This is obviously useful for warlocks who favor Eldritch Blast. When you make the spells attacks, you do so with an attack bonus of +5. If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. Store up to five spell levels in this ring (combined; the DM rolls 1d6-1 to see how many) and give it to anyone to cast. This item turns up your trickery to 11 as you can now cast Disguise Self at will. | Cepheus SRD Berserkers Axe (rare) DMG p 155 gives you a flat 1 hp per level. Alternatively, you can lean into your strengths and make them even stronger. What is the rarity of a magic item which permanently increases an ability score up to at most 13? The stone cant be used this way again until the next dawn. The GM chooses the god and associated alignment or determines the alignment randomly. If you fail to avoid the effect, you take force damage equal to 16 the number of charges in the staff. | PF2 SRD It shatters and is destroyed when reduced to 0 hit points. It can become a griffon for up to 6 hours. Since you only nock an arrow when you make your attack, you should have a hand free to use this reaction (which is required). It regains 1d6 + 4 expended charges daily at dawn. On a 1, the wand crumbles into ashes and is destroyed. So, a very reasonalbe magic item would be say Boots of Dexterity, Set Dexterity to 19 unless already higher. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure. The pipes regain 1d3 expended charges daily at dawn. By clicking Accept all cookies, you agree Stack Exchange can store cookies on your device and disclose information in accordance with our Cookie Policy. Command. The spell ends if the hat is removed. The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. Once three fuzzy objects have been pulled from the bag, the bag cant be used again until the next dawn. The medallion has 3 charges. While you wear these boots, you have a flying speed equal to your walking speed. | GumshoeSRD The gate is one-way only and cant be reopened. If the rope drops to 0 hit points, it is destroyed. Applying the oil takes 10 minutes. But lots of people would love a large bonus to HP without paying for it. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. It has no effect on you if your Constitution is already 19 or higher without it. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. This shield is cursed. This iron bottle has a brass stopper. The winner of the contest gains control of the sphere and can levitate it as normal. While every melee class will enjoy wearing this armor, a melee bard will benefit greatly as you still only have a d8 as your hit die. You can release the creature by using a bonus action to speak a second command word. This site works best with JavaScript enabled. This is especially awesome when you are already invisible to creatures in the dark. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice. It regains 1d4 + 1 expended charges daily at dawn. The GM determines the time and plane. When you drink it, you become invisible for 1 hour. In addition, the armors clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. The more spheres you create, the less powerful each sphere is individually. This cube is about an inch across. If youre wielding a two-handed weapon, youre normally unable to benefit from a shield. With an animated shield, you can throw this up in the air and gain +2 to your AC while still swinging your greatsword around. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you are proficient with shortswords or longswords, you are proficient with the sun blade. In addition, you can activate the tattoo to enable your melee attacks to have a 15-foot reach for 1 minute and deal an extra 1d6 force damage. You can use a bonus action to toss this magic sword into the air and speak the command word. If you expend the wands last charge, roll a d20. While you hold it, you gain a +2 bonus to spell attack rolls. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. Never being hit! The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it . After burning for 4 hours, the candle is destroyed. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. Once a card is drawn, it fades from existence. The least powerful option sets your Strength to 21, while the most powerful sets it to 29. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. You use the stored levels in place of your slots, but otherwise cast the spell as normal. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. AC in D&D 5e doesn't increase much above the low 20s and can be reached by PCs and NPCs at low levels. Almost all barbarians wield heavy, two-handed weapons and swing for the fences. Specifically here: ToA area 70, 1d4+1 int increase on a 91-99, wish on a 100. The target must make a DC 13, cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on, (Perception) checks made to see you have disadvantage, and you have advantage on, psychic damage. Closing the bottle requires you to speak its command word as an action. If a creature eats a, An animate, immobile stone statue in your, A campfire with blue flames springs forth. The score can exceed 20 but cant exceed 24. For a monk, that is an incredible boon as you already have an increased speed and can dash as a bonus action, letting you fly to anywhere you need on the battlefield. This wand has 7 charges. Thirdly, you can cast a 4th-level Lightning Bolt. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. 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. If you expend the last charge, roll a d20. +1 very good points. You gain a +1 bonus to AC while this dusty rose prism orbits your head. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more. Strength (Very Rare). Horn Type Berserkers Summoned Requirement 0140 Silver 2d4 + 2 None 4175 Brass 3d4 + 3 Proficiency with all simple weapons 7690 Bronze 4d4 + 4 Proficiency with all medium armor 9100 Iron 5d4 + 5 Proficiency with all martial weapons If you blow the horn without meeting its requirement, the summoned berserkers attack you. Speed 60 ft., fly 60 ft. (hover), STR DEX CON INT WIS CHA While you wear these boots, you can use a bonus action and click the boots heels together. By accepting all cookies, you agree to our use of cookies to deliver and maintain our services and site, improve the quality of Reddit, personalize Reddit content and advertising, and measure the effectiveness of advertising. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it.