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magic items that increase dex 5e

You'll be less pressed to make History checks with as much regularity or severity as an Acrobatics check to avoid being grappled or a Stealth check to be seen. 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. With an animated shield, you can throw this up in the air and gain +2 to your AC while still swinging your greatsword around. After putting some drops of your blood into this vial, you can use it as a spellcasting focus and gain a bonus to your spell attack rolls and spell save DC according to its rarity. You can breathe underwater and have a swimming speed equal to your walking speed. Weapon (any sword), legendary (requires attunement). 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. 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. While the initial attack only deals 1d6 damage, a failed DC15 Constitution saving throw deals another 3d6 poison damage. Armor (plate), legendary (requires attunement). Not exactly easy to get your hands on though. On the head of a bard, there is no end to the number of situations you can weasel your way in and out of. Armor (shield), uncommon (+1), rare (+2), or very rare (+3). It only takes a minute to sign up. Casting the spell by reading the scroll requires the spells normal casting time. You and any creature you designate when you use the shackles can use an action to remove them. Constitution: Durable Resilient Tavern Brawler Charisma: Actor Resilient Dexterity: Athlete Lightly Armored Moderately Armored Resilient Weapon Otherwise, the scroll is unintelligible. The staff has 20 charges for the following properties. 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. | d20PFSRD Shooting Stars. 13. So don't place one or make it easy to acquire. 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. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. There are 6 magic items (manuals and tomes) that add 2 to your current ability score and increase your max by 2. The staff regains 1d6 + 4 expended charges daily at dawn. A copy of this License can be found at www.wizards.com/d20. If you use it for your weapons you want 20 later. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The score can exceed 20 but cant exceed 24. The shackles adjust to fit a creature of Small to Large size. If you expend the wands last charge, roll a d20. If the armor normally imposes disadvantage on, While you wear these boots, your steps make no sound, regardless of the surface you are moving across. 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. While this spellbook doesnt have additional abilities like the others, it grants a bonus to spell attack rolls and spell save DC according to its rarity. 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. The sword uses your attack roll and ability score modifier to damage rolls. Wand, rare (requires attunement by a spellcaster). The illusion lasts until its card is moved or the illusion is dispelled. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. This rod can absorb 50 levels of spells when the wielder is targeted by spells. While wearing this cloak, enemies have disadvantage on attack rolls made against you. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. Weapon (any sword), very rare (requires attunement). Four sizes of carpet of flying exist. Ancalagon. These boots give you a flying speed equal to your walking speed. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. You can also use an action to cast the pass without trace spell from the staff without using any charges. This makes the Cloak of Displacement an incredible item for you. You can expend 1 charge as an action to loose a 30-foot cone of molten mizzium. 5e SRD > Gamemastering > Magic Items > Magic Items by Other Publishers > Magic Items - Frog God Games > Gauntlets of Dexterity Wondrous item, rare (requires attunement) Your Dexterity is 20 while you wear these gauntlets. Pulling the hood up or down requires an action. While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. You can use an action to speak the flasks command word, targeting a creature that you can see within 60 feet of you. The robe has two of each of the following patches: In addition, the robe has 4d4 other patches. When activated, the tower has a small door on the side facing you. This makes it hard to even land a hit before digging into your large pool of hit points. Speed 30 ft., fly 60 ft. STR DEX CON INT WIS CHA The sword has 1d4 1 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). This type gives you a +1 to damage when you cast a spell that deals force damage. They are more of a problem for people that can choose magic items, and thus build a character with one of them in mind. Use this to get out of harms way, get behind cover, or keep your enemies guessing where you are. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. This viscous, milky-white substance can form a permanent adhesive bond between any two objects. These crystal lenses fit over the eyes. A creature that cant use a manual of golems and attempts to read it takes 6d6 psychic damage. You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. 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. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. If the effect causes you to cast a spell from the wand, the spells save DC is 15. The creature makes a Charisma saving throw; on a failure, they take 3d6 psychic damage and are frightened of you. This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. These daggers are magical and infinite in number. Is a downhill scooter lighter than a downhill MTB with same performance? The ring produces a spectral rams head and makes its attack roll with a +7 bonus. You can use a shield and still gain this benefit. This item appears to be a longsword hilt. The gate is one-way only and cant be reopened. Learn more about Stack Overflow the company, and our products. This mace deals an additional 2d6 radiant damage to fiends and undead, and if damage done by the weapon reduces them to 25 hit points or fewer, they make a Wisdom saving throw to not be outright destroyed. How can I improve this homebrew magic item so that it remains balanced across a wide range of levels? The tower is made of adamantine, and its magic prevents it from being tipped over. Once you use the pearl, it can't be used again until the next dawn. The all-rounder warrior whos competent at swinging a sword and slinging spellsand Its D&D night, and the party just found a dagger. Roll a d100. Giving them too much can dilute this and create imbalance. When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). A stone has AC 24, 10 hit points, and resistance to all damage. He spends his time introducing all of his friends to D&D and creating hard magic systems for upcoming novels. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. Honestly, as it's used now, this isn't a bad item. Flying solves a lot of these issues by getting you over obstacles to where you need to be. It lacks the Saves aspect but as you mentioned works on Initiative (which is an ability check) so you're trading better saves for more narrow and heightened use. On a 1, the staff becomes a nonmagical quarterstaff. The gate then closes. 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. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. Spell or Item Charges Lost Disintegrate 1d12 Horn of blasting 1d10 Passwall 1d6 Prismatic spray 1d20 Wall of fire 1d4. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Protection (Rare). For clerics who like to swing a mace at evil beings, the Mace of Disruption can help. You have a climbing speed equal to your walking speed. It can also go underwater to a depth of 900 feet. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. Cone of Fear. The spell has no effect, other than to be stored in the ring. Those who play Tempest Domain clerics want to do damage. While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. This onyx statuette of a dog can become a mastiff for up to 6 hours. The boat can carry up to thirty-two Medium or smaller creatures. It regains 1d6 + 4 expended charges daily at dawn. If you fail to avoid the effect, you take force damage equal to 16 the number of charges in the staff. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. They can be shut down by anti-magic. It weighs 4 pounds and floats. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. Once you don this cursed armor, you cant doff it unless you are targeted by the remove curse spell or similar magic. The Ring of Evasion has three charges. The avatar is immune to features that turn undead. Whats more terrifying than a Gloom Stalker? This property cant be used again until the next dawn. If the hole is folded up, a creature within the holes extradimensional space can use an action to make a DC 10 Strength check. You have advantage on Charisma (Persuasion) checks made to interact with dwarves. If you expend the wands last charge, roll a d20. If you chose a point. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march. While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. Thirdly, you can cast a 4th-level Lightning Bolt. Each time the item opens a portal, the GM decides where it leads. And it's also why I rate it on the Uncommon side of Rare for its user. 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. They're attunement items, which have limited slots. This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. You gain a +1 bonus to attack and damage rolls made with this magic weapon. The creature dies if it cant survive without the lost head. The flames are harmless to you and the weapon. 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 target must succeed on a DC 15, the rope can use an action to make a DC 15 Strength or, depending on the tattoos rarity, as shown below. While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. A wearer cant prevent this telepathic communication. This painted brass bottle weighs 1 pound. For clerics who are focused on spellcasting and healing, the Staff of Healing lets you keep the whole party alive without sacrificing spell slots that could be used to inflict wounds. Strength (Very Rare). This is especially awesome when you are already invisible to creatures in the dark. Tier 2: XGtE suggests that a party will find 5 Uncommon Major Magic Items, 1 Rare Major Magic Item, 5 Rare Minor Magic Items and 1 Very Rare Minor Magic Item. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet. 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. At the end of the duration, the creature reverts to its figurine form. You can use an action to expend 1 or more of the staffs charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). Magic Items charges daily at dawn. (A brief websearch returned this list of good uncommon items, which seems about right to me. Armor (light, medium, or heavy), rare (requires attunement). When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapons type. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. If you expend the last charge, roll a d20. Armor (plate), rare (requires attunement). You are granted the ability to cast the wish spell 1d3 times. Lets take a look. For 1 charge, you cast the 1st-level version of the spell. Six Buttons. The manual then loses its magic, but regains it in a century. The Boots of Speed double your walking speed, letting you reliably cross the battlefield without giving up your attack(s). If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. Lightning. +2 boost your AC and keep swinging that greataxe. Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. If the armor normally imposes disadvantage on, to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24, cancel it. This cloak lets you cast Dimension Door once per day. While wearing this belt, your Strength score changes to a score granted by the belt. This takes the hunting part of being a ranger to the next level. Spellsword. Sure. At the end of each of your turns, you can repeat the saving throw. A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. The Amulet of Elusive Prey (Lvl 14+ Neck Slot, AV) gives +2 AC and Ref for as long as you've moved at least 4 squares on your turn. The potion of frost giant strength and the potion of stone giant strength have the same effect. Choose from the following options: Stream produces 1 gallon of water. Donjon. While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). 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. If the expended slot was of 4th level or higher, the new slot is 3rd level. Besides giving a +3 bonus to attack and damage rolls (which is to be expected from a legendary weapon) this sentient bad boy has numerous abilities. This black or dark blue robe is embroidered with small white or silver stars. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rods flanged head. Weapon (any axe), rare (requires attunement). Some items also allow you to cast a spell that can grant you temp hp. 0.0.1 Go to the Magic Items Database (ALL MAGIC ITEMS!) 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. If you win the contest, the swarm is swayed by the pipes music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. Hit points lost to this weapons damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Each charge expended deals an extra 1d6 force damage on a hit.

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magic items that increase dex 5e