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Returning 35 results for 'magic some with only attuned for for leader'.
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magic some with only attuned for for leaves
Magic Items
Dungeon Master’s Guide
Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.
Hurl. Whelm has the
if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Shock Wave. You can take a Magic action to strike the ground with
Magic Items
Dungeon Master’s Guide
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving
throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had
to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power
Magic Items
Dungeon Master’s Guide
Magic action to peer into the orb’s depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the
dragons to them, then destroyed the dragons with powerful magic.
As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive
Magic Items
Dungeon Master’s Guide
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged
Magic Items
Dungeon Master’s Guide
spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom
3), Dispel Magic, Protection from Energy (Lightning damage only)
Cli lyre
Rare
Stone Shape, Wall of Fire, Wind Wall
Doss lute
Uncommon
Animal Friendship, Protection from Energy (Fire
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it within reach at all times
Magic Items
Dungeon Master’s Guide
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.
Curse. This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As
long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons
Magic Items
Dungeon Master’s Guide
that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its
benefits granted by the book.
Celestial Calm. While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent
Magic Items
Dungeon Master’s Guide
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it
hits and an extra 3d8 Thunder damage to objects it hits that aren’t being worn or carried.
The weapon has the following additional properties.
Clap of Thunder. As a Magic action, you can strike
Classes
Player’s Handbook
, crystal;Arcane Focus (crystal), Dungeoneer's Pack, and 28 GP; or (B) 50 GP
Sorcerers wield innate magic that is stamped into their being. Some Sorcerers can’t name the origin of their
Sorcerer’s gift. So too might the gift of a deity, exposure to the strange magic of another plane of existence, or a glimpse into the inner workings of reality. Whatever the origin, the result is
Magic Items
Dungeon Master’s Guide
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
2 minor detrimental properties
1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.
Protection. You gain a +3 bonus to
Magic Items
Dungeon Master’s Guide
Archlich;Vecna authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.
Other practitioners of
Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM’s control. Only a Wish spell can reverse this vile transformation.
A creature attuned to the
Magic Items
Dungeon Master’s Guide
Vecna the Archlich;Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming
to your head and remains there until you die. If the eye is ever removed, you die.
Properties of the Eye. While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following
Magic Items
Dungeon Master’s Guide
Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some
of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain
Magic Items
Dungeon Master’s Guide
and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon
. The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.
When you attack a creature with the axe and roll a 20 on the d20 for the attack
Magic Items
Dungeon Master’s Guide
attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you
with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality. Blackrazor speaks with an imperious tone
Magic Items
Dungeon Master’s Guide
.
Magic Weapon. You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead
corrupted by the Eye and Hand of Vecna.
Destroying the Sword. A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
", "rollAction":"Spellcasting"} to hit with spell attacks):
At Will: Blight, Detect Magic, Dispel Magic, Mage Hand, Prestidigitation, Ray of Sickness (level 6 version)
2/Day Each: Dimension Door
Monsters
Forgotten Realms: Adventures in Faerûn
Legendary Resistance (3/Day). If Sammaster fails a saving throw, he can choose to succeed instead.
Life Suppression. Creatures within 60 feet of Sammaster can’t regain Hit Points.
Magic
following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 21):
At Will: Cone of Cold, Detect Magic, Dispel Magic, Invisibility, Mage Hand
Magic Items
Forgotten Realms: Adventures in Faerûn
attuned to the crystal, you are unaffected by the aura, and you can take a Magic action to disable or enable the aura.
Healing/Damage Rays. While holding the crystal, you can take a Magic action to fire
This immaculately cut sixty-sided diamond fits in one hand, yet it contains an entire genie empire. The Calimemnon Crystal was made by high elf magic to imprison the notorious genie lords Calim and
Monsters
Forgotten Realms: Adventures in Faerûn
instead.
Magic Resistance. Zlan has Advantage on saving throws against spells and other magical effects.
Next of the Seven (6/Year). If Zlan dies within 100 miles of a piece of chardalyn at least 4
turn.
Spellcasting. Zlan casts one of the following spells, requiring no Material components and using Intelligence as the spellcasting ability (spell save DC 19):
At Will: Detect Magic, Detect
Magic Items
Forgotten Realms: Adventures in Faerûn
it, the orb shrinks to the size of a grape.
Properties of the Orb. While attuned to the orb, you gain the following benefits:
Dragon’s Breath. You can take a Magic action to exhale a 15-foot
Incapacitated condition. You can take a Magic action to disable or enable this aura. Any enemy that starts its turn in the aura must succeed on a DC 18 Wisdom saving throw or have the Frightened condition until
Magic Items
Forgotten Realms: Adventures in Faerûn
as that persona when targeted by magic to determine your creature type, alignment, or location.
The type of pin determines its rarity and effects.
Silver Harper Pin. When you attune to this pin, you
. While wearing this pin, you can cast the Nondetection spell on yourself. The duration of this spell is permanent until you disable the effect (no action required), you remove the pin, or you are no longer attuned to the pin.
Monsters
Mordenkainen Presents: Monsters of the Multiverse
disadvantage on attack rolls, as well as on Wisdom (Perception) checks that rely on sight.Multiattack. The duergar makes three Psychic-Attuned Hammer or Javelin attacks and uses Call to Attack.
Psychic-Attuned
Hammer. Melee Weapon Attack: +7;{"diceNotation":"1d20+7", "rollType":"to hit", "rollAction":"Psychic-Attuned Hammer"} to hit, reach 5 ft., one target. Hit: 9 (1d10 + 4);{"diceNotation":"1d10+4
Monsters
Mythic Odysseys of Theros
magic garment. A wearer who is attuned to the garment, as to a magic item, receives the favor of the gods in the form of a magical benefit. Use the Powers of the Fleece table to determine the property of
","rollAction":"Charge","rollDamageType":"bludgeoning"} bludgeoning damage. If the target is a creature, it must succeed on a DC 13 Strength saving throw or be knocked prone.
Magic Resistance. The ram has
Monsters
Tasha’s Cauldron of Everything
Immutable Existence. The servant is immune to any spell or effect that would alter its form or send it to another plane of existence.
Magic Resistant Construction. The servant has advantage on
hit points, this trait doesn’t function until an attuned creature spends 24 hours repairing the artifact or until the artifact is subjected to lightning damage.
Standing Leap. The servant
Monsters
Keys from the Golden Vault
Magic Resistance. The simulacrum has advantage on saving throws against spells and other magical effects.
Simulacrum. The simulacrum can’t regain expended spell slots or use the properties of
the shard solitaire (diamond);shard solitaire necklace. (The shard solitaire is currently attuned to the Far Realm entity trapped inside.)
If the simulacrum drops to 0 hit points, it turns to snow
Magic Items
Tyranny of Dragons
with this magic weapon. If you aren’t attuned to Hazirawn, you deal an extra 1d6 necrotic damage when you hit with it.
Increased Potency. While you are attuned to this weapon, its bonus on
A sentient (neutral evil) greatsword, Hazirawn is capable of speech in Common and Netherese. Even if you aren’t attuned to the sword, you gain a +1 bonus on attack rolls and damage rolls made
Monsters
Waterdeep: Dungeon of the Mad Mage
(save DC 16) without expending a spell slot.
Halaster also wears a horned ring (a very rare magic item that requires attunement), which allows an attuned wearer to ignore Undermountain’s magical
sight, and allows him to see invisible creatures and objects, as well as into the Ethereal Plane, out to a range of 120 feet.
Halaster wields a blast scepter (a very rare magic item that requires
Monsters
The Wild Beyond the Witchlight
Fey Ancestry. Witch has advantage on saving throws against being charmed, and magic can’t put him to sleep.
Special Equipment. Witch carries and is attuned to the Witchlight watch.Multiattack
carries his magic pocket watch.
Alignment. Chaotic good.
Personality Trait. “I carefully consider my words before speaking them aloud.”
Ideal. “Caution. Thoughtless decisions lead
Monsters
Tomb of Annihilation
Special Equipment. Artus wears the Ring of Winter. He and the ring can't be targeted by divination magic or percieved through magical scrying sensors. While attuned to and wearing the ring, Artus
following properties while attuned to the dagger, provided he has the weapon drawn:
Cause a blue gem set into the dagger’s pommel to shed bright light in a 20-foot radius and dim light for an
Monsters
Candlekeep Mysteries
high-pitched, vowel-heavy squeals.
Control Ring. A skitterwidget that was created is bound to a magic control ring and must obey the commands of whoever is attuned to that ring. It understands the
Monsters
Monstrous Compendium Vol. 1: Spelljammer Creatures
Shutdown. If targeted by dispel magic, the horror must succeed on a Constitution saving throw against the caster’s spell save DC or fall unconscious for 1 minute or until it takes any damage
already attuned to the helm, that creature’s attunement to the helm ends when the horror’s attunement begins. The horror can operate the helm even though it isn’t a spellcaster. The horror
Monsters
Spelljammer: Adventures in Space
Spelljammer Overload. If the leech is reduced to 0 hit points while attached to a ship that has a spelljamming helm, the creature attuned to that helm must make a DC 13 Constitution saving throw. On
another unwary vessel.
A jammer leech damages the hull of the ship to which it is attached and absorbs magic from the ship’s spelljamming helm. It can discharge this magic from time to time as a






