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Magic Items
Dungeon Master’s Guide
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Properties of the Hand. When you are attuned to the hand, your alignment is Neutral Evil
Magic Items
Dungeon Master’s Guide
The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.
Most believe the lich-god Vecna the
book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.
The Book of Vile Darkness
Magic Items
Dungeon Master’s Guide
you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can’t be located by any Divination magic, but a Wish spell can reveal the location
you draw the card or at any other time before you die.
Flames. A powerful devil becomes your enemy. The devil seeks your ruin and torments you, savoring your suffering before attempting to slay you
Monsters
Lost Laboratory of Kwalish
Special Equipment. Garret wears a ring of warmth (included in his statistics) and wields a gambler's blade longsword (see appendix D).
Bardic Inspiration (3/day). As a bonus action, Garret can give
one chosen creature (other than him) a d6 inspiration die. The chosen creature must be within 60 feet of Garret and able to hear him. Once within the next 10 minutes, the creature can roll the die and
Prosthetic Limb
Legacy
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Magic Items
Eberron: Rising from the Last War
This item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Monsters
Van Richten’s Guide to Ravenloft
achievement, Elise is a confused, frustrated soul who never wished for her current circumstances.
Elise’s heart has been replaced with the Unbreakable Heart. If this device is removed, Elise dies
stitching itself into place if positioned in a cavity where the creature’s heart used to be. A creature with the device inside them is immune to disease, ceases to age, and does not die of old age
Monsters
Planescape: Adventures in the Multiverse
","rollType":"roll","rollAction":"Darkweaver Cocoon Contents"}
Category
1
Roll a die. If you roll an even number, the cocoon contains the bones of a Humanoid. If you roll an odd number, the
":"Darkweaver Webs (Cocoons)"} cocoons. Roll on the Darkweaver Cocoon Contents table to determine what might be inside each of these shadowy masses.
Darkweaver Cocoon Contents
d6;{"diceNotation":"1d6
Spells
Lost Laboratory of Kwalish
, the contents of the chest reappear on the ground at your feet.
The target creature is made aware of the chest’s contents before it chooses whether or not to open it, and knows how much of the
spell’s duration remains in which it can retrieve them. No other creature can open the chest and retrieve its contents. When the spell expires or when all the contents of the chest have been
Spells
Xanathar's Guide to Everything
dies if you die. Whenever you finish a long rest, you can spend up to half your Hit Dice if the homunculus is on the same plane of existence as you. When you do so, roll each die and add your
lower than 1 hit point, and the change to your and the homunculus’s hit points ends when you finish your next long rest. The reduction to your hit point maximum can’t be removed by any means
Resurrection
Legacy
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Spells
Basic Rules (2014)
You touch a dead creature that has been dead for no more than a century, that didn't die of old age, and that isn't undead. If its soul is free and willing, the target returns to life with all its
removed prior to casting the spell, they afflict the target on its return to life.
This spell closes all mortal wounds and restores any missing body parts.
Coming back from the dead is an ordeal
Magic Items
Eberron: Rising from the Last War
This opalescent, symbiotic goo comes sealed in a jar and slowly shifts and moves, as if endlessly exploring the jar’s interior. To attune to this item, you must first drink the contents of the
this property, it can’t be used again until the next dawn.
Symbiotic Nature. The ooze can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your
Magic Items
Descent into the Lost Caverns of Tsojcanth
, and it doesn’t impede bodily functions. Once you put it on, it can’t be removed unless you choose to do so or you die, at which point the pot reappears and the ichor flows back into it
Monsters
Dragonlance: Shadow of the Dragon Queen
Special Equipment. Kansaldi has a glowing ruby embedded in her left eye socket. The gem functions as her eye and grants her truesight (included above). The gem can’t be removed while Kansaldi
, thaumaturgy
1/day each: blade barrier, dispel magic, flame strike, lesser restoration, revivifyHigh Master Kansaldi Fire-Eyes leads the Red Dragon Army’s offensive in Solamnia. A fanatical adherent
magic-items
petals.
When the seventh petal has grown on your skull, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull. If the curse is removed, the petals
head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black
magic-items
petals.
When the seventh petal has grown on your skull, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull. If the curse is removed, the petals on your head and the infested cultist’s skull are destroyed and crumble to dust.
head. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black
magic-items
.
When the seventh petal has grown on your skull, you die and your body turns to dust, except for your skull, which becomes a new infested cultist’s skull. If the curse is removed, the petals on your head and the infested cultist’s skull are destroyed and crumble to dust.
. These black petals cannot be removed physically, and any attempt to do so causes you to take 2d6 necrotic damage. If you travel to a different plane while cursed, you grow a further 1d4 black petals
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
damage in a single turn, one of its heads dies. If all its heads die, the Goose Mother dies.
At the end of its turn, the Goose Mother grows two heads for each of its heads that died since its last
, you can use the Goose Egg Trinket table to determine the contents of one of the Goose Mother’s eggs that isn’t destined to hatch into a goose or a giant goose (also described in that book).
Monsters
Mordenkainen Presents: Monsters of the Multiverse
its hit point maximum is reduced by 7 (2d6);{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Corrupted Healing"}. This reduction can be removed only by a wish spell or by casting greater
blighted, all normal plants there wither and die.
Furthermore, when a creature moves into the blighted area or starts its turn there, that creature must make a DC 16 Constitution saving throw. On a
Solar
Legacy
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Monsters
Basic Rules (2014)
DC 25). It can innately cast the following spells, requiring no material components:
At will: detect evil and good, invisibility (self only)
3/day each: blade barrier, dispel evil and good
","rollDamageType":"radiant"} radiant damage. If the target is a creature that has 100 hit points or fewer, it must succeed on a DC 15 Constitution saving throw or die.
Flying Sword. The solar releases its
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
evil act if the victim-to-be is a willing sacrifice.
In the ritual, a living person’s chest is pierced and the heart removed. A seed is pushed into the heart, which is then placed in a tree
might die. If it is freed from its specific duties, a wood woad might roam to find another place of natural beauty or fey influence to watch over.
Wood woads are drawn to creatures that have close ties
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
Monsters
Eberron: Rising from the Last War
doesn't reduce its exhaustion. If the cursed target reaches exhaustion level 6, it doesn't die; it instead becomes a thrall under the quori's control, and all its exhaustion is removed. Only the wish spell
throw or be cursed. The curse lasts until it's removed by a remove curse or greater restoration spell.
The cursed target suffers 1 level of exhaustion every 24 hours, and finishing a long rest
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.
magic-items
regardless of whether you’re bonded to it. While bonded to it, you gain the following benefits:
Secure Grip. The weapon is bound to your hand and can’t be removed from your grasp, voluntarily or
Die to deal additional damage with the attack, and as you do, drain the life from your foes. Roll the Hit Die and add your Constitution modifier; the attack deals extra Necrotic damage equal to the result, and you regain an equal number of Hit Points.