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Magic Items
Dungeon Master’s Guide
it longs to be more than mere reference material.
Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival
) check related to the Abyss. When you do so, you gain Advantage on the check.
Containment. The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a
Demonomicon of Iggwilv
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Magic Items
Tasha’s Cauldron of Everything
spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to layers of the Abyss only; 3 charges), summon fiend (3
charges).
Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you
Compendium
- Sources->Dungeons & Dragons->Bigby Presents: Glory of the Giants
Endless Rockslide Magic The Endless Rockslide has the following properties: Binding Runes. A creature touching one of the runes on the bridge can attempt to activate it with 1 minute of concentration
and a DC 20 Intelligence (Arcana) check. On a failed check, the creature takes 22 (4d10) force damage, as the bound elemental power releases explosively. On a successful check, the rune conjures an
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Wand of Binding Wand, rare (requires attunement by a spellcaster) This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s
avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Magic Items (W) Wand of Binding Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you
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.
Wand of Enemy Detection Wand, rare (requires
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Iron Bands of Binding Wondrous item, rare This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or
bands to contract and become a sphere once more. A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
(Survival) check indicates that no one has passed this way in years. Dark Manipulation As the characters prepare to explore the Haven of the Red Quill, the Princess of the Shadow Glass telepathically
that if they don’t vanquish the ghost quickly, the scrivener’s mark will destroy them. At the same time, she uses the link binding her to the characters to gain an instinctive sense of their actions
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
themselves, they must succeed on a DC 16 Charisma (Deception) check to convince Goldenbeard they were unable to retrieve the diadem. If Goldenbeard realizes they’re lying to him, he grows very serious. He
to recover the diadem, Goldenbeard is disappointed, but he reassures the characters there will be other opportunities to work together in the future.
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. This line reads: We lift up our light to reveal what is hidden and banish the darkness forever.
A character who makes a successful DC 12 Intelligence check realizes that this line might be more than a
written in invisible ink: “Harpers at Twilight.” When that phrase is uttered, the book shakes and flies into the air, pages flipping of their own accord and separating from the binding, then
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
Intelligence (Investigation) check to decipher. The notes detail Vertrand’s research into magical vortices, and how to widen and destabilize planar portals. Treasure. Vertrand’s spellbook is in the
desk’s top drawer. It contains all the spells he has prepared, plus legend lore, conjure elemental, and planar binding. The spells are written out using a form of Braille script.
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
1 or more of its charges to cast one of the following spells (save DC 20) from it: magic circle (1 charge), magic jar (3 charges), planar ally (3 charges), planar binding (2 charges), plane shift (to
layers of the Abyss only; 3 charges), summon fiend (3 charges; appears in this book). Abyssal Reference. You can reference the Demonomicon whenever you make an Intelligence check to discern
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
the characters close in, the wizards cast area spells that include themselves and the party. If a shrine of binding (see below) exudes a magical effect to which creatures in the room can become inured
zealously. Contact Stones. There are no contact stones in this sector. Shrines of Binding Each chamber of this zone features an identical 3-foot-high shrine whose arcane power extracts energy from a
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material. Abyssal Lore. You can reference the Demonomicon whenever you make an Intelligence check to
discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check. Containment. The first ten pages of the Demonomicon are blank. As a
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
Elemental Vessels Long ago, gnome artificers and specialists from House Cannith discovered and developed a means of magical travel. The heart of the process is a set of techniques for binding
invisible, arcane matrix. This magical essence extends from the containment chamber at the core of the vehicle to the binding struts, then through the rest of the vehicle’s hull. When a Khyber
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
before Kirina does. Alternatively, a character who sees Kirina drop the paper and recover it can steal the page from Kirina with a successful DC 14 Dexterity (Sleight of Hand) check. If asked about the
Kirina falls prone, is rendered unconscious, or at another opportune time, this paper slips from his clothes. A character who succeeds on a DC 12 Wisdom (Perception) check notices the dropped paper
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
6. Captive Balor At the end of this hall, some sort of horrible binding process is underway. A balor is held against the wall, pressed in against the stonework design of a great green devil’s face. A
annihilation that slowly drains away Tarnhem’s essence to fuel the magical workings of the tomb. A successful DC 12 Intelligence (Investigation) check identifies a number of silver wires attached to the
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Wisdom (Perception) check also allows a character to notice a light flickering within the hall and a silhouette moving within. Characters who wait for the panicked students to recover can question them
after-parties. Dean Tullus soon leaves as well. A character who’s been watching the dean and who succeeds on a DC 12 Wisdom (Perception) check notices her slip out, headed in the direction of Archaeo
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
DC 18 Charisma (Deception or Persuasion) check convinces the mages to allow the characters to recover the statue for them. The wizards are willing to give 500 gp to the characters if they help with
and psychic damage. The chains are rusty but solidly locked. A character can pick the lock with a successful DC 15 Dexterity check using thieves’ tools. A character can break the chains with a
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
, finding the rod piece on a successful check. Once the hertilod is dispatched, a character can easily recover the rod piece from the hertilod’s gullet. For more about the Rod of Seven Parts, see this
Wisdom (Perception) check uncovers a gilded spyglass worth 1,000 gp. A2: Ventricle Chamber Brian Valeza Deep in the heart of Havock lurks a creature called a
hertilod, which has swallowed a piece of
Compendium
- Sources->Dungeons & Dragons->Monster Manual
curse stole their wings and transformed their voices. Now kenku slip through the shadows of cities and the Shadowfell, trying to recover what they’ve lost. To some, this means seeking an end to their
imitations with a successful DC 14 Wisdom (Insight) check.
Actions
Shadow Blade. Melee or Ranged Attack Roll: +5, reach 5 ft. or range 60 ft. Hit: 6 (1d6 + 3) Necrotic damage. Hit or Miss: The
Compendium
- Sources->Dungeons & Dragons->Infernal Machine Rebuild
. Thessalar hopes to recover his sculptors, their superior mason’s tools, and their half of the manual of stone golems to complete this golem and send it out against Moghadam. High Priest Ard-Sagart (a
the underground lake is hidden within the fireplace, and can be detected with a successful DC 16 Wisdom (Perception) check. The image of the brazier held by the statue of Moloch is worked into the
Compendium
- Sources->Dungeons & Dragons->Divine Contention
recover a magical artifact called the ruinstone from the Ethereal Plane. He intends to use the party to lure the ruinstone’s guardians away, allowing him to seize it for his studies. Gallio doesn’t know
lit by wall lanterns.
Doors. Doors are made of wood and kept locked. A locked door can be opened with a successful DC 10 Dexterity check using thieves’ tools. A locked door can be opened as an
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
thank the characters and pay them. If either of the princes or all the survivors were killed, a second expedition is sent into the mines to recover the bodies. Exposing the Enemy If the characters
for Prince Simbon” section, Simbon speaks out against Kirina, cutting through his excuses. If they didn’t, a character must succeed on a DC 12 Charisma (Intimidation or Persuasion) check to undermine
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
notices the salt automatically. Otherwise, a character who looks carefully spots the salt with a successful DC 12 Intelligence (Arcana or Investigation) check. Taraz greets the adventurers with a fiery
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
notices the salt automatically. Otherwise, a character who looks carefully spots the salt with a successful DC 12 Intelligence (Arcana or Investigation) check. Taraz greets the adventurers with a fiery
stripped Taraz’s power to grant wishes when he trapped the efreeti here, to prevent him from escaping. He will recover his power only when he is freed. (Both false.) Xonthal warded the chamber to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
Equipment. A character can hire an artisan to customize their equipment, such as emblazoning a Shield with a symbol of their choice or embellishing the binding of a Spellbook. The standard rate is 5 GP per
that character takes the Study action relating to a subject covered by the library’s books, they have Advantage on the Intelligence check made as part of that action. A character can benefit from this only once per day.
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
drawn away from the cult. A character who takes the Influence action can make a DC 10 Charisma (Deception or Intimidation) check to try to coax information from him (see “Xia’s Cult” above for
information Yondis can share about the cult). Secret Door. A secret door in the south wall (see “Temple Features”) pulls open to reveal the library beyond (area T6). Stolen Goods to Recover. Yondis’s broom is a stolen item (see “Stolen Goods”).
Compendium
- Sources->Dungeons & Dragons->Acquisitions Incorporated
Proficiency: In addition to the proficiencies noted below, you can add your proficiency bonus to an ability check to organize lore, analyze official or arcane documents, or convey a legally binding
request one spell scroll containing a spell of up to 3rd level from Head Office. If you succeed on a DC 15 Intelligence (Arcana) check, the scroll instantly appears within your documancy satchel
Compendium
- Sources->Dungeons & Dragons->Storm King's Thunder
20 Wisdom (Perception) check spot a crystal ball-sized orb embedded in its right eye (see “Treasure”). Two stone giants kneel before the statue, their heads bowed, their stone greatclubs lying on the
reach of the orb can pry it free with a blade or similar tool. Stone giants who witness the theft do their utmost to kill the thief and recover the orb.
Compendium
- Sources->Dungeons & Dragons->Tomb of Annihilation
the History skill who lays eyes on one of these treasures can recall its lore with a successful DC 20 Intelligence (History) check. Black Opal Crown The Black Opal Crown was once worn by the archmage
," and appendix D) is keen to recover the Skull Chalice of Ch’gakare as part of her bid to reclaim the throne of Omu. To obtain it, characters must first survive the perils of the hall of the golden mastodon (area 67).
Compendium
- Sources->Dungeons & Dragons->Dragon Delves
(Investigation) check determines the mosaic once depicted Orcus, the Demon Prince of Undeath. Secret Door. Set into the wall behind the southwest pile of rubble is a secret door (see “Temple Features”). Behind
it lies a sloped passageway (area T3). Stolen Goods to Recover. The brooms, Ropes, and wheelbarrows are all stolen goods (see “Stolen Goods”).
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
. A character who examines the charts and formulas and makes a successful DC 13 Intelligence check determines that the main goal of the research here was to transmute various materials into gold
(Arcana) check can tell that these are figures used for creating homunculi. Treasure. Several of the reagents here are quite valuable. By searching the room, the characters can gather 50 gp of
Compendium
- Sources->Dungeons & Dragons->Tales from the Yawning Portal->a5
unguents and bindings used in the creation of the golems. A character who succeeds on a DC 15 Intelligence (Arcana) check realizes that these materials, which weigh 10 pounds, are worth 1,500 gp. Glyph Key
.
Creatures. A wight commands eight zombies who guard this chamber while some members of their squad recover in the cages. One deathlock wight (see appendix B) and two wights rest in the cages. Cages
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
circle of binding sigils or sealed as a spirit within a gigantic statue, the fiend’s influence drives your group. 4 Guardian Celestial. An angel or another powerful celestial takes an interest in a
has access to certain magic items. You can purchase common magic items from your patron contact. The DM determines the available stock or can call for a group Intelligence (Investigation) check to
Compendium
- Sources->Dungeons & Dragons->Heroes of the Borderlands
a capable explorer who can hold her own in a fight, but some quests can’t be completed alone. If they help her recover the tapestry, she promises a hefty reward. The barrels are mostly filled with
crooked spears and old arrows that are unusable. Freeing Vinx. As an action, a character can untie Vinx or cut her bonds (no check required). If freed, Vinx gratefully accompanies the characters as they






