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Magic Items
Dungeon Master’s Guide
An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. The Instruments of the Bards table lists the
saving throw or take 2d4 Psychic damage.
You can play the instrument to cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until
Monsters
Monster Manual
Swarm. The swarm can occupy another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can’t regain Hit Points or gain
Magic Items
Dungeon Master’s Guide
This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and
Magic Items
Dungeon Master’s Guide
Bound into this staff is a spell of level 8 or lower. The spell is determined when the staff is created and can be of any school of magic. The staff has 6 charges and regains 1d6 expended charges
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
Monsters
Monster Manual
form. Anything it is wearing transforms with it.
While in bat form, the vampire can’t speak. Its game statistics, other than its size and Speed, are unchanged.
While in mist form, the vampire
Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Misty Escape. If the vampire drops to 0 Hit Points outside its resting place
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you
Magic Items
Dungeon Master’s Guide
8);8th
Very rare
18
+10
Spell Scroll (Level 9);9th
Legendary
19
+11
Copying a Scroll into a Spellbook. A Wizard spell on a Spell Scroll can be copied into a spellbook. When a spell
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise
Classes
Player’s Handbook
Weave Beguiling Fey Magic
The College of Glamour traces its origins to the beguiling magic of the Feywild. Bards who study this magic weave threads of beauty and terror into their songs and stories
, and the mightiest among them can cloak themselves in otherworldly majesty. Their performances stir up wistful longing for forgotten innocence, evoke unconscious memories of long-held fears, and tug at the emotions of even the most hard-hearted listeners.
Magic Items
Dungeon Master’s Guide
;Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can take a Reaction to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect
.
When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun
Magic Items
Dungeon Master’s Guide
;t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird (Rare). You can take a Magic action to toss the token 5 feet into
speed by 5 miles per hour for 8 hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to touch the token to a body of water at least 60 feet in diameter
Classes
Player’s Handbook
Move in Harmony with the Cosmos
Bards of the College of Dance know that the Words of Creation can’t be contained within speech or song; the words are uttered by the movements of celestial
bodies and flow through the motions of the smallest creatures. These Bards practice a way of being in harmony with the whirling cosmos that emphasizes agility, speed, and grace.
Magic Items
Dungeon Master’s Guide
of Wondrous Power (Bronze Griffon);Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a Griffon for up to 6 hours. Once it has been used, it can’t be used again
until 5 days have passed.
Figurine of Wondrous Power (Ebony Fly);Ebony Fly (Rare). This ebony statuette, carved in the likeness of a horsefly, can become a Giant Fly (see the accompanying stat block
Classes
Player’s Handbook
Plumb the Depths of Magical Knowledge
Bards of the College of Lore collect spells and secrets from diverse sources, such as scholarly tomes, mystical rites, and peasant tales. The college’s
members gather in libraries and universities to share their lore with one another. They also meet at festivals or affairs of state, where they can expose corruption, unravel lies, and poke fun at self-important figures of authority.
Spells
Player’s Handbook
You gain the service of a familiar, a spirit that takes an animal form you choose: Bat, Cat, Frog, Hawk, Lizard, Octopus, Owl, Rat, Raven, Spider, Weasel, or another Beast that has a Challenge Rating
independently of you, but it obeys your commands.
Telepathic Connection. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as a Bonus Action, you
Classes
Player’s Handbook
magic attempts to harness those words, which transcend any language.
Anything can inspire a new song or tale, so Bards are fascinated by almost everything. They become masters of many things
;Daggers, Musical Instrument of your choice, Entertainer's Pack, and 19 GP; or (B) 90 GP
Invoking magic through music, dance, and verse, Bards are expert at inspiring others, soothing hurts
Magic Items
Dungeon Master’s Guide
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
The following crystal ball variants are legendary
items and have additional properties.
Crystal Ball of Mind Reading. You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting
Classes
Player’s Handbook
definition, the life of a Paladin is an adventuring life, for every Paladin lives on the front lines of the cosmic struggle against annihilation. Fighters are rare enough among the ranks of a world&rsquo
;s armies, but even fewer people can claim the calling of a Paladin. When they do receive the call, these blessed folk turn from their former occupations and take up arms and magic.
Becoming a
Magic Items
Dungeon Master’s Guide
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a
special Somatic component: you must reach into the hat and “pull” the spell out of it.
Unknown Spell. While holding the hat, you can try to cast a level 1+ spell you don’t know. The
Classes
Player’s Handbook
, crystal;Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their
an indelible mark on the Sorcerer, a churning magic that can be passed down through generations.
Sorcerers don’t learn magic; the raw, roiling power of magic is part of them. The essential art
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
97–00
97–00
Void
Each card’s effect is described below.
Balance. You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another
Monsters
Forgotten Realms: Adventures in Faerûn
", "rollType":"roll", "rollAction":"Divine Immortality"} days, reviving with all its Hit Points in a place of Malar’s choosing.
Legendary Resistance (3/Day). If the beast fails a saving throw, it can
: the beast of Malar. The beast of Malar can take three types of forms—a land form, a sea form, and a sky form—to pursue prey across land, seas, and skies. In each form, its short fur is
Species
Eberron: Forge of the Artificer
With ever-changing appearances, changelings reside in many societies undetected. Each changeling can supernaturally adopt any face they like. For some changelings, a new face may reveal an aspect of
in the fey realm.
In their true form, changelings appear faded, their features almost devoid of detail. It is rare to see one in that form, for a typical changeling alters their shape the way others
Magic Items
Forgotten Realms: Adventures in Faerûn
required by you). If you don't issue any, it takes the Dodge action and uses its movement to avoid danger. The flying wonder is destroyed if it drops to 0 Hit Points.
Gyrocopter Wonder (Rare). This wagon
gyrocopter can be used as a vehicle; it requires one pilot.
The gyrocopter wonder is a Huge object that weighs 500 pounds and has the following statistics: AC 14, HP 50, Speed 5 ft., and Fly Speed 20
Magic Items
Forgotten Realms: Heroes of Faerûn
Wis
8
-1
-1
Cha
1
-5
-5
Immunities Poison; Exhaustion, Poisoned
Senses Passive Perception 9
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
; Exhaustion, Poisoned
Senses Blindsight 60 ft.; Passive Perception 10
Languages Understands Common but can’t speak
CR 0 (XP 0; PB +2)
Traits
Increased Carrying Capacity. The wonder can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat;rats, as well as giant bat;giant bats and giant rat;giant rats.Shortsword. Melee Weapon Attack: +4;{"diceNotation
":"piercing"} piercing damage. If at least one of the xvart’s allies is within 5 feet of the target, the xvart can push the target 5 feet if the target is a Medium or smaller creature.
Sling. Ranged
Instrument of the Bards
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The
succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can
Wings of Flying
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as
Monsters
Waterdeep: Dungeon of the Mad Mage
Shapechanger. The werebat can use its action to polymorph into a Medium bat-humanoid hybrid, or into a Large giant bat, or back into its true form, which is humanoid. Its statistics, other than its
size, are the same in each form. Any equipment it is wearing or carrying isn’t transformed. It reverts to its true form if it dies.
Echolocation (Bat or Hybrid Form Only). The werebat has
Swarm of Bats
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Basic Rules (2014)
creature's space and vice versa, and the swarm can move through any opening large enough for a Tiny bat. The swarm can't regain hit points or gain temporary hit points.Bite. Melee Weapon Attack: +4
Echolocation. The swarm can't use its blindsight while deafened.
Keen Hearing. The swarm has advantage on Wisdom (Perception) checks that rely on hearing.
Swarm. The swarm can occupy another
College of Glamour
Legacy
This doesn't reflect the latest rules and lore.
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Classes
Xanathar's Guide to Everything
beasts can also bend minds. Villainous bards of this college can leech off a community for weeks, misusing their magic to turn their hosts into thralls. Heroic bards of this college instead use this
The College of Glamour is the home of bards who mastered their craft in the vibrant realm of the Feywild or under the tutelage of someone who dwelled there. Tutored by satyrs, eladrin, and other fey
Xvart Warlock of Raxivort
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Volo's Guide to Monsters
its turns.
Raxivort's Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort's Tongue. The xvart can communicate with ordinary bat;bats and rat
Innate Spellcasting. The xvart's innate spellcasting ability is Charisma. It can innately cast the following spells, requiring no material components:
At will: detect magic, mage armor (self only
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Raxivort’s Blessing. When the xvart reduces an enemy to 0 hit points, the xvart gains 4 temporary hit points.
Raxivort’s Tongue. The xvart can communicate with ordinary bat;bats and rat
;rats, as well as giant bat;giant bats and giant rat;giant rats.Multiattack. The xvart makes two Scimitar or Raxivort’s Bite attacks.
Scimitar. Melee Weapon Attack: +4;{"diceNotation":"1d20+4
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
, provided that you have at least 1 hit point.
Ioun Stone of Reserve;Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3
to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its






