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Magic Items
Dungeon Master’s Guide
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal
’s Feather Tokens table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel can&rsquo
Spells
Player’s Handbook
saving throw, taking 2d6 Fire damage on a failed save or half as much damage on a successful one.
As a Bonus Action, you can move the sphere up to 30 feet, rolling it along the ground. If you move
Magic Items
Dungeon Master’s Guide
. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly by rolling on
the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using
Magic Items
Dungeon Master’s Guide
the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag’s color. See the Monster Manual for the
Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts
Magic Items
Dungeon Master’s Guide
, determined by rolling on the following table.
Any spell you cast from the hat uses your spell save DC and spell attack bonus.
1d100
Effect
01–50
You cast a random spell determined by
rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a
Magic Items
Dungeon Master’s Guide
+1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by
rolling on the Moonblade Properties table.
Minor Property. In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item’s Minor
Feather Token
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Magic Items
Descent into the Lost Caverns of Tsojcanth
. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their Armor Class while on the boat.
The boat can transport up to 1,000
This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a walking and swimming speed of 20 feet, but it can’t travel underwater
Quaal's Feather Token
Legacy
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Magic Items
Dungeon Master’s Guide (2014)
Feather Token
01-20
Feather Token (Anchor);Anchor
21-35
Feather Token (Bird);Bird
36-50
Feather Token (Fan);Fan
51-65
Feather Token (Swan Boat);Swan Boat
66-90
Feather
Token (Tree);Tree
91-00
Feather Token (Whip);Whip
Feather Token (Anchor);Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be
Phase Spider
Legacy
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Monsters
Basic Rules (2014)
Ethereal Jaunt. As a bonus action, the spider can magically shift from the Material Plane to the Ethereal Plane, or vice versa.
Spider Climb. The spider can climb difficult surfaces, including
poisoned in this way.A phase spider possesses the magical ability to phase in and out of the Ethereal Plane. It seems to appear out of nowhere and quickly vanishes after attacking. Its movement on the Ethereal Plane before coming back to the Material Plane makes it seem like it can teleport.
Magic Items
Waterdeep: Dungeon of the Mad Mage
A professor orb is a smooth 5-pound sphere of smoky gray quartz about the size of a grapefruit. Close examination reveals two or more pinpricks of silver light coming from deep inside the sphere
.
The orb is sentient and has the personality of a scholar. Its alignment is determined by rolling on the alignment table in the “Sentient Magic Items” section in the Dungeon Master’s
Monsters
Bigby Presents: Glory of the Giants
by dealing 15 or more slashing damage to it on one attack. Cutting the root doesn’t hurt the cradle but ends the grapple.
Rolling Hills (Recharge 6);{"diceNotation":"1d6", "rollType":"recharge
", "rollAction":"Rolling Hills"}. The cradle magically creates a wave of dirt that extends from a point on the ground within 120 feet of itself. The wave is up to 30 feet long, up to 30 feet tall, and
Monsters
Curse of Strahd
carnival wagon, with a pet monkey on his shoulder. He took over an abandoned tower on Lake Baratok before rolling into the town of Vallaki several months later. Claiming to be a carnival ringmaster
hunting evil monsters.
The Waiting Game. Van Richten isn’t a young man anymore. He knows his road is coming to an end, but his work isn't done. He has come to Barovia to kill Strahd von Zarovich
Flail Snail
Legacy
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Monsters
Volo's Guide to Monsters
saving throw against a spell or a spell attack misses it, an additional effect might occur, as determined by rolling a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Antimagic Shell"}:
1
spell slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
3–4. No additional effect.
5–6. The snail’s shell converts some of the spell’s energy
Monsters
Acquisitions Incorporated
Hide action as a bonus action.Multiattack. The ancient deep crow makes three attacks: one with its mandibles and two with its claws.
Mandibles. Melee Weapon Attack: +11;{"diceNotation":"1d20+11
regions within 6 miles of the lair.
Intermittent, echoing caws can be heard coming from all directions within 6 miles of the lair.
Subterranean beasts within 1 mile of the ancient deep crow's lair serve
Monsters
Mordenkainen Presents: Monsters of the Multiverse
dangerous.Zariel’s Lair
Zariel makes her lair in a basalt citadel that rises up in Avernus. From nearly a mile away, one can hear the screams coming from burned victims chained to the stronghold
this creature hits with an attack roll that isn’t a critical hit, it can turn the hit into a critical hit.
Infernal Tactics. Immediately after rolling initiative, this creature can choose
Bag of Tricks
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the
, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the
Spells
Xanathar's Guide to Everything
.
Bless Water. You touch one vial of water and cause it to become holy water.
Coming of Age. You touch one humanoid who is a young adult. For the next 24 hours, whenever the target makes an
bonded together in marriage. For the next 7 days, each target gains a +2 bonus to AC while they are within 30 feet of each other. A creature can benefit from this rite again only if widowed.
Magic Items
Bigby Presents: Glory of the Giants
has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
2 minor beneficial properties
1 major beneficial property
2 minor
bonus to attack and damage rolls made with it. On a hit, the adze deals an additional 3d12 force damage. It also deals double damage to objects and structures.
Divine Mattock. As an action, you can call
Magic Items
Bigby Presents: Glory of the Giants
hold the fragment of chaos she used to prove her worth to her father.
Random Properties. The helm has the following random properties, determined by rolling on the appropriate table in the Dungeon
Wisdom (Insight) checks.
Arrow of Elemental Havoc. As a bonus action while wearing the helm, you can launch a bolt of searing elemental energy toward a creature you can see within 90 feet of yourself
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that
, and you gain the following benefits:
You have truesight.
You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
The eye has 8
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity. Quaal’s Feather Tokens 1d100 Token Rarity 01–20 Anchor Uncommon 21–35 Bird Rare
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Magic Items
Bigby Presents: Glory of the Giants
bracelet has the following random properties, determined by rolling on the appropriate table in the Dungeon Master’s Guide:
1 minor beneficial property
1 major beneficial property
1 minor
bracelet can create up to three copies and regains all expended uses at dawn.
Helpful Hand. As an action, you can use the bracelet to cast Bigby's hand as a 9th-level spell (spell attack bonus +13
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
or determines it randomly by rolling on the Quaal’s Feather Tokens table. The type of token determines its rarity. Quaal’s Feather Tokens 1d100 Token Rarity 01–20 Anchor Uncommon 21–35 Bird Rare
36–50 Fan Uncommon 51–65 Swan boat Rare 66–90 Tree Uncommon 91–00 Whip Rare Anchor (Uncommon) You can take a Magic action to touch the token to a boat or ship. For the next 24 hours, the vessel
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
tries to steer a boat around an ice floe must succeed on a DC 14 Wisdom check, adding their proficiency bonus to the roll if they’re proficient with water vehicles. On a failed check, the boat hits the
the center of each boat. The lake is covered in ice floes, which make travel dangerous. As the characters row out from Bremen, their boats must steer around 1d4 + 1 ice floes. Any character who
Magic Items
Acquisitions Incorporated
scattered the components that powered it, secreting them across the world. But the orrery’s instinct for survival is strong, and its components have a way of inexorably coming together over
within 30 feet of you, you gain a +1 bonus to AC.
Into the Void. With or without its components, the attuned orrery infuses your spirit with the tumultuous energy of the planes. Over time, your
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
determines it randomly.
d100 Feather Token
01–20 Anchor
21–35 Bird
36–50 Fan
51–65 Swan boat
66–90 Tree
91–00 Whip
Anchor. You can use an action to
touch the token to a boat or ship. For the next 24 hours, the vessel can’t be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears
Compendium
- Sources->Dungeons & Dragons->Descent into the Lost Caverns of Tsojcanth
walking and swimming speed of 20 feet, but it can’t travel underwater. The boat moves according to your spoken directions while you are riding it, and creatures of your choice gain a +1 bonus to their
Tasha’s Creeping Keelboat Wondrous Item, Very Rare (Requires Attunement) This magic vehicle is a boat 10 feet wide and 30 feet long. It has four legs that propel it across land and water. It has a
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
determines it randomly. d100 Feather Token d100 Feather Token 01–20 Anchor 51–65 Swan boat 21–35 Bird 66–90 Tree 36–50 Fan 91–00 Whip Anchor. You can use an action to touch the token to a boat or ship
at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. Fan. If you are on a boat or ship, you can
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again until the next dawn.
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before the adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses or by rolling on the Second-Year
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Student Schedules Before starting this adventure, have the players choose at least three courses their characters are taking this year, either by coming up with the courses themselves or by rolling
Magic Items
Baldur’s Gate: Descent into Avernus
creature that is transformed by magic, and see into the Ethereal Plane, all within a range of 60 feet.
New Personality. You gain new personality traits, determined by rolling once on each of the
have disadvantage on attack rolls made within the weapon’s radius of bright light.
As a bonus action, you can intensify the sword’s light, causing it to shed bright light in a 15-foot






