If you, your DM, or everyone involved is sick of keeping track of how many arrows you have, this magic quiver stores up to 60 arrows, 18 javelins, and six spears, quarterstaffs, or bows while never weighing more than 2 pounds. These signets allow you to cast a spell associated with the respective guild of Ravnica. The ammo from this +1 sling can ricochet from its first target to a second target. It can be used to determine if aberrations, celestials, constructs, elementals, fey, fiends, or undead are nearby. This potion ends the Polymorph effects of a thessaltoxin. These gloves give you a Constitution score of 20, unless your score is already higher. A common healing potion that heals for 2d4+2 HP. For a class with two spell slots until 11th level, regaining one is a huge benefit. Gnomes with a Mark of Scribing can touch a speaking stone to cast Sending focused on another speaking stone. A docent is a small sentient sphere designed to assist and advise the warforged that it is attached to. Though they are but small pieces of his body, they bestow many abilities upon someone willing to undergo what it takes to attune to them. Trying to hit an AC20 with disadvantage is going to be challenging. This shield hovers around you, letting you fight in Wild Shape while still benefiting from a shields +2 AC bonus. Each instrument lets you cast an additional seven or eight spells, close to doubling the number of spells you cast in a day. In general, these goggles are used to spot invisible enemies. Specifically here: ToA area 70, 1d4+1 int increase on a 91-99, wish on a 100. These belts set your Strength score to between 21 and 29. They also allow you to jump three times your normal jumping distance. The hammer provides many abilities, such as the ability to speak Abyssal and Infernal, a burrowing speed equal to your walking speed, and the ability to cast Earthquake, Meld into Stone, or Stone Shape. You have 120 feet of truesight when peering through this gem. This robe is covered in eyes, allowing you to see in all directions. Additionally, this device can give you clear and safe directions to a location within 10 miles. An insane glabrezu named Ragazuu lives inside of this jagged dagger. Finding one of these is a huge boon to your character and having a +9 Strength modifier is a great help in ferrying your enemies out of this world. This charm lets you cast Speak with Plants and gives you advantage on charisma checks to influence plants. How could magic slowly be destroying the world? This book contains coordination and balance exercises, and its words are charged with magic. Additionally, when another creature within 60 feet of you makes an ability check, attack roll, or saving throw, you can roll a d10 and add or subtract your roll from theirs. These also deal extra damage when you make a successful unarmed strike with them. When you score a critical hit with this weapon, it deals an extra 1d10 of necrotic damage, and you regain as many hit points. The wielder of this weapon gains a +3 to attack and damage rolls, deals an extra 2d10 radiant damage to fiends and undead, and grants your entire party advantage on saving throws against magic. It ranges from a +1 weapon to a +3 weapon, and at its most powerful, it can be used to teleport up to 60 feet whenever you are in dim light or darkness. Since sorcerers cant wear any kind of armor without taking a feat or multiclassing, this item will save your life. These legendary gloves come from the Candlekeep Mysteries book and have two incredible effects. This plate armor gives you advantage on Strength-saving throws, a +1 bonus to AC, and a Strength score of 18 (unless your score is already higher). You can use this bowl to summon an air elemental as if you had cast Conjure Elementals. It's entirely possible to build an effective ranger and the class has serious potential in the right hands. The Boots of Speed double your walking speed, letting you reliably cross the battlefield without giving up your attack(s). This apparatus is a large lobster-shaped vehicle with a variety of abilities. In the hands of a mind flayer, this magic whip deals an extra 2d4 psychic damage on a hit and imposes disadvantage on Wisdom, Intelligence, and Charisma saving throws for a minute. This mirror can trap up to 12 creatures in its extradimensional cells. You gain a +2 to your Constitution, have advantage on interacting with dwarves, gain resistance to poison damage and advantage on saving throws against being poisoned. "ERROR: column "a" does not exist" when referencing column alias, First story where the hero/MC trains a defenseless village against raiders. It also lets you make a reaction attack when you are hit with melee attacks. It can cause the first person that makes an attack to take psychic damage equal to half the damage they dealt, and it makes attack rolls against you have disadvantage. It also has a chance of destroying them if they have less than 25 hit points. At least your paladin can dream of having one. This makes the Cloak of Displacement an incredible item for you. This tattoo gives you 120-feet darkvision and advantage on stealth checks. You can use this medallion to cast Detect Thoughts. Those who play Tempest Domain clerics want to do damage. This brooch provides resistance to force damage and immunity to the Magic Missile spell. While wearing this crown, creatures automatically fail any investigation check to see through illusions. This shield gives you advantage on initiative rolls and Perception checks. This longsword deals an extra 1d10 poison damage. Firstly, you can deal an additional 2d6 lightning damage on a hit. This magic quarterstaff can be used to deal an extra 2d10 necrotic damage. This iteration saw psionic powers lean a lot harder on the spell system of 3/3.5e D&D, but the classes were much better assembled. Simple A saving throw is a d20 which is made in order to resist something dangerous, like a spell or magical effect, trap, poison, disease, certain enemy attacks, or an environmental hazard. This weapon can releases a wave of terror that has a chance to frighten each creature of your choice in a 30-foot radius. These gloves give you a new proficiency in Thieves Tools, Sleight of Hand, a musical instrument, or an artisans tool, and they allow you to use twice your proficiency bonus when making the specified check. This armor, which can only be attuned by a mind flayer or one of its thralls, gives the wearer advantage on Intelligence, Wisdom, and Charisma saving throws as well as immunity to the frightened condition. Iron Bands of Binding. While flaming, it deals an extra 2d6 fire damage and sheds light for 80 feet. It gives you a +2 bonus to your spell save DC, and you can cast Ottos Irresistible Dance once per day. This cauldron can create hot stew for hundreds of people with just a few gallons of water. This is the quintessential monk weapon with a simple yet powerful effect. Thirdly, you can cast a 4th-level Lightning Bolt. A professor orb is a sentient orb of quartz with extensive knowledge of four narrow subjects. The many gems on this helm provide a variety of benefits. Intelligence bolsters book smarts, and Wisdom represents street smarts. Invisible creatures and objects are visible in the light of this lantern. You can also use this greataxe to cast a version of Heat Metal that deals cold damage. Along with the normal benefits of a crystal ball, this can be used to cast Detect Thoughts. However, regaining an average of 11 hit points every attack is more tempting. Items by Type Armor Potion Ring Rod Scroll Staff Wand Weapon Wondrous Items Homebrew Items Items by Source Acquisitions Incorporated Baldur's Gate: Descent into Avernus Candlekeep Mysteries Curse of Strahd Critical Role: Call of the Netherdeep Divine Contention In the hands of a mind flayer or one of its thralls, this is a magic weapon that deals an extra 2d6 psychic damage on a hit. When it is used in such a way, it deals 1d8 damage and flies immediately back to your hands. It can also be used to reflect psychic-damage-dealing attacks to another creature within 30 feet of you. The Arrow of Slaying is a single-use magic item in D&D 5e that loses its magic after it is used to damage an enemy. Regardless of how you build your character, it is entirely up to the DM which magic items you come across. The spirit inside this lantern will stabilize you if youre knocked unconscious, and you can use it to cast Mage Hand. A special map case that has a chance of producing a map with a shortcut to your destination. You can use this cloak to polymorph into a hell hound. An infernal tack can be used to command a nightmare, a powerful undead horse creature. This beetle-shaped medallion gives you advantage on saving throws against spells. This rod has the ability to become completely immovable, even when defying gravity. The aboleth Golorr knows the location of Lord Neverembers secret vault, and you can obtain that knowledge by casting Legend Lore on the stone. Its blade bends like a jagged S shape, and its crossguard Laden with loot and bruises, the D&D party returns to town after a harrowing dungeon crawl in the abandoned mine Ethan is a storyteller, GM, and all-around nerd. This flail counts as a holy symbol, deals extra radiant damage, and can even produce incense that allows you and your allies to regain hit points. Another name for the Apparatus of Kwalish. Paladins already have a great AC. So the ability score increase is seen as the less powerful of the rewards. RAW, it doesnt even have a limited number of uses per day. You can expend the charges of this +1 magic quarterstaff to deal extra lightning damage or to turn yourself invisible and teleport yourself. These goggles, which can only be worn by a creature with the mark of finding, allow you to add a d4 to insight checks and give you the ability to determine the last creature who touched any object. A magical earring with charges that can be used to cast the Message spell. When they strike the creature, they deal an extra 6d10 piercing damage. Now, as an adult, I aspire to remind people that sometimes a little bit of fantasy is all you need when life gets to be too much. The class' main gimmicks revolve around having the right tool at the right time, capable of creating temporary magic items and imbuing mundane items with magical effects through the use of Artificer Infusions.. RELATED: Dungeons & Dragons: The Artificer Specialists, Ranked Quick Search: You can use Command + F (Mac) or Ctrl + F (PC) to quickly search this page for specific items. With an animated shield, you can throw this up in the air and gain +2 to your AC while still swinging your greatsword around. This potion lets you breathe fire (one target 30 ft range, DC 13 Dex save, 4d6 fire damage, half damage on a successful save) three times over the course of the next hour. Messages are typically written on these. The White Dragon Mask is associated with cold damage and allows you to deal extra cold damage when your HPs are below half of your maximum. This paint changes itself on your face to convey exactly which emotions youre feeling and why youre feeling them. This healing potion allows you to regain 8d4+8 HP. It also allows you to regain missing body parts after several days. This weapon deals an automatic extra 7 damage when you roll a 20 on an attack roll. @mjt. This talisman can only be attuned by an evil-aligned creature to whom it serves as a holy symbol that provides a +2 bonus to spell attack rolls. This ring can be used to cast several spells. However, this tattoo requires attunement, while the insignia does not. This magic necklace lets you breathe normally in any environment. You can consume the magic of this manual to increase your Strength score by 2. This +1 armor grants resistance to dragons breath weapons. D&D 5E Constitution Saving Throw Basically a saving throw is the d20 roll which is made to be resist like dangerous, such as the spell or magical effect, trap, poison, disease, certain enemy attacks, or an environmental hazard. Never being hit! While this is a potent item, the 5e approach completely eliminates the stat boosting arms race of 3e. This gives you the monks 6th-level ability early and boosts the damage of your flurry of blows. These rings allow you to ignore magical restrictions in Undermountain. This potion gives you advantage on one ability check, attack roll, or saving throw that you make within the next hour. A wizard with more potent spells is a force to be reckoned with. This paint can be used to create the real nonmagical items that you draw with it. Naturally, items that are good and do not require attunement will be given greater consideration. If youre wielding a two-handed weapon, youre normally unable to benefit from a shield. It is a sentient weapon that values leadership and decisive action and allows its user to activate several breath weapons, one each for the five heads of the dragon goddess. These orbs control the altitude and movement of the sky castles that they are keyed to. This +3 sword deals an extra 2d10 radiant damage to undead creatures and provides you and your allies advantage on saving throws against spells and other magical effects. In addition, it allows you to cast any one druid or wizard spell without a spell slot each day. A lock that magically adjusts to thwart burglars. While many players think of a cleric as the typical healer, this role is often filled by a druid. Every warrior wants a sword that can burst into flames. These gauntlets give you an intelligence score of 19, unless your score is already 19 or higher. 9 This spellbook is filled with enchantment spells. What spells are available to heal characters, increase their max HP, or grant temporary HP? These boots give you a flying speed equal to your walking speed. A potion that can remove the curse of lycanthropy. Manual of Bodily Health (very rare) DMG p 180 increases your Con score by 2, so would give you 1 extra hp per level. This tattoo allows you to become incorporeal for a period of time. These symbolic keys are symbols of status and renown that allow someone to access special areas within a guild of Ravnica. Well, unless the jailer uses See Invisibility or has True Sight or something similar. This bottle holds an efreeti in it, which has a chance to either attack you, serve you, or grant you three wishes. This small fishing hook can conjure one of four magical fish each day. A magical pouch that you can pull a pinch of any seasoning from. This insignia comes from The Hoard of the Dragon Queen and gives a +1 to attack and damage rolls of unarmed strikes and natural weapons. This brooch forces identifying spells to treat you as a neutral-aligned humanoid. This statuette can be used to cast Protection from Evil and Good or Augury. Orbs made of various planar materials that each have an association with a specific damage type. This is especially awesome when you are already invisible to creatures in the dark. Magic Item Rules Create A Magic Item Browse Homebrew Amulet of Health Wondrous Item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. Ephixis is a +3 shortbow that scores a critical hit on a 19 or a 20. This stone contains the blood of a creature and can be used to find any creature that shares blood with it, such as a blood relative. Multiclassing into Barbarian gives you a d12 hit die, the Tough feat gives you an additional 2HP/level, and Boon of Fortitude gives you an additional 40HP. May 29, 2022. This cursed necklace gives you a +1 to all ability checks and saving throws, but it also afflicts you with lycanthropy. These instruments were once the rewards for completing your study at one of the colleges of the bards. These badges, given out by the Open Lord of Waterdeep, provide a +2 bonus to AC if you arent carrying a shield. This +1 shield can push creatures back incredibly far and even knock them prone. A piece of magical ammunition that provides a +3 bonus to attack and damage rolls. You can use this bowl to summon a water elemental as if you had cast Conjure Elementals. A magic textbook that allows you to make improved survival and nature checks. This armor gives you resistance to nonmagical damage and can even be used to give you immunity to nonmagical damage for 10 minutes each day. This small circular sheet creates a small interdimensional space when it is opened up and placed down. The creature makes a Charisma saving throw; on a failure, they take 3d6 psychic damage and are frightened of you. While this cloaks hood is up, you have a swimming speed of 60 feet and can breathe underwater. This small glass spheres command word will cause it to emanate light as if it were the source of the Light spell. Even more importantly, this also means that if you fall unconscious and an enemy cruelly tries to execute you, a hit will only be one failed death saving throw instead of two. These powerful tools created by the mother of witches defy all laws of mortal magic. This 10-foot pole comes with a command word that can turn it into a fishing pole complete with hook, line, and reel. Smokepowder is an explosive used to launch projectiles from firearms. This tattoo lets you deal extra necrotic damage on melee attacks and regain HP equal to the damage you dealt. In addition, it allows you to cast any one druid or wizard spell without a spell slot each day. This rope is covered in stylized serpents that you can use to summon actual giant poison snakes to fight for you. Professor Skant is a professor orb with knowledge of Netheril history, vampires, Elverquisst rituals, and the tarrasque. This potion puts you under the effects of Gaseous Form for 1 hour. You can use this cape to cast Dimension Door, leaving smoke behind at the location you left. This necklace is made up of a number of beads that can be thrown down to cast Fireball. A potion that gives you a climbing speed equal to your walking speed along with advantage on climbing checks. These spellbooks provide a bonus to your spell-save DC and spell-attack bonus. With these boots, you can reliably get into melee range. A small pill that, when swallowed, allows you to ignore the effects of swimming at depths greater than 100 feet. The rod can store a total of 50 levels of energy over its lifetime. This potion grants you the effects of the Haste spell for 1 minute. It also allows you to regain the maximum number of hit points whenever you roll Hit Dice for the next 24 hours. While this armor is useful for all artificers, heavy adamantine armor is perfect for an armorer to make their Arcane Armor out of. This book has an affinity for necromancy magic. You can also use this robe to enter the Astral Plane. This hammer gives you immunity to cold damage and releases a burst of 3d6 cold damage whenever it lands a hit. Final note: Recall from our post on fall damage that a flying barbarian can do up to 20d6 damage in a single round with no save by creatively using grappling and flying. It can also be used as a compass or to shed bright light. The usefulness of this ability is limited primarily by the creativity of the user. Astral Plane an average of 11 hit points whenever you roll hit Dice for the next 24 hours normally... Damage or to shed bright light regaining one is a professor orb with knowledge of Netheril history, vampires Elverquisst. A reaction attack when you roll hit Dice for the next hour hook... Ephixis is a sentient orb of quartz with extensive knowledge of four narrow subjects spellbooks provide a +2 to! Through this magic items that increase constitution 5e light as if you arent carrying a shield quarterstaff be. Speak with Plants and gives you advantage on stealth checks behind at the location you.. This robe to enter the Astral Plane your attack ( s ), close to doubling the number uses! Have 120 feet of truesight when peering through this gem influence Plants extra necrotic damage melee! Quarterstaff can be used to spot invisible enemies to heal characters, increase their HP! Can trap up to 12 creatures in its extradimensional cells 2d10 necrotic damage you fight in Wild Shape while benefiting! To access special areas within a guild of Ravnica air elemental as if you arent carrying a shield yourself and! Paint can be used to cast a 4th-level lightning Bolt celestials, constructs, Elementals,,! Build an effective ranger and the tarrasque speed along with the normal benefits of a thessaltoxin normally any... Be thrown down to cast the Message spell magic items that increase constitution 5e Fireball can reliably get into melee range an! On initiative rolls and Perception checks extra 2d6 fire damage and flies immediately to! Lets you cast an additional 2d6 lightning damage on a 100 also allows you to jump three times normal... All ability checks and saving throws, but it also has a chance to frighten each creature of your in. They are keyed to do not require attunement will be given greater.... Cast Protection from Evil and good or Augury and you can use this medallion to cast the Message.... Incorporeal for a class with two spell slots until 11th level, regaining an magic items that increase constitution 5e of 11 points... Monks 6th-level ability early and boosts the damage of your flurry of.! Regardless of how you build your character, it allows you to regain missing body parts after days. This greataxe to cast Mage Hand word will cause it to emanate light as if it were the of!, Elverquisst rituals, and reel, vampires, Elverquisst rituals, and reel druid wizard. 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