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Returning 35 results for 'extra rare'.
Magic Items
D&D Free Rules (2024)
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns
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
;
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4
+2
Ability Score Improvement
2
5
3
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5
+3
Extra Attack, Faithful Steed
2
6
4
2
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6
+3
Aura of
Monsters
Mythic Odysseys of Theros
target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType":"roll","rollAction":"Surprise Attack"} damage from the attack.Multiattack. The sable makes two bite attacks.
Bite. Melee Weapon Attack: +5
extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to the sands of time or
Monsters
Mythic Odysseys of Theros
Charge. If the hart moves at least 20 feet straight toward a target and then hits it with an antlers attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType
stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent creations are now heirlooms of monarchs; others are lost to
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
points for each head regrown this way.
Reactive Heads. For each head the hydra has beyond one, it gets an extra reaction that can be used only for opportunity attack;opportunity attacks.
Wakeful. While
reactions.A rare variety of hydra native to the wilds of Eldraine, snapping hydras resemble giant, many-headed turtles. Snapping hydras dwell at the bottom of the wild’s largest lakes, or along
Monsters
Mythic Odysseys of Theros
Charge. If the sentinel moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 10 (3d6);{"diceNotation":"3d6","rollType
role, with some behaving like companionable creatures or stoic guardians.
A few extremely rare and valuable anvilwroughts were crafted by the hand of Purphoros himself. A number of these magnificent
Magic Items
Fizban's Treasury of Dragons
A dragonlance is a renowned weapon forged from rare metal with the aid of powerful artifacts associated with Bahamut. Different lances are forged for use by foot soldiers (as Dragonlance (Pike);pikes
Dragon with this weapon, the Dragon takes an extra 3d6 force damage, and any Dragon of your choice that you can see within 30 feet of you can immediately use its reaction to make a melee attack.
Magic Items
Fizban's Treasury of Dragons
Weapon (Wakened);Wakened (Very Rare) . The Wakened weapon has the Slumbering property, and it improves on the Stirring property. The bonus to attack and damage rolls increases to +2, and the extra damage
within 5 feet of the target takes 5 damage of the type dealt by the dragon’s breath weapon.
Dragon's Wrath Weapon (Stirring) ;Stirring (Rare). The Stirring weapon has the Slumbering property. In
Magic Items
Storm King's Thunder
a benefit based on its form:
Weapon. The weapon is now an uncommon magic weapon. It deals an extra 1d6 fire damage to any target it hits.
Armor. The armor is now a rare magic item that requires attunement. You have resistance to cold damage while wearing the armor.
Giant Elk
Legacy
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Monsters
Basic Rules (2014)
Charge. If the elk moves at least 20 feet straight toward a target and then hits it with a ram attack on the same turn, the target takes an extra 7 (2d6);{"diceNotation":"2d6","rollType":"roll
":"Hooves","rollDamageType":"bludgeoning"} bludgeoning damage.The majestic giant elk is rare to the point that its appearance is often taken as a foreshadowing of an important event, such as the birth
monsters
Terrain doesn’t cost the shanrigol extra movement, and the shanrigol can move through a space as narrow as 1 inch wide without expending extra movement to do so.The most basic and common type
prey has been plentiful in the past so they can grow larger and larger as they add to their jumbled forms. Only rare fleshwarpers create these abominations willingly, as they ignore all commands and
monsters
magical.
Swamp Stride. Difficult Terrain caused by swampy terrain doesn’t cost the chuul extra movement. Multiattack. The chuul makes two Pincer attacks and uses Paralyzing Tentacles
as easily as flesh. Fortunately, voidbracken chuuls are exceptionally rare and lair only where Nhimbaloth’s influence is strongest.Poison
monsters
.
Red Ruin Stance. Murschen can deal Slashing damage with his Unarmed Strike attack.
Sucker Punch (1/Turn). Murschen deals an extra 14 (4d6);{"diceNotation":"4d6", "rollType":"damage", "rollAction
damage.A braggart and showman, Murschen is a rare skulk who doesn’t like to lurk in the shadows, having previously won martial arts tournaments under the name “Red Ruin.” For all his
magic-items
Within (Rare+). While you are burning, your weapon attacks deal an extra 2d4 Fire damage. You can take a Bonus Action to begin or stop burning.
Strange Sight (Rare+). You have Darkvision with a range
properties.
Cultic Mask (Rare+). You can’t be targeted by Divination spells or perceived through scrying sensors. Ability checks made to discern your identity have a minimum DC of 25.
Fire
magic-items
’s rarity, and you can use the following properties.
Living Ward (Rare+). You have Resistance to Necrotic damage.
Servant of the Cycle (Rare+). You can cast Cure Wounds (level 3 version) from
the staff. When you do so, the next time you hit with an attack before the end of your next turn, the target takes an extra 1d10 Necrotic damage. This property can be used three times, regaining all expended uses daily at dusk.
magic-items
Within (Rare+). While you are burning, your weapon attacks deal an extra 2d4 Fire damage. You can take a Bonus Action to begin or stop burning.
Strange Sight (Rare+). You have Darkvision with a range of 60 feet, and you can see normally through areas obscured by smoke.
properties.
Cultic Mask (Rare+). You can’t be targeted by Divination spells or perceived through scrying sensors. Ability checks made to discern your identity have a minimum DC of 25.
Fire
magic-items
Within (Rare+). While you are burning, your weapon attacks deal an extra 2d4 Fire damage. You can take a Bonus Action to begin or stop burning.
Strange Sight (Rare+). You have Darkvision with a range
properties.
Cultic Mask (Rare+). You can’t be targeted by Divination spells or perceived through scrying sensors. Ability checks made to discern your identity have a minimum DC of 25.
Fire
magic-items
.
Violation of the Real (Very Rare+). When you cast a Conjuration spell using a spell slot that deals damage, or that summons a creature that can deal damage, the spell or creature deals an extra 1d10 Psychic damage to one target the first time it deals damage during a turn.
Focus for your spells, you gain a bonus to spell attack rolls and your spell save DC determined by the eye’s rarity, and you can use the following properties.
Thought Scour (Rare+). You can
Ioun Stone
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
spindle orbits your head.
This other set of Ioun Stones come from the Extra Life Adventure: Lost Laboratory of Kwalish.
Ioun Stone of Supreme Intellect;Supreme Intellect (Rare). You gain a +1 bonus to
effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Ioun Stone of Absorption;Absorption (Very Rare
magic-items
six charges, and regain all expended charges each day at dawn. Once per turn when you hit a creature with a ranged weapon attack, you can expend one charge from the bracers to deal an extra 3d6
Lightning damage to the target. A target which takes this damage has the Shocked condition until the start of your next turn.
Crafting. Creating Bracers of Arc Lightning requires a Rare Workshop and the
magic-items
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 Psychic damage.
Sweep of Dread
(Rare+). You can cast Fear (save DC = 16 + the scythe’s bonus, no Concentration required) from the scythe. Once this property is used, it can’t be used again until the next dusk.
magic-items
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 (Legendary: 2d10) Psychic damage
.
Sweep of Dread (Rare+). You can cast Fear (save DC = 16 + the scythe’s bonus, no Concentration required) from the scythe. Once this property is used, it can’t be used again until the
magic-items
Legs (Rare+). When you take the Disengage action, Difficult Terrain doesn’t cost you extra movement until the end of that turn.
Double Down (Very Rare+). When you take the Attack action on your
cutlass determined by its rarity. While holding the cutlass, you can use the following properties.
Raise the Stakes (Rare+). As a Bonus Action, choose a creature within 5 feet of you and mark it
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
), 1d8 Necrotic damage (Very Rare), or 1d10 Necrotic damage (Legendary).
Touch of Oblivion (Rare+). As a Bonus Action, you can touch a creature that has been dead for less than 1 hour. It rots away to
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
), 1d8 Necrotic damage (Very Rare), or 1d10 Necrotic damage (Legendary).
Touch of Oblivion (Rare+). As a Bonus Action, you can touch a creature that has been dead for less than 1 hour. It rots away to
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
), 1d8 Necrotic damage (Very Rare), or 1d10 Necrotic damage (Legendary).
Touch of Oblivion (Rare+). As a Bonus Action, you can touch a creature that has been dead for less than 1 hour. It rots away to
magic-items
. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare+). When you hit a creature with the sword, it takes an extra 1d6 Necrotic damage.
magic-items
Touch (Rare+). You can use your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls of your Unarmed Strikes, and on a hit, your strike deals an extra 1d6 Necrotic damage (Rare
), 1d8 Necrotic damage (Very Rare), or 1d10 Necrotic damage (Legendary).
Touch of Oblivion (Rare+). As a Bonus Action, you can touch a creature that has been dead for less than 1 hour. It rots away to
magic-items
(Rare+). When you hit a creature with the hook, you can activate the Topple mastery property in addition to a different mastery property you’re using with it.
Fey Haunt’s Stride (Rare
all expended uses when you roll Initiative.
Strike from Shadows (Very Rare+). When you start your turn with the Invisible condition, you have Advantage on the first attack you make on your turn, even
magic-items
(Rare+). When you hit a creature with the hook, you can activate the Topple mastery property in addition to a different mastery property you’re using with it.
Fey Haunt’s Stride (Rare
all expended uses when you roll Initiative.
Strike from Shadows (Very Rare+). When you start your turn with the Invisible condition, you have Advantage on the first attack you make on your turn, even
magic-items
when you hit a creature with a ranged attack using this crossbow, you can apply one of the following poisons.
Virulent. The target takes an extra 2d6 Poison damage.
Weakening. The target must make
Immobilized until the start of your next turn.
Crafting. Creating an Injector’s Light Crossbow requires a Rare Workshop and the following Rare Components:
[Animus] Any Animus
[Fluid] Chemical Solution
[Hair] Hair
[Hide] Plates
[Hide] Skin
Needles from anInjector[/monsters]
magic-items
+). When you hit a creature with the sword, it takes an extra 1d6 Necrotic damage.
Irresistible Hunger (Very Rare+). Necrotic damage you deal ignores Resistance.
Vampiric Charm (Very Rare+). You can cast
. You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare
magic-items
+). When you hit a creature with the sword, it takes an extra 1d6 Necrotic damage.
Irresistible Hunger (Very Rare+). Necrotic damage you deal ignores Resistance.
Vampiric Charm (Very Rare+). You can
.
You gain a bonus to attack rolls and damage rolls with this magic weapon determined by the sword’s rarity. While holding the sword, you can use the following properties.
Blood Drain (Rare
magic-items
.
Valorous Guard (Rare+). When a creature within 5 feet of you is hit by an attack roll, you can take a Reaction to add 2 + the Shield’s bonus to the creature’s AC, potentially causing the
succeed.
Honor of the Vanguard (Very Rare+). When you roll Initiative and an ally you can see is within 30 feet of an enemy, you can teleport to an unoccupied space within 5 feet of that ally and
magic-items
properties.
Feed on Fear (Rare+). Once during your turn, when you attack with the scythe and hit a creature that has the Frightened condition, it takes an extra 1d10 (Legendary: 2d10) Psychic damage
.
Sweep of Dread (Rare+). You can cast Fear (save DC = 16 + the scythe’s bonus, no Concentration required) from the scythe. Once this property is used, it can’t be used again until the