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Equipment
Shields require the Utilize action to Don or Doff. You gain the Armor Class benefit of a Shield only if you have training with it.
Spells
Player’s Handbook
Choose a willing creature that you can see within range. Until the spell ends, the target’s Speed is doubled, it gains a +2 bonus to Armor Class, it has Advantage on Dexterity saving throws
, and it gains an additional action on each of its turns. That action can be used to take only the Attack (one attack only), Dash, Disengage, Hide, or Utilize action.
When the spell ends, the target is Incapacitated and has a Speed of 0 until the end of its next turn, as a wave of lethargy washes over it.
Magic Items
Dungeon Master’s Guide
bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Magic Items
Dungeon Master’s Guide
attack bonus) and doesn’t require Concentration, but you otherwise function as the spell’s caster.
Once the cube summons a creature, the cube can’t do so again until the next dawn
Magic Items
Dungeon Master’s Guide
either case, Dragon Scale Mail is highly valued.
While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have
and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can’t be used again until the next dawn.
Dragon
Resistance
Magic Items
Dungeon Master’s Guide
, whereupon the rod’s head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving
action to pull the rod from the ground. Once used, this property can’t be used again until the next dawn.
Monsters
Monster Manual
hag’s next turn. The target can’t take Reactions until the curse ends.
Spellcasting. The hag casts one of the following spells, requiring no Material components and using Charisma as the
hag casts Counterspell in response to that spell’s trigger, using the same spellcasting ability as Spellcasting. If the target fails its saving throw, it is cursed until the end of its next turn
Magic Items
Dungeon Master’s Guide
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield’s normal bonus to AC.
The Shield has the following additional properties that you can use
;t be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can’t be used again until the next dawn.
Magic Items
Dungeon Master’s Guide
Armor Class while holding the wand.
Spells. The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table
unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this
Magic Items
Dungeon Master’s Guide
cast a spell, you can’t cast that spell again from it until the next dawn.
Spirit of Kas. While the sword is on your person, you gain the following benefits:
Battle Hunger. You add 1d10 to your
Initiative rolls.
Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Out of the Abyss
an action if you know the spell or if the spell is on your class’s spell list. Doing so doesn’t require any components and doesn’t require attunement. The spell then disappears from
A spell gem can contain one spell from any class’s spell list. You become aware of the spell when you learn the gem’s properties. While holding the gem, you can cast the spell from it as
Magic Items
Bigby Presents: Glory of the Giants
rolled.
Invoking the Rune. As an action, you can invoke the crown’s rune to cast the fear spell (save DC 15) with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Magic Items
Waterdeep: Dungeon of the Mad Mage
When you drink this potion, you gain the following benefits for the next 8 hours: magic can’t put you to sleep, and you can remain awake during a long rest and still gain its benefits. This sweet, amber-colored brew has no effect on creatures that don’t require sleep, such as elves.
Monsters
Tomb of Annihilation
its Armor Class based on the material it is standing or climbing on: AC 15 for wood or bone, AC 17 for earth or stone, or AC 19 for metal. If the zorbo isn’t in contact with any of these
a permanent and cumulative −1 penalty to the AC it offers, and the zorbo gains a +1 bonus to AC until the start of its next turn. Armor reduced to an AC of 10 or a shield or magic item that drops to a 0 AC increase is destroyed.
Monsters
Storm King's Thunder
retains its alignment; its Intelligence, Wisdom, and Charisma scores; and its proficiencies. It otherwise uses the target's statistics, except the target's knowledge, class features, feats, and
good spell. When the possession ends, the yakfolk reappears in an unoccupied space within 5 feet of the body and is stunned until the end of its next turn. If the host body dies while it is possessed by
Magic Items
Bigby Presents: Glory of the Giants
the Rune. As an action, you can invoke the armor’s rune to cast the beacon of hope spell with it; the spell has a duration of 1 minute and doesn’t require concentration. Once the rune has been invoked, it can’t be invoked again until the next dawn.
Monsters
Van Richten’s Guide to Ravenloft
creature must succeed on a DC 15 Wisdom (Perception) check to discern that the carrionette is animate.
Unusual Nature. The carrionette doesn’t require air, food, drink, or sleep.Silver Needle. Melee
otherwise uses the controlled body’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
If the carrionette’s body is destroyed, both the
Monsters
Spelljammer: Adventures in Space
Nature. The apparition doesn’t require air, drink, food, or sleep.Radiant Eruption. Melee or Ranged Spell Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Radiant Eruption
charmed and frightened. It otherwise uses the possessed target’s statistics, but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts
Monsters
Icewind Dale: Rime of the Frostmaiden
Unusual Nature. The skeleton doesn't require air, food, drink, or sleep.Multiattack. The skeleton makes two greataxe attacks.
Greataxe. Melee Weapon Attack: +9;{"diceNotation":"1d20+9","rollType":"to
":"damage","rollAction":"Freezing Stare","rollDamageType":"cold"} cold damage and be paralyzed until the end of its next turn.Necromancers can transform the inanimate bones of long-dead frost giants into malevolent juggernauts that love to harm the living.Cold, PoisonBludgeoning
Monsters
Dragonlance: Shadow of the Dragon Queen
.
Rejuvenation. If Caradoc dies, he reforms within Dargaard Keep in 2d6;{"diceNotation":"2d6", "rollType":"roll", "rollAction":"Days"} days.
Unusual Nature. Caradoc doesn’t require air, food, drink
action. He otherwise uses the possessed target’s statistics but doesn’t gain access to the target’s knowledge, class features, or proficiencies.
The possession lasts until the body
Monsters
Strixhaven: A Curriculum of Chaos
ink at one creature within 15 feet of itself. The target must succeed on a DC 12 Constitution saving throw or be blinded until the end of the inkling’s next turn.Squelching slightly as they
wriggle through the air, inklings serve as the mascots for Silverquill College. These living blobs of shadowy ink are often summoned by professors who require assistance in their writing workshops—the
Magic Items
The Book of Many Things
. The projection disappears at the end of your turn. Once you use this bonus action, it can’t be used again until the next dawn.
Curse. This armor is cursed, and attuning to it extends the
way, your body is inert and doesn’t age or require sustenance. Destroying the object frees your soul; otherwise, only a Wish spell can restore your soul to your body.
Monsters
The Wild Beyond the Witchlight
form.
Regeneration. The golem regains 10 hit points at the start of its turn. If the golem takes bludgeoning or thunder damage, this trait doesn’t function at the start of the golem’s next
turn. The golem is destroyed only if it starts its turn with 0 hit points and doesn’t regenerate.
Unusual Nature. The golem doesn’t require air, food, drink, or sleep.Multiattack. The
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Unusual Nature. The warrior doesn’t require air, food, drink, or sleep.Battleaxe. Melee Weapon Attack: +6;{"diceNotation":"1d20+6","rollType":"to hit","rollAction":"Battleaxe"} to hit, reach 5
the site as sword wraiths.PoisonNecrotic; Bludgeoning, Piercing, and Slashing from Nonmagical AttacksMartial Fury. The warrior makes one Battleaxe or Longbow attack, and attack rolls against it have advantage until the start of its next turn.
Magic Items
The Book of Many Things
. While wielding it, you also gain the following benefits:
Fool’s Feint. As a bonus action, you can feint, choosing a creature within 5 feet of you as your target. Until the start of your next
turn, you have advantage on attack rolls against the target. Once this bonus action is used, it can’t be used again until the next dawn.
Misdirect. When a creature within 60 feet of you targets






