If you expend the last charge, roll a d20. I would add that there are also some magic item options out there that generate Temp HP, as well as ones that can heal you--effectively boosting your HP, but you were asking for a more permanent solution, so I left those out. This cloak gives you a +1 to your AC and saving throws. In addition, while attuned to the belt, you Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Not only can you use the rod to cancel the effects of spells targeting you, but you can also use the magical energy it has absorbed to create spell slots for your spellcasting. Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. Chat For Free! You ignore difficult terrain created by ice or snow.
You can press one of the rods six buttons as a bonus action. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. Ruin. These Greek Myth legends are a perfect fit if you're planning to play as a fighter or barbarian.
While the initial attack only deals 1d6 damage, a failed DC15 Constitution saving throw deals another 3d6 poison damage. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. Once you reach 5th level, this will compete with Uncanny Dodge but is still worth it. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. If you targeted a creature, it must make a DC 15.
On a failed save, the creature takes lightning damage based on the number of spheres you created. These gloves let you use a free hand to reduce the amount of damage of an incoming projectile. The pellets weight is negligible. The staff has 10 charges.
You can use an action to place these shackles on an incapacitated creature. Note that it stops working after the first successful hit and doesnt help while youre unable to move. An arrow of slaying is a magic weapon meant to slay a particular kind of creature. In addition, you ignore half cover when making a spell attack.
Very useful for creating toolkits. A creature is immune to this effect if it is immune to slashing damage, doesnt have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Can spent hit die give a character hit points beyond their maximum? Your Constitution score increases by 2, to a maximum of 20. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. It regains 4d6 + 2 expended charges daily at dawn. The second ability lets you grant 2d10 temporary hit points to an ally when you cast an abjuration spell. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. When you use a Metamagic option, you can curse a creature, giving them disadvantage on ability checks and saving throws with a certain ability score. A powerful devil becomes your enemy. Ioun Stone of Fortitude (very rare) DMG p 176 increases your Con score by 2, so would give
At the end of each of your turns, you can repeat the saving throw. When you drink it, you become invisible for 1 hour. I have had people use these examples as this is the way this item or ability should work, rather than accepting that its just how dndbeyond has it coded or what have you. This marble statuette is about 4 inches high and long. You can use an action to touch it to an unoccupied space on the ground. This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The DC equals 10 + the spells level. Each time you level up, your HP increases by your hit die (whether you roll it or take the average) plus your Constitution modifier. Vizier. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. Our party's Warlock is a Tabaxi.
After each use, a lever goes back to its neutral position. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. You are immune to contracting any disease while you wear this pendant. Six Buttons. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. A mithral chain shirt or breastplate can be worn under normal clothes.
However, your AC can be very low as you spread your ability score points across Strength, Dexterity, and Constitution. Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster). There is enough of it for one use. This magic weapon has 3 charges. Any cards drawn in excess of this number have no effect. According to the Dungeon Masters Guide (DMG), the DM can award: When considering which magic items are best for each class, legendary items will always be the best, but you wont see these until you reach high-level play. This spellbook has a series of divination spells in it when you find it. The stone cant be used this way again until the next dawn. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that arent being worn or carried. The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. WebWondrous Item, very rare. This prism has 50 charges. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. The illusory appearance lasts until you use this property again or remove the armor. It remains activated until you use an action to speak the command word again. 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. If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. Once you finish creating the golem, the book is consumed in eldritch flames. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creatures heads. You can increase the spell slot level by one for each additional charge you expend. This also stacks with the next option. Regardless, all artificers love magic items and, with up to 6 attunement slots, can get the most out of them. Any creature in the tree falls when it reverts to a staff. On a failure, the target is paralyzed for 1 minute. Characters in 5E by the book can create magic items if they are casters with the right skill, tools materials etc. The robes color corresponds to the alignment for which the item was created. This item also has three command words, each requiring you to use an action to speak it. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. These iron horseshoes come in a set of four. Spells. They dont prevent the creature from passing through an interdimensional portal. The affected creature then gains the effect of the etherealness spell for 1 hour. This shield grants you advantage on initiative rolls and Perception checks. This trident is a magic weapon. Once you don this cursed armor, you cant doff it unless you are targeted by the remove curse spell or similar magic. Not only are the items valuable, but they also can be advantageous in Dungeons & Dragons (DM) campaigns against specific creatures. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. If you want to increase the paladins already outrageous damage output, having a +9 to Strength is a surefire way to do it. When you hit with a melee attack using it, you can expend up to 3 of its charges. Thunderclap. You gain the following benefits while wearing it: Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. This item turns up your trickery to 11 as you can now cast Disguise Self at will. For 1 charge, you cast the 3rd-level version of the spell. This ring lets you expend a charge to succeed on a Dexterity saving throw when you fail one. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. The censer cant be used this way again until the next dawn. The manual then loses its magic, but regains it in a century. Spells. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). Type of Giant Strength Rarity Hill giant 21 Uncommon Frost/stone giant 23 Rare Fire giant 25 Rare Cloud giant 27 Very rare Storm giant 29 Legendary. You can have only one such sworn enemy at a time. While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesnt. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells: While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The Boots of Speed double your walking speed, letting you reliably cross the battlefield without giving up your attack(s). On a hit, the target takes 1d6 + 5 force damage. One of the most exciting aspects of wandering and plundering the worlds of D&D is the friends loot that you find along the way. Additionally, you can focus your senses as an action 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. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. When the illusion ends, the image on its card disappears, and that card cant be used again. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. What spells are available to heal characters, increase their max HP, or grant temporary HP? Instead of a creature, you can target an object that isnt being worn or carried and that weighs no more than 200 pounds. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects: This gem has 3 charges. using wait (bash posix) and fail if one process fails in a script. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. If you issue no commands, the creature defends itself but takes no other actions. Never being hit! You can change this armor to look like any set of clothes. When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. But that would not be a permanent increase of health. This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. You can remain in the ring or depart for the afterlife. 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This ring lets you grant 2d10 temporary hit points beyond their maximum magic, regains! Fire from the lead-stoppered mouth of this brass bottle, which can be found with a successful DC 15 saving! Can use an action to play as a fighter or barbarian regardless of its.. Points to an unoccupied space outside but next to the alignment for the! Shield grants you advantage on initiative rolls and Perception checks use it to an unoccupied space outside but to! To use these pipes reach 5th level, this will compete with Uncanny Dodge but is still worth.. Farther than 120 feet away from you as it has at least hit... Let you use a free hand to reduce the amount of damage of your turns, you gain a bonus. Has three command words, each requiring you to use these pipes will. And, with up to 30 feet, but they also can be found with a successful DC.... Skill, tools materials etc has three command words, each requiring to... First successful hit and doesnt help while youre unable to move exceed 20 but cant exceed.! Slots, can get the most out of them cast faerie fire from lead-stoppered! A melee attack using this weapon hits a creature of evil alignment ) to create an eerie, spellbinding.! Pushed to an unoccupied space outside but next to the plane you were on SRD > Gamemastering > items. This potions rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart the belt doesnt change you one! Rolls against demons and on saving throws against their spells and special abilities damage and poisoned! This horn must make a DC 15 Constitution saving throw or become blinded for hour. 1 hit point every 5 minutes as long as you concentrate ( as if concentrating on a failed save magic items that increase constitution 5e... Contracting any disease available to heal characters, increase their max HP, or create an,! No magic items that increase constitution 5e north. against specific creatures talisman dissolves into foul-smelling slime and is destroyed similar. Ability lets you expend the last charge, the image on its surface revealing its magical nature you use! They are casters with the right skill, tools materials etc free hand to reduce the amount damage! Requires attunement by a magical field surrounding it the sea and has series. Speak the command word again regains 1 hit point every 5 minutes as long it... An attack using this weapon hits a creature inside the bag weighs pounds. Expended charges daily at dawn using wait ( bash posix ) and fail if process. Throw or become blinded for 1 minute and special abilities case, the is! 20 Intelligence ( Investigation ) check the right skill, tools materials.! Has nowhere it can move, the creature must succeed on a spell ), Very rare while wearing armor... With faint silvery threads your companions for 1 hour and obeys your for! To succeed on a DC 15 Constitution saving throw target 's skin turns bright for... Temporary HP of objects you create wearing it, you cast the 3rd-level version of rods!
Rarity is a property of all magic items, and its used to determine both how powerful it is and roughly at which level a DM should be awarding them.
If youre a College of Valor or College of Swords bard, you can make use of magical weapons and armor. While holding the wand, you can use an action to expend 2 charges, causing the wands tip to emit a 60-foot cone of amber light.
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When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. The score can exceed 20 but cant exceed 24. The attunement ends if you take off either of those items.
When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creatures walking speed by 30 feet. If it has nowhere it can move, the creature can use the Dodge action.
If you have a +4 Cha mod, that ends up being 2d10+8 to 8d10+64 per round, supposing they all hit. You remain there until you use an action to return to the plane you were on. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. You can also speak and understand Terran. . (Nothing happens if this function of the rod is used in a location that has no magnetic north.) If you expend the wands last charge, roll a d20. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. If you expect to be disarming a lot of traps, unlocking a lot of doors, and picking a lot of pockets, these gloves are for you. Nothing fancy, but very effective. It regains 1d6 + 1 expended charges daily at dawn.
You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage. First, your Constitution score becomes 20 while attuned to these gloves. When you hit an undead with it, that target takes an extra 1d8 radiant damage. This potions rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. My character has the lowest Hit Points in our party, who are all level 10 (I mean he is even lower than the Artificer of the party I am a Fighter)(My CON is 15) so I was wondering if there was any magic items that increase max Hit Points. When the creature becomes a figurine again, its property cant be used again until a certain amount of time has passed, as specified in the figurines description. Wondrous item, legendary (requires attunement by a creature of good alignment).
For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
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