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Returning 35 results for 'hand rarity'.
Magic Items
Dungeon Master’s Guide (2024)
’s many hidden vaults, where it waits to be rediscovered.
Applicable Artifacts
Name
Rarity
Eye of Vecna
Artifact
Hand of Vecna
Artifact
a lich.
A treacherous lieutenant named Kas the Betrayer;Kas brought Vecna’s rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that
Magic Items
Tasha’s Cauldron of Everything
Coverage
Tattoo Rarity
Area Covered
Common
One hand or foot or a quarter of a limb
Uncommon
Half a limb or the scalp
Rare
One limb
Very Rare
Two limbs or the chest or upper back
Legendary
Two limbs and the torso
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
Rare+). As a Bonus Action, you can call the stone back to you, provided it is within 1 mile. If you have an empty hand, it appears in your hand; otherwise, it appears at your feet in your space.
magic-items
This hook is made from a single huge claw attached to a large bleached fingerbone mounted on a haft of ash. The tip of the claw gives off an eerie glow. The finger and claw were cut from the hand of
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
Rare+). As a Bonus Action, you can call the stone back to you, provided it is within 1 mile. If you have an empty hand, it appears in your hand; otherwise, it appears at your feet in your space
magic-items
pounds.
While holding the stone, you gain a bonus to Strength and Constitution saving throws determined by the runestone’s rarity, and you can use the following properties.
Crushing Weight (Rare
Rare+). As a Bonus Action, you can call the stone back to you, provided it is within 1 mile. If you have an empty hand, it appears in your hand; otherwise, it appears at your feet in your space
magic-items
This hook is made from a single huge claw attached to a large bleached fingerbone mounted on a haft of ash. The tip of the claw gives off an eerie glow. The finger and claw were cut from the hand of
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
magic-items
This hook is made from a single huge claw attached to a large bleached fingerbone mounted on a haft of ash. The tip of the claw gives off an eerie glow. The finger and claw were cut from the hand of
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
magic-items
This hook is made from a single huge claw attached to a large bleached fingerbone mounted on a haft of ash. The tip of the claw gives off an eerie glow. The finger and claw were cut from the hand of
the Tall Man. You gain a bonus to attack rolls and damage rolls made with this magic weapon determined by the hook’s rarity. While holding the hook, you can use the following properties.
Snare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character kill whatever they hit with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward. Use the Magic Item Power by
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
character kill whatever they hit with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward. Use the Magic Item Power by
Rarity table as a guide to help you determine how powerful a magic item should be based on its rarity. Magic Item Power by Rarity Rarity Max. Spell Level Max. Bonus Common 1 — Uncommon 3 +1 Rare 5 +2
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character kill whatever he or she hits with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward and probably not worth
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
character kill whatever he or she hits with it, that item will likely unbalance your game. On the other hand, an item whose benefit rarely comes into play isn’t much of a reward and probably not worth
doling out as one. Use the Magic Item Power by Rarity table as a guide to help you determine how powerful an item should be, based on its rarity. Magic Item Power by Rarity Rarity Max Spell Level
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passage!” A stone arm with a flat, outstretched hand then rises from the floor before the arch. If a magic item of at least uncommon rarity is placed into the hand, it sinks back into the floor with the
item, which is teleported to Halaster’s study in area 37 of level 23. The gate then opens for 1 minute. If an appropriate magic item is not placed in the hand within 10 seconds of its appearance, it
Compendium
- Sources->Dungeons & Dragons->Waterdeep: Dungeon of the Mad Mage
passage!” A stone arm with a flat, outstretched hand then rises from the floor before the arch. If a magic item of at least uncommon rarity is placed into the hand, it sinks back into the floor with the
item, which is teleported to Halaster’s study in area 37 of level 23. The gate then opens for 1 minute. If an appropriate magic item is not placed in the hand within 10 seconds of its appearance, it
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is. An orc artist creates a tattoo on his elf friend Magic Tattoo Coverage Tattoo Rarity
Area Covered Common One hand or foot or a quarter of a limb Uncommon Half a limb or the scalp Rare One limb Very Rare Two limbs or the chest or upper back Legendary Two limbs and the torso
Compendium
- Sources->Dungeons & Dragons->Tasha’s Cauldron of Everything
occupies on a creature’s skin. The Magic Tattoo Coverage table offers guidelines for how large a given tattoo is. An orc artist creates a tattoo on his elf friend Magic Tattoo Coverage Tattoo Rarity
Area Covered Common One hand or foot or a quarter of a limb Uncommon Half a limb or the scalp Rare One limb Very Rare Two limbs or the chest or upper back Legendary Two limbs and the torso
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity
demands you hand it over. 5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force. 6 The buyer is murdered before the sale is finalized.* *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->Xanathar's Guide to Everything
not to sell, instead forfeiting the workweek of effort and trying again later. Use the Magic Item Base Prices and Magic Item Offer tables to determine the sale price. Magic Item Base Prices Rarity
demands you hand it over. 5 Your item’s previous owner, or surviving allies of the owner, vow to retake the item by force. 6 The buyer is murdered before the sale is finalized.* *Might involve a rival
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
determined by the deck’s rarity.
Wade Acuff Fate Dealer’s Deck
In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the
appears in your hand. Once the deck has transformed into a shelter, it can’t be used again until the next dawn. Brian Valeza House of Cards
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
determined by the deck’s rarity.
Wade Acuff Fate Dealer’s Deck
In addition, while you’re holding the deck, you can draw a card as an action to expend and roll one of your Hit Dice and add the
appears in your hand. Once the deck has transformed into a shelter, it can’t be used again until the next dawn. Brian Valeza House of Cards
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character
potion, or the formula for a flame tongue might require that the weapon be forged with lava. Crafting Magic Items Item Rarity Creation Cost Minimum Level Common 100 gp 3rd Uncommon 500 gp 3rd Rare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
any spells that the item can produce. Moreover, the character must meet a level minimum determined by the item’s rarity, as shown in the Crafting Magic Items table. For example, a 3rd-level character
potion, or the formula for a flame tongue might require that the weapon be forged with lava. Crafting Magic Items Item Rarity Creation Cost Minimum Level Common 100 gp 3rd Uncommon 500 gp 3rd Rare
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Scions of Elemental Evil
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
Compendium
- Sources->Dungeons & Dragons->Hold Back The Dead
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic Divination C
your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3, Common; on a 4–5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.
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
only one gift for each character, and his spinning wheel can’t work its magic under any other hand. Nib’s supply of gold coins decreases by an amount equal to the value of the item he creates
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
only one gift for each character, and his spinning wheel can’t work its magic under any other hand. Nib’s supply of gold coins decreases by an amount equal to the value of the item he creates
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic
within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3
Compendium
- Sources->Dungeons & Dragons->Uni and the Hunt for the Lost Horn
Evocation — Mage Hand Conjuration — Ray of Frost Evocation — Level 1 Wizard Spells (Slots: 4) Spell School Special* Burning Hands Evocation — Comprehend Languages Divination R Detect Magic
within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads. 96–00 You pull a magic item out of the hat. Roll 1d6 to determine the item’s rarity: on a 1–3
Compendium
- Sources->Dungeons & Dragons->The Book of Many Things
, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Bow of
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
, you are proficient with attacks made using this shield. On a hit, it deals 1d6 slashing damage. If you throw the shield, it reappears in your hand the instant after it hits or misses a target. Bow of
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->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, which can influence the game’s results. A bettor can send a magic item to the dungeon. The magic item must be in the bettor’s possession and be of at least uncommon rarity. Knol takes the item, then has
are then highlighted in a new color of the character’s choice. Playing the Game. After every 10 minutes of playing, a character can make a DC 18 Dexterity (Sleight of Hand) or Wisdom (Insight) check
Compendium
- Sources->Dungeons & Dragons->Planescape: Adventures in the Multiverse->Turn of Fortune’s Wheel
, which can influence the game’s results. A bettor can send a magic item to the dungeon. The magic item must be in the bettor’s possession and be of at least uncommon rarity. Knol takes the item, then has
are then highlighted in a new color of the character’s choice. Playing the Game. After every 10 minutes of playing, a character can make a DC 18 Dexterity (Sleight of Hand) or Wisdom (Insight) check