+1 Armor Class
Generic Variant · Custom rule
You have a +1 bonus to your Armor Class when wearing this armor. Available to level 8+
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24 items found
Generic Variant · Custom rule
You have a +1 bonus to your Armor Class when wearing this armor. Available to level 8+
Generic Variant · Custom rule
You have a +1 bonus to spell attack rolls when using this focus. Available to level 5+.
Generic Variant · Custom rule
You have a +1 bonus to your spell save DC and to spell attack rolls when using this focus.Available to level 8+
Generic Variant · Custom rule
You have a +1 bonus to your spell save DC when you use this focus. Available to level 5+.
Generic Variant · DMG'24
You have a +1 bonus to attack and damage rolls made with this magic weapon. Available to level 5+.
Generic Variant · Custom rule
You have a +2 bonus to attack and damage rolls made with this magic weapon. Available to level 8+
Wondrous Item · DMG'24
While wearing these wraps, you have a +2 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. Available to level 8+
Adventuring Gear · PHB'24
When you take the Attack action, you can replace one of your attacks with throwing a vial of Acid. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 2d6 Acid damage. Purchasing this gives an adventurer 1 use of this item per guild mission they go on, and does not stack unless you purchase more than 1.
Wondrous Item (Tattoo) · TCE
Produced by a special needle, this magic tattoo features designs that emphasize one color (green). Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. Damage Resistance. While the tattoo is on your skin, you have resistance to acid damage. Damage Absorption. When you take acid damage, you can use your reaction to gain immunity against that instance of the damage, and you regain a number of hit points equal to half the damage you would have taken. Once this reaction is used, it can't be used again until the next dawn.
Generic Variant · DMG'24
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit. Applied to non-magical Base Equipment.
Other · WDH
The stilts take 1 minute to put on or remove. They increase the height of any humanoid wearing them by 2 to 5 feet. Each stilt weighs 8 pounds and is 1 foot long when fully collapsed.
Ring · FRHoF
While the cover on this ring is open, the ring produces a flame that creates no heat and consumes no fuel. It sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. As a Bonus Action, you can close the cover, smothering the flame, or open it again.
Wondrous Item, Spellcasting Focus · TCE
Acrid odors cling to this stained, heavy volume. The book's metal fittings are copper, iron, lead, silver, and gold, some frozen mid-transition from one metal to another. It functions as a spellbook for you.While you are holding the book, you can use it as a spellcasting focus for your wizard spells.The book has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use the charges in the following ways while holding it:If you spend 1 minute studying the book, you can expend 1 charge to replace one of your prepared wizard spells with a different spell in the book. The new spell must be of the transmutation school.As an action, you can touch a nonmagical object that isn't being worn or carried and spend a number of charges to transform the target into another object. For 1 charge, the object can be no larger than 1 foot on a side. You can spend additional charges to increase the maximum dimensions by 2 feet per charge. The new object must have a gold value equal to or less than the original.
Adventuring Gear · PHB'24
When you take the Attack action, you can replace one of your attacks with throwing a flask of Alchemist's Fire. Target one creature or object you can see within 20 feet of yourself. The target must succeed on a Dexterity saving throw (DC 8 plus your Dexterity modifier and Proficiency Bonus) or take 1d4 Fire damage and start burning. Purchasing this gives an adventurer 1 use of this item per guild mission they go on, and does not stack unless you purchase more than 1.
Artisan's Tools · PHB'24
Ability: Intelligence Utilize: Identify a substance (DC 15), or start a fire (DC 15)Craft: Acid, Alchemist's Fire, Component Pouch, Oil, Paper, Perfume Artisan's Tools are each focused on crafting items and pursuing a trade. Each type of Artisan's Tools tools requires a separate proficiency. If you have proficiency with a tool, add your Proficiency Bonus to any ability check you make that uses the tool. If you have proficiency in a skill that's used with that check, you have Advantage on the check too.
Wondrous Item, Spellcasting Focus · TCE
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan's tool of your choice (see the "Equipment" chapter in the Player's Handbook for a list of artisan's tools). Whatever form the tool takes, you are proficient with it. As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don't know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can't be used again until the next dawn.
Wondrous Item · TCE
This amulet bears the symbol of a deity inlaid with precious stones or metals.While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature's uses. Once this property is used, it can't be used again until the next dawn.
Shield · DMG'24
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
AC +2
Adventuring Gear · PHB'24
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour. Purchasing this gives an adventurer 1 use of this item per guild mission they go on, and does not stack unless you purchase more than 1.
Adventuring Gear · PHB'24
As a Bonus Action, you can drink a vial of Antitoxin to gain Advantage on saving throws to avoid or end the Poisoned condition for 1 hour.
Wondrous Item · NF
This smooth, oval stone is etched with faintly glowing, magical symbols. While holding the battery, you can take a Magic action to touch the battery to one magic item. If that magic item normally regains expended charges daily, it immediately regains 1d4 + 1 expended charges, and the battery loses its magic. Purchasing this gives an adventurer 1 use of this item per guild mission they go on, and does not stack unless you purchase more than 1.
Spellcasting Focus · PHB'24
An Arcane Focus takes a specific form and is bejeweled or carved to channel arcane magic. A Sorcerer, Warlock, or Wizard can use such an item as a Spellcasting Focus. Multiple variations of this item exist, as listed below:Crystal Orb Rod Staff Wand
Wondrous Item, Spellcasting Focus · TCE
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells.You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
Generic Variant · BMT
While wearing this armor, you can take a bonus action to make the armor emit poisonous spores, which fill a 10-foot-radius sphere centered on yourself. Each creature in that area must succeed on a DC 15 Constitution saving throw or have the poisoned condition until the end of your next turn. Once this property is used, it can't be used again until the next dawn. Applied to non-magical Base Equipment.
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