magic items that increase dex 5e

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard). This build you're going to want to get a high wisdom, intelligence and dexterity. On a successful save, a creature takes half as much damage. The sphere is stationary until someone controls it. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls. Even better than dragon scale mail, this tattoo gives you a set AC according to its rarity. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. At the end of the duration, the creature reverts to its figurine form. Light your enemies up and enjoy critical hits even more than you did before. So the ability score increase is seen as the less powerful of the rewards. This is probably the best shard available in the game. Speed 60 ft., fly 60 ft. (hover), STR DEX CON INT WIS CHA This property cant be used again until the next dawn. Crystal Ball of Telepathy. If you have no hand free, it falls to the ground . Does the Blood Spear require attunement to gain the +2 bonus to attack and damage rolls? Your Intelligence score is 19 while you wear this headband. Mastery (Legendary). The sword loses this property if it has no charges. The Hypertext d20 SRDTM is owned by BoLS Interactive LLC. On a 1, the wand crumbles into ashes and is destroyed. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isnt pulled inside the bag first). This magic weapon has 3 charges. The manual then loses its magic, but regains it in a century. All forms of wealth that you carry or own, other than magic items, are lost to you. Personally I think the primary problem comes from the aforementioned +4 CON item (and to a lesser extent +4 DEX). This vision has a radius of 30 feet. Silver Raven (Uncommon). Most games of D&D never reach this level, so its important to look for strong items for every tier. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. This is great for any cleric as it doesnt cost anything to command the snake. While you wear these boots, you have a flying speed equal to your walking speed. Alternatively, you can lean into your strengths and make them even stronger. Is there a difference between When you are reduced to 0 hit points and when you would be reduced to 0 hit points? Staff, rare (requires attunement by a bard, cleric, or druid). To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. When the effect ends, the token disappears. Regeneration (Legendary). New comments cannot be posted and votes cannot be cast. In addition, you have advantage against dragons breath weapons and Frightful Presence, and you can sense the direction of the closest dragon within 30 miles. Talons. Once a lion has been used, it cant be used again until 7 days have passed. On a failed save, the creature takes lightning damage based on the number of spheres you created. Nothing created by the pigments can have a value greater than 25 gp. While this armor is useful for all artificers, heavy adamantine armor is perfect for an armorer to make their Arcane Armor out of. They have 3 charges. The rod also gives you knowledge of your approximate depth beneath the ground or your height above it. The potions dense, purple liquid has an ovoid cloud of pink floating in it. You gain a bonus to your spell attack rolls and spell save DC according to its rarity. You dont need to eat or drink while this clear spindle orbits your head. You can also speak and understand Ignan. The potion of frost giant strength and the potion of stone giant strength have the same effect. Dungeons & Dragons, D&D, their respective logos, and all Wizards titles and characters are property of Wizards of the Coast LLC in the U.S.A. and other countries. The lightning bolt turns back into a javelin when it reaches the target. The token disappears, and in its place a nonmagical oak tree springs into existence. An arrow of slaying is a magic weapon meant to slay a particular kind of creature. While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. 8th level characters, the player using it is wearing plate armor. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapons type. The explosion deals 10d6 fire damage to the blower and destroys the horn. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. Different types of feather tokens exist, each with a different single-use effect. In the meantime, the javelin can still be used as a magic weapon. If you're considering artefacts and their Major Beneficial Properties (see DMG 219), it is possible for your artefact to give a +2 Dex bonus up to a maximum of 24. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. (We can mostly ignore attacks since a character with +1 or +0 dex would be making their attacks with a different stat.) This axe is cursed, and becoming attuned to it extends the curse to you. Ideas, Ignore/Block Essentials, Paid Registrations by. Assisted Escape. The limitation of four hours is not going to matter much unless you are attempting long-distance travel. There are also 5 items in the DMG that allow you to cast Wish and you could wish for an increase in constitution score. Your mind suffers a wrenching alteration, causing your alignment to change. Each creature in the area must make a DC 15, , you can use an action and speak a command word to cause the heads to breathe multicolored flames in a 90-foot cone. Hit points lost to this weapons damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. However, this tattoo requires attunement, while the insignia does not. This wand has 3 charges. On a successful save, a creature takes half damage and isnt deafened. It regains 1d4 + 1 expended charges daily at dawn. You can use an action to touch it to an unoccupied space on the ground. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This is just theory crafting so throw out whatever you can think of. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. While you wear this ring, difficult terrain doesnt cost you extra movement. You can use an action to speak the flasks command word, targeting a creature that you can see within 60 feet of you. You can have only one such sworn enemy at a time. Your Strength score is 19 while you wear these gauntlets. Crystal Ball of True Seeing. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. This item also has three command words, each requiring you to use an action to speak it. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. The ring can store up to 5 levels worth of spells at a time. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The cylindrical space within the hole exists on a different plane, so it cant be used to create open passages. The rods head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. The staff regains 1d6 + 4 expended charges daily at dawn. While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. If you expend the last charge, roll a d20. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. After fighting for 5 rounds, The efreeti serves you for 1 hour, doing as you, Silver coffer (1 foot long, 6 inches wide and. Staff, rare (requires attunement by a druid). Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one. For clerics wading into battle, this can be a great source of additional damage. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. If you dump the bags contents out on the ground, they explode in a 10-foot radius, extending from the beans. This ring is linked to one of the four Elemental Planes. If you expend the wands last charge, roll a d20. With hundreds of magical items published across several official sources, what is the best magic item for your character? If you expect to be disarming a lot of traps, unlocking a lot of doors, and picking a lot of pockets, these gloves are for you. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. You also have advantage on Dexterity (Stealth) checks that rely on moving silently. It obeys any commands you give it, no matter what language you use. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. These gloves seem to almost meld into your hands when you don them. As others have mentioned, I don't see a balance issue with the items boosting a class' primary stat. The wand regains 1d6 + 1 expended charges daily at dawn. The second ability lets you grant 2d10 temporary hit points to an ally when you cast an abjuration spell. While a fire burns in this brass brazier, you can use an action to speak the braziers command word and summon a fire elemental, as if you had cast the conjure elemental spell. When they disappear, you cant use them again for 1d12 hours. The hammer regains 1d4 + 1 expended charges daily at dawn. The boat can hold up to four Medium creatures comfortably. Your Constitution score is 20 while you wear these gloves. Which was the first Sci-Fi story to predict obnoxious "robo calls"? When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bags color. Only a god or the magic of The Fates card can end this curse. What were the most popular text editors for MS-DOS in the 1980s? While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. Intellect (Very Rare). Ivory Goats (Rare). Portable property vanishes. Weapon (longbow), very rare (requires attunement). He also rips off an arm to use as a sword. The gate then closes. These crystal lenses fit over the eyes. On a failure, the target is paralyzed for 1 minute. When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain featuressuch as a door, a pit, flowers, trees, cells, rooms, or weaponsthat are up to 10,000 cubic feet. Creatures can telepathically communicate with you only if you allow it. The rope has AC 20 and 20 hit points. You gain a +2 bonus to attack and damage rolls made with this magic weapon. A rogue with a Cloak of Displacement might give the DM a headache. Regardless, all artificers love magic items and, with up to 6 attunement slots, can get the most out of them. A creature that cant use a manual of golems and attempts to read it takes 6d6 psychic damage. The wand regains 1d6 + 1 expended charges daily at dawn. but as it stands, this is teetering the edge of Rare on paper. Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. This wand has 7 charges. You can spend 1 minute swapping out a spell for an abjuration spell in the book. The issue I have with some of the items (Gauntlets of Ogre Power and other belts of ___ giant strength) is that they can totally bypass other decisions. If you attempt to control a sphere that is under another creatures control, you make an Intelligence (Arcana) check contested by the other creatures Intelligence (Arcana) check. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If the creature has no limb to sever, you lop off a portion of its body instead. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. However, some items are better than others depending on your class. Weapon (any sword), legendary (requires attunement by a paladin). Fortitude (Very Rare). This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. Your entire party cannot be surprised and are woken up if asleep when combat begins. This property cant be used again until the next dawn. Ability Score . If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. Golden Lions (Rare). As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card.

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