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# Very Rare Magic Items > ##### Ammunition +3 *Weapon* > *Wondrous Weapon (any ammunition), Very Rare.* >### > You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. > ##### Amulet of the Planes *Item* > *Wondrous Item, Very Rare, 1 lb, (requires attunement).* >### > While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the *Plane Shift* spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a dlOO. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence. > ##### Animated Shield *Armor* > *Wondrous Armor (Shield), Very Rare, 6 lbs, (requires attunement).* >### > While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are Incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. > ##### Armor +2 *Armor* > *Wondrous Armor (light, medium, or heavy) Very Rare, variable weight.* >### > You have a +2 bonus to AC while wearing this armor. > ##### Arrow of Slaying *Weapon* > *Wondrous Weapon (arrow), Very Rare, 0.05 lbs.* >### > An arrow of slaying is meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, ancestry, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. > > Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. > > Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common. > ##### Bag of Devouring *Item* > *Wondrous Item, Very Rare, 15 lbs.* >### > This bag resembles a *bag of holding* made of black leather. When opened, it is revealed to be a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. > > The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. > > Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane. > > If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. \pagebreakNum > ##### Bag of Holding (Tier 3) *Item* > *Wondrous Item, Very Rare, 15 lbs.* >### > This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold much more weight than normal in a small extradimensional space, the exact amount of which is determined by its rarity. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. > ___ >Four sizes of *bag of holding* exist. The GM chooses the size of a given carpet or determines it randomly. > | Tier | Maximum Weight |Volume Maximum > |:---:|:-:|:-:| > | 3 | 1,000lbs | 150 cubic feet >___ > If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. > ___ > Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a rift to the Astral Plane. The rift originates where the one item was placed inside the other. Any creature within 10 feet of the rift is sucked through it to a random location on the Astral Plane. The rift then closes. The rift is one-way only and can't be reopened. > ##### Belt of Stone/Frost/Fire Giant Strength *Item* > *Wondrous Item, Very Rare, 1 lb, (requires attunement).* >### > While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. > > Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. (The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.) > > | Type | Strength |Rarity > |:-|:-:|:-:| > | Stone/Frost Giant | 23 | Very Rare > | Fire Giant | 25 | Very Rare > ##### Book of Spells *Item* > *Wondrous item, Very Rare, 6 lbs, (requires attunement by a Wizard)* > ### > ***Arcane Battery.*** When you cast a spell of 5th level or lower, you can choose to do so without expending a spell slot. >___ > Once you use this trait, you must complete a long rest to do so again. > ##### Carpet of Flying *Item* > *Wondrous Item, Very Rare, variable weight* > ### > You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. >___ > Four sizes of *carpet of flying* exist. The GM chooses the size of a given carpet or determines it randomly. > | d100 | Size | Capacity | Flying Speed | > |--------|---------------|----------|--------------| > | 01-20 | 3 ft. × 5 ft. | 200 lb. | 80 feet | > | 21-55 | 4 ft. × 6 ft. | 400 lb. | 60 feet | > | 56-80 | 5 ft. × 7 ft. | 600 lb. | 40 feet | > | 81-100 | 6 ft. × 9 ft. | 800 lb. | 30 feet | >___ > A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. > ##### Cloak of Arachnida *Item* > *Wondrous Item, Very Rare, 1 lb (requires attunement)* > ### > This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: > - You have resistance to Poison damage. > - You have a climbing speed equal to your walking speed. > - You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. > - You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. > - You can use an action to cast the *Web* spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. \pagebreakNum > ##### Crystal Ball *Item* > *Wondrous Item, Very Rare, 7 lbs, (requires attunement)* > ### > The typical *crystal ball*, a very rare item, is about 6 inches in diameter. While touching it, you can cast the *Scrying* spell (save DC 17) with it. > ##### Daern's Instant Fortress *Item* > *Wondrous Item, Very Rare, 40 lbs* >### > You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. >___ > The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the *Knock* spell and similar magic, such as that of a *chime of opening*. >___ > Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 Bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. >___ > The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. No spell can repair the tower. > ##### Dancing Sword *Weapon* > *Wondrous Weapon (any sword), Very Rare, variable weight, (requires attunement)* >### > You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. >___ >While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it, as if you were in its space. >___ > After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. > ##### Demon Armor *Armor* > *Wondrous Armor (plate), Very Rare, 65 lbs, (requires attunement).* >### > While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magical weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. > #### Curse > Once you don this cursed armor, you can't doff it unless you are targeted by the *Remove Curse* spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities. \pagebreakNum > ##### Dragon Scale Mail *Armor* > *Wondrous Armor (scale mail), Very Rare, 40 lbs (requires attunement).* >### > Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. >___ > While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales, as shown on the following table. >___ > **Dragon Sense.** As an action, you can focus your senses to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can't be used again until the next dawn. > | Dragon | Resistance | >|--------|------------| >| Black | Acid | >| Blue | Lightning | >| Brass | Fire | >| Bronze | Lightning | >| Copper | Acid | >| Gold | Fire | >| Green | Poison | >| Red | Fire | >| Silver | Cold | >| White | Cold | > ##### Dwarven Thrower *Weapon* > *Wondrous Weapon (warhammer), Very Rare, 15 lbs.* >### > This warhammer counts as a +3 weapon. >___ >This warhammer has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a Giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand. > ##### Efreeti Bottle *Item* > *Wondrous Item, Very Rare, 1 lb.* >### > This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. > > The first time the bottle is opened, the GM rolls to determine what happens. > > | d100 | Effect | > |--------|-----| > | 01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic. | > | 11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | > | 91-100 | The efreeti grants you three wishes, as if by the *Wish* epic spell. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.| > ##### Frost Brand *Weapon* > *Wondrous Weapon (any sword), Very Rare, variable weight, (requires attunement).* >### > When you hit with an attack using this magic sword, the target takes an extra 1d6 Cold damage. In addition, while you hold the sword, you have resistance to Fire damage. >___ > In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. >___ > When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. \pagebreakNum > ##### Horn of Valhalla (Bronze) *Item* > *Wonderous Item, Very Rare, 2 lbs.* > ### >You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed. >___ > Four types of *horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly. >| d100 | Horn Type | Berserkers Summoned | Requirement | >|-------|-----------|---------------------|--------------------------------------| >| 76-90 | Bronze | 4d4+4 | Proficiency with all medium armor | >___ > If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. > ##### Horseshoes of a Zephyr *Item* > *Wonderous Item, Very Rare, 4 lbs.* > ### > These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. > ##### Instrument of the Bards (Very Rare) *Item* > *Wondrous Item, Rarity Varies, variable weight (requires attunement by a bard).* >### > An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as welt as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage. > ___ > You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC. >___ > When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus. > | Instrument | Rarity | Spells > |:---|:-|:-| >| All | — |*Fly*, *Invisibility*, *Levitate*, *Protection from Evil and Good*, plus the spells listed for the particular instrument > | Anstruth harp | Very Rare | *Control Weather*, *Cure Wounds* (5th level), *Wall of Thorns* \pagebreakNum > ##### Ioun Stone (Very Rare) *Item* > *Wondrous Item, Very Rare, negligible weight (requires attunement).* >### > An *Ioun stone* is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of *Ioun stone* exist, each type a distinct combination of shape and color. >___ > When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1-3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect. > > A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. >___ >***Absorption (Very Rare).*** While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. > > Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it. >___ > ***Agility (Very Rare).*** Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. >___ >***Fortitude (Very Rare).*** Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head. >___ >***Insight (Very Rare).*** Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head. >___ >***Intellect (Very Rare).*** Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. >***Leadership (Very Rare).*** Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. >______ >***Strength (Very Rare).*** Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head. > ##### Manual of Bodily Health *Item* > *Wondrous Item, Very Rare, 5 lbs (requires attunement).* >### > This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. > ##### Manual of Gainful Exercise *Item* > *Wondrous Item, Very Rare, 5 lbs (requires attunement).* >### > This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. > ##### Manual of Golems *Item* > *Wondrous Item, Very Rare, 5 lbs (requires attunement).* >### > This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. > | d20 | Golem | Time | Cost | >|-------|-------|----------|------------| >| 1-5 | Clay | 30 days | 65,000 gp | >| 6-17 | Flesh | 60 days | 50,000 gp | >| 18 | Iron | 120 days | 100,000 gp | > | 19-20 | Stone | 90 days | 80,000 gp | > ___ > To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. >___ > Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. The Golem is under your control, and it understands and obeys your spoken commands. \pagebreakNum > ##### Manual of Quickness of Actions *Item* > *Wondrous Item, Very Rare, 5 lbs (requires attunement).* >### >This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. > ##### Marvelous Pigments *Item* > *Wondrous Item, Very Rare, 1 lb.* >### > Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. >___ > Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. >___ >When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. >___ > Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. >___ > If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything. > ##### Mirror of Life Trapping *Item* > *Wondrous Item, Very Rare, 50 lbs.* >### > When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. >___ > If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. >___ > Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. >___ > An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. > > If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. >___ > While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. > > In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it. \pagebreakNum > ##### Oathbow *Weapon* > *Wondrous Weapon (longbow), Very Rare, 2 lbs, (requires attunement).* >### > When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. >___ >When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. >___ > While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. > ##### Oil of Sharpness *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs.* >### > This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one Slashing or Piercing weapon or up to 5 pieces of Slashing or Piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. > ##### Potion of Angelic Slumber *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > This calming purple brew is known to put creatures into a quick, restorative slumber. This potion can be drunk as an action. When this potion is drunk, you fall into a 1 minute slumber, becoming Unconscious until the effect is complete. Unless you take damage in this state or the slumber is otherwise interrupted, you gain the benefits of a long rest when you awaken. > ##### Potion of Flying *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. > ##### Potion of Cloud Giant Strength *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The *potion of frost giant strength* and the *potion of stone giant strength* have the same effect. When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. > | Type of Giant | Strength | Rarity | >|-------------------|----------|-----------| >| Cloud giant | 27 | Very rare | > ##### Potion of Supreme Healing *Potion* > *Wondrous Potion, rarity varies, 0.5 lbs* > ### > You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the following table. Whatever its potency, the potion's red liquid glimmers when agitated. > | Potion of ... | Rarity | HP Regained | >|------------------|-----------|-------------| >| Supreme healing | Very rare | 10d4+20 | > ##### Potion of Invisibility *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > This potion's container looks empty but feels as though it holds liquid. When you drink it, you become Invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell. \pagebreakNum > ##### Potion of Longevity *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened. When you drink this potion, your physical age is reduced by ld6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by ld6 + 6 years. > ##### Potion of Returning Dreams *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > As an action, you drink this potion and are instantly teleported within 5ft of the last location you took a long rest, provided that location is on the same plane as you. If the destination is inside an object, you take 20 Force damage and are shoved out to the nearest unoccupied space. > ##### Potion of Vitality *Potion* > *Wondrous Potion, Very Rare, 0.5 lbs* > ### > The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. > ##### Ring of Mind Shielding *Ring* > *Wondrous Ring, Very Rare, 0.01 lbs (requires attunement).* >### > While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. >___ > You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die. >___ > If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication. > ##### Ring of Regeneration *Ring* > *Wondrous Ring, Very Rare, 0.01 lbs (requires attunement).* >### > While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time. > ##### Ring of Shooting Stars *Ring* > *Wondrous Ring, Very Rare, 0.01 lbs (requires attunement outdoors at night).* >### > While wearing this ring in dim light or darkness, you can cast the *Dancing Lights* and *Light* cantrips from the ring at will. Casting either spell from the ring requires an action. >___ > The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. >___ > ***Faerie Fire***. You can expend 1 charge as an action to cast *faerie fire* from the ring. >___ > ***Ball Lightning***. You can expend 2 charges as an action to create one to four 3-foot diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually. > > Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. > > As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created. > | Spheres | Lightning Damage | >|---------|------------------| >| 4 | 2d4 | >| 3 | 2d6 | >| 2 | 5d4 | >| 1 | 4d12 | \pagebreakNum > ##### Ring of Telekinesis *Ring* > *Wondrous Ring, Very Rare, 0.01 lbs (requires attunement).* >### > While wearing this ring, you can cast the *Telekinesis* spell at will, but you can target only objects that aren't being worn or carried. > ##### Robe of Scintillating Colors *Item* > *Wonderous Item, Very Rare, 1 lb, (requires attunement)* >### > This robe has 3 charges, and it regains 1d4-1 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the effect ends. > ##### Robe of Stars *Item* > *Wonderous Item, Very Rare, 1 lb, (requires attunement)* >### >This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. > > Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast *Magic Missile* as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. > > While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space. > ##### Rod of Absorption *Rod* > *Wonderous Rod, Very Rare, 2 lbs (requires attunement)* >### > ***Absorb Energy.*** While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy-not the spell itself-is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. >___ > When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical. >___ >***Energy to Spells.*** If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. \pagebreakNum > ##### Rod of Alertness *Rod* > *Wonderous Rod, Very Rare, 4 lbs (requires attunement)* >### >This rod has a flanged head and the following properties. >___ >***Alertness***. While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative. >___ > ***Spells***. While holding the rod, you can use an action to cast one of the following spells from it: *Detect Evil and Good*, *Detect Magic*, *Detect Poison and Disease*, or *see Invisibility.* >___ >***Protective Aura***. As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. > > The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn. > ##### Rod of Security *Rod* > *Wonderous Rod, Very Rare, 5 lbs.* >### > While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. >___ > For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). >___ > When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed. > ##### Scimitar of Speed *Weapon* > *Wondrous Weapon (scimitar), Very Rare, 3 lbs, (requires attunement).* >### > This scimitar counts as a +2 weapon. >___ > You can make one attack with it as a bonus action on each of your turns. > ##### Scroll of Revival *Scroll* > *Wonderous Item, Very Rare, 0.05 lbs.* >### > As an action, you speak the words on this scroll and focus on a friendly creature you can see within 30ft of you that has died within the past minute. That creature returns to life with 1 hit point, and can be magically moved to any unoccupied space within 30ft of your choice. >___ > This item has no effect on creatures that died of old age, and it can't restore any missing body parts. Once used, the scroll disintegrates. > ##### Shield, +3 *Armor* > *Wondrous Armor (any shield), Very Rare (+3), variable weight.* >### > While holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. > ##### Shoes of Mobility *Item* > *Wonderous Item, Very Rare, 2 lbs, (requires attunement).* > ### > While wearing these shoes, you are immune to difficult terrain, and you can't be Paralyzed or Restrained. \pagebreakNum > ##### Spell Scroll (6th-8th) *Scroll* > *Wonderous Item, rarity varies, 0.05 lbs.* >### > A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, you must succeed an Arcana check to discern how to use the scroll, where the DC equals 10 + the spell's level. On a failed save, the text is illegible to you. >___ > If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust. >___ > The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table. > | Spell Level | Rarity | Save DC | Attack Bonus | >|-------------|-----------|---------|--------------| >| 6th | Very rare | 17 | +9 | >| 7th | Very rare | 18 | +10 | >| 8th | Very rare | 18 | +10 | > ___ > A wizard spell on a *spell scroll* can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level (10th level spells and higher are impossible to learn). If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the *spell scroll* is destroyed. > ##### Spellgaurd Shield *Armor* > *Wonderous Armor (any shield), Very Rare (requires attunement)* > ### > While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. > ##### Staff of Fire *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard).* > ### >You have resistance to Fire damage while you hold this staff. >___ > The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *burning hands* (1 charge), *fireball* (3 charges), or *wall of fire* (4 charges). >___ > The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed. > ##### Staff of Frost *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a druid, sorcerer, warlock, or wizard).* > ### >You have resistance to Cold damage while you hold this staff. >___ > The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *Cone of Cold* (5 charges), *Fog Cloud* (1 charge), *Ice Storm* (4 charges), or *Wall of Ice* (4 charges). >___ >The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed. \pagebreakNum
> ##### Staff of Power *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement by a sorcerer, warlock, or wizard).* > ### >This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. >___ > The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges. >___ >***Power Strike***. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target. >___ >***Spells***. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: *Cone of Cold* (5 charges), *Fireball* (5th-level version, 5 charges), *Globe of Invulnerability* (6 charges), *Hold Monster* (5 charges), *Levitate* (2 charges), *Lightning Bolt* (5th-level version, 5 charges), *Magic Missile* (1 charge), *Ray of Enfeeblement* (1 charge), or *Wall of Force* (5 charges). >___ >***Retributive Strike***. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it. >___ >You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of Force damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage. > | Distance from Origin | Damage | >|-----------------------|----------------------------------------| >| 10 ft. away or closer | 8 × the number of charges in the staff | >| 11 to 20 ft. away | 6 × the number of charges in the staff | >| 21 to 30 ft. away | 4 × the number of charges in the staff | >
> ##### Staff of Striking *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement).* > ### >This staff counts as a +3 bonus weapon >___ > The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 Force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. \pagebreakNum > ##### Staff of Thunder and Lightning *Staff* > *Wonderous Staff, Very Rare, 4 lbs, (requires attunement).* > ### > This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn. >___ > ***Lightning.*** When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage. >___ > ***Thunder.*** When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become Stunned until the end of your next turn. >___ > ***Lightning Strike.*** You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save, or half as much damage on a successful one. >___ >***Thunderclap.*** You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and becomes Deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened. >___ > ***Thunder and Lightning.*** You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one. > ##### Sword of Sharpness *Weapon* > *Wonderous Weapon (any sword that deals slashing damage), Very Rare, variable weight, (requires attunement)* > ### > When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. >___ > When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. >___ > In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. > ##### Tome of Clear Thought *Item* > *Wonderous Item, Very Rare, 5 lbs.* >### >This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. > ##### Tome of Leadership and Influence *Item* > *Wonderous Item, Very Rare, 5 lbs.* >### > This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. > ##### Tome of Understanding *Item* > *Wonderous Item, Very Rare, 5 lbs.* >### > This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century. \pagebreakNum > ##### Wand of Fate *Magic Item* > *Wonderous Spellcasting Focus, Very Rare (requires attunement by a spellcaster).* >### > This item counts as a +2 spellcasting focus. >___ > **Foretelling.** Once per day, you can cast the *Divination* spell as an action, requiring no spell slot or material components. > ##### Wand of Polymorph *Wand* > *Wonderous Wand, Very Rare, 0.5 lbs, (requires attunement by a spellcaster)* > ### >This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *Polymorph* spell (save DC 15) from it. >___ > The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. > ##### Wand of the War Mage *Wand* > *Wonderous Wand, Uncommon (+1), Rare (+2), or Very Rare (+3), 0.5 lbs, (requires attunement by a spellcaster).* > ### > While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore half cover when making a spell attack. > ##### Weapon, +3 *Weapon* > *Wonderous Weapon (any), Very Rare, variable weight* >### > You have a +3 bonus to attack and damage rolls made with this magic weapon.