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Returning 35 results for 'shadows of rare daily vecna'.
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Magic Items
Dungeon Master’s Guide
benefits:
Truesight. You have Truesight out to 240 feet.
Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table
with a weapon held by it deals an extra 2d8 Cold damage on a hit.
Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna
Magic Items
Dungeon Master’s Guide
daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff ’s last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical
.
Spell Level
Rarity
Save DC
Attack Bonus
Cantrip
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell.
The level of the spell bound into the armor determines the spell’s saving throw DC
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you can expend 1 charge to cast its spell.
The level of the spell bound into the weapon
Uncommon
13
+5
1
Uncommon
13
+5
2
Rare
13
+5
3
Rare
15
+7
4
Very Rare
15
+7
5
Very Rare
17
+9
6
Legendary
17
+9
7
Legendary
18
+10
8
Legendary
18
+10
Magic Items
Dungeon Master’s Guide
1,000 GP each appear at your feet.
Jester. You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.
Key. A Rare or rarer magic weapon with
Temporary Hit Points daily at dawn until you die.
Talons. Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.
Throne. You gain proficiency and Expertise in
Monsters
Baldur’s Gate: Descent into Avernus
attacks). This extra damage is of the same type as the weapon's damage type.
Hand of Vecna. The Hand of Vecna has 8 charges and regains 1d4 + 4;{"diceNotation":"1d4+4","rollType":"roll"} expended charges
daily at dawn. Arkhan can cast the following spells from the hand by expending the specified number of charges (spell save DC 18): finger of death (5 charges), sleep (1 charge), slow (2 charges), and
Monsters
Mordenkainen Presents: Monsters of the Multiverse
first of them appeared in the aftermath of Vecna’s bid to conquer the world of Greyhawk, after the vampire Kas betrayed Vecna and took his eye and hand. In the confusion resulting from this turn
of events, Vecna’s warlords turned against each other, and his plans were dashed. In a rage, Vecna gathered up his generals and captains and bound them in groups of three, fusing them into
Monsters
Mordenkainen Presents: Monsters of the Multiverse
centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. hobgoblin devastator;Hobgoblin devastators are examples of such Fey folk, as are hobgoblin iron shadows and nilbog;nilbogs.
DC 12):
At will: minor illusion, prestidigitation
1/day each: charm person, disguise self, silent imageIron shadows are hobgoblin martial artists who serve fey and mortal courts as secret police
Eye and Hand of Vecna
Legacy
This doesn't reflect the latest rules and lore.
Learn More
Magic Items
Dungeon Master’s Guide (2014)
), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul
Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his
Monsters
Mordenkainen Presents: Monsters of the Multiverse
without the help of a mirror or a special candle. On the rare occasions when a skulk is visible, it appears as a drab, featureless, hairless biped.
A skulk can be summoned from the Shadowfell by
. In extreme cases, skulks have invaded villages, killed all the occupants, and turned the places into seeming ghost towns where flavorless food is prepared daily, colorless clothes are hung up to dry, and livestock is shifted from pen to pen until it starves.
Backgrounds
The Book of Many Things
left the daily miseries of your old life behind in favor of a life of adventure and excitement. Your old debts have been paid, responsibilities you thought inescapable are behind you, or you suddenly
possess rare and unusual skills unknown to ordinary folk.
Skill Proficiencies: Insight, Persuasion
Languages: One of your choice
Tool Proficiencies: One gaming set of your choice (such as playing
Monsters
Mordenkainen Presents: Monsters of the Multiverse
for centuries, and over time, those lineages have become Humanoid. Fey goblinoids, who still bear the magic of the Feywild, are rare on the Material Plane but not unheard of. Hobgoblin devastators are
examples of such Fey folk, as are hobgoblin iron shadow;hobgoblin iron shadows and nilbog;nilbogs.
Monsters
Planescape: Adventures in the Multiverse
dark locales throughout the multiverse, including Undersigil and the windswept darkness of Pandemonium. A darkweaver lurks in the shadows of its lair, waiting for hapless prey to pass by. When a target
experiences, particularly great meals, with the monster. Some might even convince a darkweaver to release them if they promise to return with rare spices or one-of-a-kind meals. Those who manage to
monsters
as warnings against whole cities or nations earning the wrath of a god. In rare cases, certain individuals might earn the bitter enmity of a god, causing that deity to request the services of an angel
:
Looming Shadows. Any creature (excluding the angel and its allies) that finishes a Short Rest while within 1 mile of the lair must succeed on a DC 15 Wisdom saving throw or gain no benefit from that
Compendium
- Sources->Dungeons & Dragons->Vecna: Nest of the Eldritch Eye
Continuing the Campaign Though this sect of cultists has been neutralized, others still lurk in the shadows of Neverwinter, with even more nefarious schemes in service of Vecna. Lord Neverember might
further, Vecna: Eve of Ruin contains more information about cult activities in Neverdeath Graveyard and provides an excellent campaign that follows Vecna’s machinations.
Yuan-ti Pureblood
Legacy
This doesn't reflect the latest rules and lore.
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Species
Volo's Guide to Monsters
broodguards and exceedingly rare anathemas have their place in the hierarchy as well.
All yuan-ti can interbreed. Females usually lay clutches of eggs, which are stored in a common hatchery, although
advisor in human society. The very rare offspring of such a union are always purebloods, although they may appear fully human at birth and for several years afterward.
The yuan-ti know rituals that
Compendium
- Sources->Dungeons & Dragons->Vecna: Eve of Ruin
Sending Vecna Back The Chime of Exile is Alustriel’s property and ultimately can send Vecna back to Oerth, interrupting his ritual. The interruption would dissipate the secret-based magic Vecna is
weaving, significantly setting back his plot and leaving the lich-god in a weakened state. If the characters wish to take the chime with them, Alustriel assents. Chime of Exile Wondrous Item, Very Rare
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Eye and Hand of Vecna Wondrous item, artifact (requires attunement) Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through
dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn’t escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about. Orcus
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a
Eye and Hand of Vecna Wondrous Item, Artifact (Requires Attunement) Vecna was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death
Compendium
- Sources->Dungeons & Dragons->Sword Coast Adventurer’s Guide
Warlock Warlocks are relatively rare in Greyhawk, but as Iuz has ascended to power, he has begun to offer power directly to those who choose to serve him. Some of the other mysterious powers of Oerth
, most notably Vecna and Tharizdun, also offer pacts to warlocks who dare contact them. Both Iuz and Vecna fit the Undying patron’s role. Iuz, in particular, uses offers of power to corrupt and
Magic Items
Tasha’s Cauldron of Everything
largest groups of Vistani in the Shadowfell. She hailed from the same world that Count Strahd von Zarovich and Madam Eva came from, and she created a community of kindness and resilience—ever rare to
creatures of the night. “We may wander amid the shadows,” Mother Luba said. “But we must ever serve as a light to our fellow travelers.”
Some years ago, Mother Luba disappeared into
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Helm of Teleportation Wondrous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Fear Wand, Rare (Requires Attunement) This wand has 7 charges. Spells. While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates
how many charges you must expend to cast the spell. Spell Charge Cost Command (“flee” or “grovel” only) 1 Fear (60-foot Cone) 3 Regaining Charges. The wand regains 1d6 + 1 expended charges daily
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
belong to the Conjuration, Divination, Evocation, Necromancy, or Transmutation school of magic. The weapon has 6 charges and regains 1d6 expended charges daily at dawn. While holding the weapon, you
table. Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Evasion Ring, Rare (Requires Attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Gem of Seeing Wondrous Item, Rare (Requires Attunement) This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Ring of Animal Influence Ring, Rare This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: Animal Friendship Fear (affects Beasts only) Speak with Animals
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Helm of Teleportation Wondrous item, rare (requires attunement) This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Helm of Teleportation Wondrous Item, Rare (Requires Attunement) This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn. Conceptopolis Helm of Teleportation, Heward’s Handy Haversack, Holy Avenger (Greatsword)
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Wand of Polymorph Wand, Very Rare (Requires Attunement by a Spellcaster) This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it. Regaining Charges
. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Ring of Evasion Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
must belong to the Abjuration or Illusion school of magic. The armor has 6 charges and regains 1d6 expended charges daily at dawn. While wearing the armor, you can expend 1 charge to cast its spell. The
Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
school of magic. The staff has 6 charges and regains 1d6 expended charges daily at dawn. While holding the staff, you can expend 1 charge to cast its spell. If you expend the staff’s last charge, roll
staff’s rarity, as shown in the following table. Spell Level Rarity Save DC Attack Bonus Cantrip Uncommon 13 +5 1 Uncommon 13 +5 2 Rare 13 +5 3 Rare 15 +7 4 Very Rare 15 +7 5 Very Rare 17 +9 6 Legendary 17 +9 7 Legendary 18 +10 8 Legendary 18 +10