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                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing
                                                
                                            
                                                
                                                     damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     that don’t pertain to survival or companionship, but at minimum, a Beast can give you information about nearby locations and monsters, including whatever it has perceived within the past day.
                                                
                                            
                                                
                                                    For the duration, you can comprehend and verbally communicate with Beasts, and you can use any of the Influence action’s skill options with them.
Most Beasts have little to say about topics
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    ":"Smother", "rollDamageType":"Bludgeoning"} Bludgeoning damage. If the target is a Medium or smaller creature, the rug can give it the Grappled condition (escape DC 13) instead of dealing damage. Until
                                                
                                            
                                                
                                                    ":"Bludgeoning"} Bludgeoning damage at the start of each of its turns. The rug can smother only one creature at a time.
While grappling the target, the rug can’t take this action, the rug halves the damage it takes (round down), and the target takes the same amount of damage.Poison, Psychic
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You give an illusory appearance to each creature of your choice that you can see within range. An unwilling target can make a Charisma saving throw, and if it succeeds, it is unaffected by this spell
                                                
                                            
                                                
                                                    .
You can give the same appearance or different ones to the targets. The spell can change the appearance of the targets’ bodies and equipment. You can make each creature seem 1 foot shorter or
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can’t use them again for 1d12 hours.
                                                
                                            
                                                
                                                    While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings last for 1 hour or until you end the effect early as a Magic action. The wings
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You suggest a course of activity—described in no more than 25 words—to one creature you can see within range that can hear and understand you. The suggestion must sound achievable and not
                                                
                                            
                                                
                                                     involve anything that would obviously deal damage to the target or its allies. For example, you could say, “Fetch the key to the cult’s treasure vault, and give the key to me.” Or
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet
                                                
                                            
                                                
                                                     of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when
                                                
                                            
                                                
                                                     someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Resistances. See Living Shadow.
Legendary Resistance (3/Day, or 4/Day in Lair). If the dragon fails a saving throw, it can choose to succeed instead.
Living Shadow. While in Dim Light or Darkness
                                                
                                            
                                                
                                                     Uses: 3 (4 in Lair). Immediately after another creature’s turn, the dragon can expend a use to take one of the following actions. The dragon regains all expended uses at the start of each of its
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and
                                                
                                            
                                                
                                                     returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                     Saving Throw: DC 10, one living creature the wisp can see within 5 feet that has 0 Hit Points. Failure: The target dies, and the wisp regains 10 (3d6);{"diceNotation":"3d6", "rollType":"roll", "rollAction
                                                
                                            
                                                
                                                    Ephemeral. The wisp can’t wear or carry anything.
Illumination. The wisp sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.
Incorporeal Movement. The wisp can
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Hold Breath. The hydra can hold its breath for 1 hour.
Multiple Heads. The hydra has five heads. Whenever the hydra takes 25 damage or more on a single turn, one of its heads dies. The hydra dies if
                                                
                                            
                                                
                                                     all its heads are dead. At the end of each of its turns when it has at least one living head, the hydra grows two heads for each of its heads that died since its last turn, unless it has taken Fire
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     ground within range. It has AC 10, 1 Hit Point, and a Strength of 2, and it can’t attack. If it drops to 0 Hit Points, the spell ends.
Once on each of your turns as a Bonus Action, you can
                                                
                                            
                                                
                                                     mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human could do, such as fetching things, cleaning, mending, folding clothes
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     returning to your living body (and ending the spell) or attempting to possess a Humanoid’s body.
You can attempt to possess any Humanoid within 100 feet of you that you can see (creatures warded
                                                
                                            
                                                
                                                     surroundings as if you were in the container’s space. You can’t move or take Reactions. The only action you can take is to project your soul up to 100 feet out of the container, either
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    , appears in your hand. At any time, you or a creature you give the globe to can throw the globe (to a range of 40 feet) or hurl it with a sling (to the sling’s normal range). It shatters on impact
                                                
                                            
                                                
                                                     minute. Creatures that were swimming on the surface of frozen water are trapped in the ice and have the Restrained condition. A trapped creature can take an action to make a Strength (Athletics) check
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                    You give a verbal command to a creature that you can see within range, ordering it to carry out some service or refrain from an action or a course of activity as you decide. The target must succeed
                                                
                                            
                                                
                                                     on a Wisdom saving throw or have the Charmed condition for the duration. The target automatically succeeds if it can’t understand your command.
While Charmed, the creature takes 5d10 Psychic
                                                
                                            
                                        
                                                     Spells
                                                    Player’s Handbook
                                                    
                                                
                                            
                                                     or magic items to an allied temple, while a Fiend might demand a living sacrifice or a gift of treasure. Some creatures might exchange their service for a quest undertaken by you.
A task that can be
                                                
                                            
                                                
                                                     to it to aid you, making the creature appear in an unoccupied space within range. If you know a specific creature’s name, you can speak that name when you cast this spell to request that creature
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                    While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
                                                
                                            
                                                
                                                     on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
                                                
                                            
                                        
                                                     Monsters
                                                    Monster Manual
                                                    
                                                
                                            
                                                    Legendary Resistance (3/Day, or 4/Day in Lair). If the vampire fails a saving throw, it can choose to succeed instead.
Shadow Escape. If the vampire drops to 0 Hit Points outside its resting place
                                                
                                            
                                                
                                                    , it teleports into its resting place unless it is in running water or sunlight. If it can’t teleport, it is destroyed. Once inside its resting place, it has the Paralyzed condition for 1 hour
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                     by powerful eldritch forces can give rise to spell effects that become living beings. These so-called living spells haunt the places where they were created, subsisting on ambient magical energy.Poison; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks
                                                
                                            
                                                
                                                    Magic Resistance. The living spell has advantage on saving throws against spells and other magical effects.
Unfettered. The living spell can move through any barrier, even a wall of magical force
                                                
                                            
                                        
                                                     Magic Items
                                                    Dungeon Master’s Guide
                                                    
                                                
                                            
                                                     a living creature specified in the figurine’s description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for
                                                
                                            
                                                
                                                     figurine form. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
Figurine
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    ":"Force Fist","rollDamageType":"force"} force damage. If the target is a Large or smaller creature, the living spell can move it up to 5 feet and move with it, without provoking opportunity attacks
                                                
                                            
                                                
                                                    . The living spell can grapple only one creature at a time and can't use Force Fist until the grapple ends.A living Bigby's hand is a Large, hovering hand of shimmering, translucent force. It often
                                                
                                            
                                        
                                                     Monsters
                                                    Icewind Dale: Rime of the Frostmaiden
                                                    
                                                
                                            
                                                    Dimensional Form. The living spell can enter another creature's space and vice versa, and it can move through a space as narrow as 1 inch wide without squeezing. The living spell can't detach from a
                                                
                                            
                                                
                                                    , target, or deal damage to the living spell; however, they can damage the room around them. Each 5-foot-square section of ceiling, wall, and floor in the chamber has AC 17, 50 hit points, immunity to poison
                                                
                                            
                                        
                                                     Monsters
                                                    The Wild Beyond the Witchlight
                                                    
                                                
                                            
                                                    ;
Bond. “Praise Orcus! May he give me the power to spread death, decay, and undeath in his name!”
Flaw. “I see living people as the corpses they are doomed to become and t reat them
                                                
                                            
                                                
                                                     with deadZargash worships Orcus, the Demon Prince of Undeath, who has promised to transform Zargash into a vampire after a lifetime of faithful service. For a living priest to worship Orcus is utter
                                                
                                            
                                        
                                                     Magic Items
                                                    Acquisitions Incorporated
                                                    
                                                
                                            
                                                     upgrade to function as the replica chest used for the Leomund's secret chest spell, becoming a rare magic item. You can open the secret chest through your living loot satchel to deposit or withdraw items
                                                
                                            
                                                
                                                     you really don’t want to know about, there is no chance for the spell to end.
That Thing You Need
At rank 3, you can use a bonus action to reach into your living loot satchel and make a DC 15
                                                
                                            
                                        
                                                     Monsters
                                                    The Book of Many Things
                                                    
                                                
                                            
                                                     willing creature the living portent can see within 30 feet of itself. The target’s hit point maximum and current hit points increase by 7 (1d8 + 3);{"diceNotation":"1d8+3", "rollType":"roll
                                                
                                            
                                                
                                                    : Divination, Greater RestorationPrice of Defiance. When the living portent is damaged by a creature that it can see within 120 feet of itself, radiant power sears the creature. The creature must make a
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +8;{"diceNotation":"1d20+8","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                     effects.Multiattack. The living spell makes two Magical Strike attacks.
Magical Strike. Melee Spell Attack: +7;{"diceNotation":"1d20+7","rollType":"to hit","rollAction":"Magical Strike"} to hit, reach
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                     prone condition. Until the colossus uses its Stomp again or moves, the creature has the restrained condition. The restrained creature or another creature within 5 feet of it can use its action to make a
                                                
                                            
                                                
                                                     combined their efforts to protect their ancient empire from a particularly vicious dragon. Stone and hill giants hewed a mighty form from living stone. Cloud and frost giants gathered rare metals, and
                                                
                                            
                                        
                                                     Monsters
                                                    Eberron: Rising from the Last War
                                                    
                                                
                                            
                                                    Amorphous. The living spell can move through a space as narrow as 1 inch wide without squeezing.
Magic Resistance. The living spell has advantage on saving throws against spells and other magical
                                                
                                            
                                                
                                                    ","rollType":"damage","rollAction":"Magical Strike","rollDamageType":"fire"} fire damage.
Spell Mimicry (Recharge 5–6);{"diceNotation":"1d6","rollType":"recharge","rollAction":"Spell Mimicry"}. The living
                                                
                                            
                                        
                                                     Monsters
                                                    Candlekeep Mysteries
                                                    
                                                
                                            
                                                    , normally stored in sacred canopic jars during mummification, can be magically preserved and transplanted into living humanoids. The transplant recipients come under the control of the mummy lord, either as living supplicants or mindless golems through which the mummy lord can see and speak.Poison
                                                
                                            
                                                
                                                    ":"force"} force damage.Spell Deflection. In response to a spell attack missing the golem, it causes that spell to hit another creature within 120 feet of it that it can see.A mummy lord’s organs
                                                
                                            
                                        
                                                     Monsters
                                                    Bigby Presents: Glory of the Giants
                                                    
                                                
                                            
                                                    ’t do so again for a year and a day.
You can use the Goose Egg Trinket table to determine the contents of a golden egg. A giant goose’s egg can be a great way to give characters an item
                                                
                                            
                                                
                                                     successful save, a creature takes half as much damage only. The honk can be heard within 300 feet.Giants keep geese as livestock for eggs and because geese make excellent sentries, protecting the giants
                                                
                                            
                                        






