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magic-items
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Very Rare. A very rare coat grants you a +1 bonus to Armor Class;AC and allows you to see Invisible
.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
and objects within 120 feet.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
magic-items
tasks, your armor can evolve, gaining additional powers and increasing its effective rarity.
Rare. A rare coat also grants you a +1 bonus to Armor Class;AC and allows you to see Invisible creatures
cast Arcane Eye with it. Once you cast the spell in this manner, you can’t do so again until you finish a Long Rest.
Symbiotic Nature. Once you attune to this symbiote, you can’t remove it unless you are targeted by a Remove Curse spell or similar magic.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Shield, +1, +2, or +3 Armor (shield), uncommon (+1), rare (+2), or very rare (+3) While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the
shield’s normal bonus to AC. Shield of Missile Attraction Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic
20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play. Artifacts are omitted from the table because they are most often used as plot devices
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Buying and Selling Magic Items Captain Xendros of the Faithful Quartermasters of Iuz has magic items for sale and can also broker the sale of magic items. Any such item comes with a mild curse
knowledge of the casting. This curse can be detected by casting an identify spell on the item and succeeding on a DC 25 Intelligence (Arcana) check. The check can be attempted once per casting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic
20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play. Artifacts are omitted from the table because they are most often used as plot devices
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Buying and Selling Magic Items Captain Xendros of the Faithful Quartermasters of Iuz has magic items for sale and can also broker the sale of magic items. Any such item comes with a mild curse
knowledge of the casting. This curse can be detected by casting an identify spell on the item and succeeding on a DC 25 Intelligence (Arcana) check. The check can be attempted once per casting
Compendium
- Sources->Dungeons & Dragons->Ghosts of Saltmarsh
Buying and Selling Magic Items Captain Xendros of the Faithful Quartermasters of Iuz has magic items for sale and can also broker the sale of magic items. Any such item comes with a mild curse
knowledge of the casting. This curse can be detected by casting an identify spell on the item and succeeding on a DC 25 Intelligence (Arcana) check. The check can be attempted once per casting
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic
20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play. Artifacts are omitted from the table because they are most often used as plot devices
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Ending This Chapter If the characters defeat the harpy, one problem is solved: no more ships will be lured to the rocks, and shipwrecks will once again be a rarity. If the characters find Aleitha’s
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Ending This Chapter If the characters defeat the harpy, one problem is solved: no more ships will be lured to the rocks, and shipwrecks will once again be a rarity. If the characters find Aleitha’s
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Dragons of Stormwreck Isle
Ending This Chapter If the characters defeat the harpy, one problem is solved: no more ships will be lured to the rocks, and shipwrecks will once again be a rarity. If the characters find Aleitha’s
the words of the captain’s journal and destroy the talisman while aboard the ship. This also breaks the curse—the characters still feel something like a sigh in the air, fog rises up to engulf the wreck
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued
and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued
and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions, while others are imbued
and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons, devils, hell hounds
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character asks Nib to make something specific, Nib honors that request, provided the desired item is a nonmagical item worth no more than 1,000 gp, or a magic item of common or uncommon rarity. Nib can make
chapter 2) and offer Nib something in return for his gifts. Nib kindly accepts whatever the character offers but isn’t looking for help to end his curse, because as long as Granny Nightshade remains
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character asks Nib to make something specific, Nib honors that request, provided the desired item is a nonmagical item worth no more than 1,000 gp, or a magic item of common or uncommon rarity. Nib can make
chapter 2) and offer Nib something in return for his gifts. Nib kindly accepts whatever the character offers but isn’t looking for help to end his curse, because as long as Granny Nightshade remains
Compendium
- Sources->Dungeons & Dragons->The Wild Beyond the Witchlight
character asks Nib to make something specific, Nib honors that request, provided the desired item is a nonmagical item worth no more than 1,000 gp, or a magic item of common or uncommon rarity. Nib can make
chapter 2) and offer Nib something in return for his gifts. Nib kindly accepts whatever the character offers but isn’t looking for help to end his curse, because as long as Granny Nightshade remains
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions
demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions
demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons
Compendium
- Sources->Dungeons & Dragons->Monster Manual (2014)
a good alignment is a horrifying rarity. Celestials include angels, couatls, and pegasi. Constructs are made, not born. Some are programmed by their creators to follow a simple set of instructions
demon princes. Evil priests and mages sometimes summon fiends to the material world to do their bidding. If an evil celestial is a rarity, a good fiend is almost inconceivable. Fiends include demons
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!”
Bond. “Won’t someone please think of the books?!”
Flaw. “I am burdened with the curse of being right all the time.”
U7. Stonky’s Command Center The door to this room is sealed by an arcane lock
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!”
Bond. “Won’t someone please think of the books?!”
Flaw. “I am burdened with the curse of being right all the time.”
U7. Stonky’s Command Center The door to this room is sealed by an arcane lock
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->Candlekeep Mysteries
!”
Bond. “Won’t someone please think of the books?!”
Flaw. “I am burdened with the curse of being right all the time.”
U7. Stonky’s Command Center The door to this room is sealed by an arcane lock
countdown timer and a blinking red button built into it. Suspended above the console are four wireframe windows, each displaying a projected image.
Unless the characters have already encountered him (see
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot
these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot
these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
is in addition to the shield’s normal bonus to AC. Curse. This item is cursed. Attuning to it extends the curse to you until you are targeted by a Remove Curse spell or similar magic. You cannot
these cloth wraps, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks and damage, and you gain a bonus to the attack and damage rolls of your unarmed strikes, determined by the wraps’ rarity.
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd’s pact and freeing Barovia from its curse might be hidden there. Kasimir doesn’t know whether
strung across the width of the wagon under the driver’s seat serves as Arabelle’s bed. A burlap doll with button eyes lies in the hammock; Arabelle has no other possessions. A small iron stove in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd’s pact and freeing Barovia from its curse might be hidden there. Kasimir doesn’t know whether
strung across the width of the wagon under the driver’s seat serves as Arabelle’s bed. A burlap doll with button eyes lies in the hammock; Arabelle has no other possessions. A small iron stove in the
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
of the dreams sent to him by Patrina, Kasimir informs the characters that the secret to breaking Strahd’s pact and freeing Barovia from its curse might be hidden there. Kasimir doesn’t know whether
strung across the width of the wagon under the driver’s seat serves as Arabelle’s bed. A burlap doll with button eyes lies in the hammock; Arabelle has no other possessions. A small iron stove in the
Compendium
- Sources->Dungeons & Dragons->Keys from the Golden Vault
searches the wall for secret doors and succeeds on a DC 17 Wisdom (Perception) check notices the sheen of frequent touches on the snowflake button. Treasure. Four items on display are magical: Rust
shift, polymorph, remove curse, scrying, sending, stoneskin, teleport, time stop, true seeing, and wall of force. The crystal ball on the desk is nonmagical but worth 1,000 gp. It can be used as a focus






