![]() Each creature of your choice within a 20 foot radius must make a DC 13 Wisdom saving throw, or become frightened of you. While wearing this helmet, you can use an action to unleash a powerful roar. Wondrous item, uncommon (requires attunement) While wearing this headband, you can telepathically communicate with any creature that speaks at least one language within 30 feet. Wondrous item, rare (requires attunement) The bag of necessity is a plot device, to be used to give a specific object to a player at the precise time that they need it. At the precise time the object inside is needed, a key appears at your feet, and the bag can be unlocked and opened as a bonus action. The bag weighs 5 pounds, but the shape inside is formless. This small leather bag is locked closed, and the lock cannot be picked or forced open by any means. While wearing these thick-framed spectacles, you have advantage on all Wisdom (Perception) checks and Intelligence (Investigation) checks that rely on sight. ![]() Once cast, the shell cannot be used again until the next dusk. The targeted corpse does not require a mouth, as the voice of the deceased is heard from within the shell. You can use an action to cast the spell speak with dead without expending a spell slot. This conch shell allows you to interrogate the souls of the deceased. To do this stealthily, you make a Dexterity (Sleight of Hand) check, contested by a creature's Wisdom (Perception) check. While you wear this blue leather glove, the hand summoned can by the mage hand cantrip can be invisible, and can be used to stow or steal an object worn on a creature, and can be used to pick locks with thieves' tools. Wondrous item, rare (requires attunement by a spellcaster with the mage hand cantrip) You use an action to throw the sphere up to 60 feet, where it shatters and casts levitate (spell save DC 15) on all creatures and objects within a 15 foot radius, lasting for 1 minute with no concentration required. This fist-sized glass ball is filled with silvery smoke. The coin cannot be used again until the next dawn. Heads is treated as a 20, while tails is treated as a 1. When making an attack roll, ability check, or saving throw, you can flip a coin in place of rolling a d20. This duplicitous coin can spell fortune or ruin for its owner. ![]() For example, a potion of healing will recover 3d4+2 hit points, and a potion of greater healing will recover 6d4+4 hit points. While wearing this ring and imbibing a potion of healing, you regain an additional 1d4 hit points for each level of potion rarity. All broken parts of the object must be present within 60 feet. While holding this mace, you can use an action to expend 1 charge to fully repair a broken object no larger than 15 feet in any dimension. While holding this mace, you can use an action to cast the cantrip mending. The mace has 4 charges for the following properties. You gain a +1 bonus to attack and damage rolls made with this magic weapon. This large, black metal wrench has four emeralds placed around the head. Weapon (mace), uncommon (requires attunement) An item's description gives the item's name, itsĬategory, its rarity, and its properties. Items are presented in alphabetical order. The Adventure Zone: Balance, Magic Items Revised Items A-Z
0 Comments
Leave a Reply. |