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn. The wearer has Disadvantage on Dexterity (Stealth) checks. If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet. Found On: Armaments - Legendary, Relics - Legendary Source: DMG'24, page 152. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 18000gp |
12 |
*# Azuredge* |
Weapon (Battleaxe), legendary (requires attunement) Martial weapon, melee weapon 4 lb. 1d8 Slashing Versatile (1d10) Forged by the archwizard Ahghairon, this intelligent battleaxe was crafted to defend Waterdeep. Its current wielder is a former member of Force Grey named Meloon Wardragon, but the weapon is searching for a new owner. Azuredge has a solid steel handle etched with tiny runes, wrapped in blue dragon hide with a star sapphire set into the pommel. The axe head is forged from silver, electrum, and steel alloys whose edges constantly shimmer with a deep blue luminescence. You gain a +3 bonus to attack and damage rolls made with this magic weapon. The shield spell provides no defense against the axe, which passes through that spell's barrier of magical force. When you hit a fiend or an undead with the axe, cold blue flames erupt from its blade and deal an extra 2d6 radiant damage to the target. Hurling. The battleaxe has 3 charges. You can expend 1 charge and make a ranged attack with the axe, hurling it as if it had the thrown property with a normal range of 60 feet and a long range of 180 feet. Whether it hits or misses, the axe flies back to you at the end of the current turn, landing in your open hand or at your feet in your space (as you choose). The axe regains all expended charges daily at dawn. Illumination. While holding the axe, you can use an action to cause the axe to glow blue or to quench the glow. This glow sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Sentience. Azuredge is a sentient lawful neutral weapon with an Intelligence of 12, a Wisdom of 15, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet. The weapon communicates telepathically with its wielder and can speak, read, and understand Common. It has a calm, delicate voice. The weapon can sense the presence of non-lawful creatures within 120 feet of it. Personality. Azuredge is sworn to protect Waterdeep, and it desires to be wielded by a law-abiding person willing to dedicate everything to the city's defense. The weapon is patient and takes its time finding its ideal wielder. If someone tries to use Azuredge against its will, the axe can become ten times heavier than normal, and can magically adhere to any Medium or larger object or surface it comes into contact with. Once it does so, the axe can't be wielded. Nothing short of a wish spell can separate the axe from the item or surface to which it is adhered without destroying one or the other, though the axe can choose to end the effect at any time. 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: WDH, page 189 Cost: 50000gp |
13 |
*# Belt of Fire Giant Strength* |
Wondrous item, very rare (requires attunement) While wearing this belt, your Strength score changes to 25. 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: 30000gp |
14 |
*# Bloodfury Tattoo* |
Source: Tasha's Cauldron of Everything Wondrous item (tattoo), legendary (requires attunement) Produced by a special needle, this magic tattoo evokes fury in its form and colors. 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. Bloodthirsty Strikes. The tattoo has 10 charges, and it regains all expended charges daily at dawn. While this tattoo is on your skin, you gain the following benefits: When you hit a creature with a weapon attack, you can expend a charge to deal an extra 4d6 necrotic damage to the target, and you regain a number of hit points equal to the necrotic damage dealt. When a creature you can see damages you, you can expend a charge and use your reaction to make a melee attack against that creature, with advantage on your attack roll. attunedlegendarytcewondrous-item Cost: 3000gp |
15 |
*# Bloodshed Blade* |
Generic variant, very rare (requires attunement) The hilt of this sword bears a carnelian engraved with the blood rune. You can add your Constitution modifier (minimum of +1) to the damage rolls of attacks made with this weapon. Invoking the Rune. When you target a creature with an attack using this weapon, you can invoke the sword's rune, causing it to flare with crimson light and infusing your attack with bloodthirsty precision. You then spend and roll one of your unspent Hit Dice and add the number rolled to the attack roll. You can choose to invoke the rune after rolling the d20. If this attack hits, you can also spend and roll any number of your unspent Hit Dice and add the total rolled to the weapon's damage. 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: Double-Bladed Scimitar (Bloodshed Double-Bladed Scimitar) Source: BGG, page 111 Cost: Cost of the base item plus 2000gp |
16 |
*# Chronolometer* |
Wondrous item, very rare (requires attunement) While attuned to this device, you have a +1 bonus to Intelligence saving throws. The first time you attune to the chronolometer, you choose one language you don't know. You subsequently know that language while attuned to the device. Time Bandit. At the start of your turn, roll a d6 (no action required). On a 1–3, you slow down time, gaining an additional action on your turn and doubling your speed until the end of the turn. On a 4–6, you go forward in time to warn yourself of what is to come. The next time you fail a saving throw, attack roll, or ability check, you can reroll the check and take either result. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. Fate Swap. As a reaction when a creature you can see within 30 feet of you takes damage, that creature gains an additional action if it is the creature's turn, or can take an action immediately even though it isn't the creature's turn. Once you use this feature of the chronolometer, it cannot be used again until the next dawn. Part of a Whole. While this component is not installed in the Orrery of the Wanderer, its magic might function sporadically or with unpredictable side effects, as determined by the DM. Source: AI, page 220 Cost: 32500gp |
17 |
*# Cloak of Invisibility* |
Wondrous item, legendary (requires attunement) This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the hood. Found On: Arcana - Legendary Source: DMG'24, page 244. Also found in UHftLH; HBTD. Available in the SRD 5.2.1 and the Basic Rules (2024). Cost: 20000gp |