The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. It was silently removed in one of the patches. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Dead Again is a hex that emits a large shockwave, and any physical corpse caught within it will burst in a powerful explosion of darkness. Like Deity, they are represented by wives or female-counterparts of the male chief gods.
Amaterasu and Susano-o
The better boon from both for PvE. Shadowtouch triggers very rarely anyway. Augmented Thayan Bastion [When taking damage you have a chance to generate a shield that absorbs up to 10k incoming damage and redirects that damage to a nearby foe. This shield lasts 6 seconds. The other boons are bad for tanks. Cold Shoulder [When damaged by a foe you have a chance to proc Cold Shoulder on them, which will reduce the damage of their next attack by up to 2k. Has 60 secs cooldown. Both boons are bad.
Avalance [When damaged by a foe, chance to gain a stack of Avalanche. At 20 Stacks, taking damage will clear the stacks and deal up to 15k damage to nearby targets]: The best boon for us here. Better damage boost is better than Defence. We have enough Defence from equipment anyway. You need too much Life Steal to make it useful.
I wish you good luck if you plan on getting them all. This is all about the feats and boons for now. You can see everything in the above screenshot. Currently, with the very limited gear options for OP, the Restoration set has the best stats for a PvE tank-dps paladin. I still need the Elven Restoration Cuirass to fulfil the second best set choice the best is the updated with Black Ice Elemental Elven Restoration set but it will take a lot of time to make and the stat increase is tiny.
Also remeber that Seals is the max limit to have at once. While leveing to 60 pick whatever items you find. From 60 to 70 you can get good blue items from finishing the yellow main one-time Vigilance quests the ones for which you need to complete 16 blue hourly Vigilance quests. Overall just aim for more HP in this part of leveling as the mobs in the Elemental Evil zones do significantly more damage than those in the old leveling zones from 1 to You can still solo most quests even the Campaigns like Sharandar and Dread Ring but it will take too much time alone.
At 70 you should be between and Check for some level blue items in the AH to improve your gear for now to enter the T1 dungeons. Search for higher HP items. As the Ooathbound Paladin is a new class and a lot of people play the prices for OP gear can be higher than the other classes but for 50kk you should be able to get decent gear for T1 dungeon runs.
Try searching in the AH. With the newest patch you can trade campaign curencies in Dread Ring and Sharandar for armor. But by the time you will get the currencies you will probably find an armor in some T1 dungeon. You have only 2 choices for these blue epic items- Alliance Restoration and Alliance Ward. Restoration is the more damage set while Ward is more defensive set.
I prefer Restoration for the more Power and Critical. Recovery is good because it decreases the cooldown of powers and increases the Action Points gain for dailies. Regeneration is only good for the increased healing on us but even very high this stats barely makes a difference. I will list the bonuses for each item for better info:. Alliance Restoration Armet [Head]: Alliance Restoration Cuirass [Armor]: Alliance Restoration Couters [Arms]: Total Alliance Ward set: Best in Slot BiS gear: I will only compare the best gear to T1 as it has the best stats increase and some stats are little different.
You can make this gear with Rank 5 Black Ice Shaping profession. To get from Rank 3 to 5 in this profession you need total of 75k Black Ice and 15 Unified Elements [A resource used in high rank crafting tasks. Can be made with Rank 25 Alchemy. Elemental Elven Restoration Armet: Elemental Elven Restoration Cuirass: Elemental Elven Restoration Couters: Elemental Elven Restoration Poleyns: Elemental Elven Ward Armet: Elemental Elven Ward Cuirass: Elemental Elven Ward Couters: Elemental Elven Ward Poleyns: Now you can see why Elemental Elven Restoration set is best.
You can enter it after level Combine the two parts from the set to get a bonus. The best off-hand for now is the Shield of Elemental Fire. The second and last part of the Elemental Fire set.
I prefer Critical or Power instead of Regeneration but there is no such ring at the moment. Greater Plated Band of Constitution [ at legendary: Same reason as above. Using 2 dailies in 15 secs is just too awesome.
Summons forth four symbols of elemental power, when an ally passes through a symbol it is consumed and its power is granted to the ally. Wind — Grants control immunity and increased Run Speed for 6 seconds. It has great active use and the stats are best for a tank or support.
Your Great Weapon Fighter spirit lashes out at nearby enemies dealing 5, damage. Drops an earthmote on the target, dealing 10, damage and knocking them back, followed by 7, damage and an upward knock to enemies in a larger ring.
At least the stats are much better. Allies gain 1, Power and 1, Lifesteal. It also grants you Defense for 8 seconds. This effect is a 3 target AoE, lasts for 20 seconds, may only happen once every 20 seconds. Currently the best dps enchantment. Has some weird effects sometimes. This effect stacks up to 3 times. Critical Severity increases the damage your Critical strikes deal.
Not so great dps boost as Feytouched or even Plague but still good enough. Currently some reports say the Pure and Transcendent upgrades can cause you to deal lesser damage than the Perfect version. This effect can stack a maximum of 10 times. The best armor enchantment for tanky classes but also the most expensive.
Negation rank is also okay. When you are resurrected you deal 4 damage to any foes nearby and gain a 3 seconds CC immunity. This effect can only trigger once every 75 seconds. I would have liked Soulforged a lot more if it triggered every time I die from Binding Oath but most times I just die without being ressurrected from it even if the enchantment is activated. Radiant Enchantment in ALL defence slots.
Then use either Radiants for Power or Azure for critical chance. Or Dark Enchantments for movement speed. Stacks up to 3 times. Applies to you as long as this companion is active. Very useful bonus for every tank.
In the beginning I used to play with Soulforged armor enchantment and this bonus helped me at least when the SF was working properly. If the same target is hit 4 times it will reflect 3 times the damage taken]. Ioun Stone of Allure [ Active Bonus: This is the most common companion for almost any class. The bonus is not important. Also every point from items you put in it transfer to you.
This companion is also the only one worth upgrading to Legendary rank as it will give you much higher stats Legendary status: These items are equipable only by companions. These T6 are very hard and you will need at least 2 purple 2 blue companions to complete them. The Loyal items can also be bought from the AH but can be expensive.
The gateway may not work properly on your default browse. Each additional active Archon increases this by. This bonus is nearly useless for any other class. The best powers while leveling up or doing campaigns. It takes some times to learn using Burning Light properly and can be a bit frustrating to use at times but it is our best way for higher DPS. For the third encounter I like Smite for its good direct single target damage. Heroism is also good if you need more survival. Now it gets interesting.
If you have a Devoted Cleric DC who is using the yellow circle encounter called Astral Shield [ Create a shimmering shield at target location that reduces incoming damage to allies in its protective circle. Every target hit with it will give you more Temp HP. After all this you have to pay attention when your Binding Oath is going to explode. Be careful when you use the Divine Call. Try to use it when all your encouters are on cooldown more best efficiency. I did 3 mistakes here:.
There was enough time to leave the red cirle with running. Using Sanctuary slowed my movement speed too much. You can try with using it other battles but be careful not taunt and scatter the adds with it, they are priority for your dps party memebrs.
When she begins preparing this attack you have 1. When they connect the big red laser will be launched. Not the biggest problem but still makes me lose some HP. Some explanation about the stats starting from the most to the least important:. We only tank them. Recovery — For better cooldown on encounters and more AP gain to use dailies as much as possible.
Hard to achieve for us and we lose better stats for it. I hope you forgive me for these mistakes and everything is enough understandable. Turned a lot bigger guide than I first thought of making. With this build I have finished all T1 and T2 dungeons as well as the skirmishes mostly without much trouble. Good party with good teamwork is also very important. Takes time to master all this and I still fail a lot but practice makes perfection.
I hope this humble guide helps those of you who want to master this awesome class. I hope It will help with navigating and lesser scrolling up because at the moment I am not able to find out how to create a shortcut button for each section… Top.
Race First thing to choose for the OP is the race. Constitution is the most important Ability Score for tanks and you can choose either Wisdom or Charisma for secondary. Power and Crit help a lot in this build. The increased healing is not so good but can still help you in the rare times you lose HP. Shares best place with the Dragonborn. The Ability Scores are best and the extra feats can be used to increase the crit chance much more thank Dragonborns.
The only useful thing besides the Constitution is the CC resistance as you will get knocked or stunned sometimes and even a sec sooner to recover from it can save your life [for example in Lostmauth boss fight] but overall a bad race choice. Not very good but not so bad. The damage increase is okay but the above races can do much more. None of the bonus resistances from this race work in PvE. You will still be knocked from mobs like any other race and the DoT is still same.
The races without Constitution as Primary or Secondary are not worth mentioning. Ability Scores This is what every ability point gives for the paladin. Tyranny of Dragons 1. I will list the bonuses for each item for better info: Belt Greater Plated Band of Constitution [ at legendary: I did 3 mistakes here: Some explanation about the stats starting from the most to the least important: For example each 1k HP more means we will survive 3.
With the Aura Gifts from the Light feats tree each 1k gives at least more Power to nearby allies. Each 1k HP adds 20 more basic damage to Aura of Courage. May look bad at first but imagine this damage with very high HP.
Stamina Gain — For more time using Sanctuary. While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you.
If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. Pulling the hood up or down requires an action. While wearing this cloak, you have advantage on Dexterity Stealth checks. 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.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat.
While you are in the form of the bat, you retain your Intelligence , Wisdom , and Charisma scores. While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell save DC 17 with it. Crystal Ball of Mind Reading: Crystal Ball of Telepathy: You can also use an action to cast the suggestion spell save DC 17 through the sensor on one of those creatures.
Crystal Ball of True Seeing: This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens.
Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below. This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane.
The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side.
Alternatively, if you use an action to press one side twice, you can cast the plane shift spell save DC 17 with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water your choice pours out of the flask.
The water stops pouring out at the start of your next turn. Choose from the following options:. This box contains a set of parchment cards. A full deck has 34 cards. The magic of the deck functions only if cards are drawn at random you can use an altered deck of playing cards to simulate the deck.
You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm.
While you are within 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. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it.
Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence Investigation check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most 75 percent of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly you can use an altered deck of playing cards to simulate the deck. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw.
If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you. If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level.
Otherwise, this card has no effect. You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You draw no more cards. Only a god or the magic of The Fates card can end this curse.
A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies. You lose 10, XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
Twenty-five pieces of jewelry worth 2, gp each or fifty gems worth 1, gp each appear at your feet. You can draw one additional card beyond your declared draws. You gain 10, XP, or you can draw two additional cards beyond your declared draws. A rare or rarer magic weapon with which you are proficient appears in your hands.
The GM chooses the weapon. You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character. You are granted the ability to cast the wish spell 1d3 times.
All forms of wealth that you carry or own, other than magic items, are lost to you. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe.
The avatar fights until you die or it drops to 0 hit points , whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death.
Armor Class 20 Hit Points half the hit point maximum of its summoner Speed 60 ft. Damage Immunities necrotic, poison Condition Immunities charmed, frightened, paralyzed, petrified, poisoned, unconscious Senses darkvision 60 ft.
Increase one of your ability scores by 2. You gain 50, XP, and a wondrous item which the GM determines randomly appears in your hands.
Every magic item you wear or carry disintegrates. You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world.
However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours. At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question.
Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it. This black card spells disaster. One or more powerful beings guard the place.
While your soul is trapped in this way, your body is incapacitated. You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength Athletics check. On a success, the creature breaks free and destroys the shackles. Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes.
The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. 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.
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably.
A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. This painted brass bottle weighs 1 pound.
When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn , the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. This gem contains a mote of elemental energy. The type of gem determines the elemental summoned by the spell. Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound.
When you use an action to remove the stopper, a cloud of thick smoke pours out in a foot radius from the bottle. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of feet. The cloud persists as long as the bottle is open.
Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind 11 to 20 miles per hour can also disperse the smoke after 1 minute, and a strong wind 21 or more miles per hour can do so after 1 round.
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell save DC 13 on a humanoid within 30 feet of you, provided that you and the target can see each other.
The lenses regain all expended charges daily at dawn. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence Investigation checks that rely on sight while searching an area or studying an object within that range. While wearing them, you have advantage on Wisdom Perception checks that rely on sight.
In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across. This tiny object looks like a feather. Different types of feather tokens exist, each with a different single- use effect. The GM chooses the kind of token or determines it randomly. You can use an action to touch the token to a boat or ship. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. It can carry up to pounds while flying at its maximum speed 16 miles an hour for a maximum of miles per day, with a one-hour rest for every 3 hours of flying , or 1, pounds at half that speed.
The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a foot-long, foot- wide boat shaped like a swan takes its place.
The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures.
A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a foot radius. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place.
As a bonus action on your turn , you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form.
It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. This ebony statuette is carved in the likeness of a horsefly.
It can become a giant fly for up to 12 hours and can be ridden as a mount. These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously.
Each can become a lion for up to 1 hour. These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:. This marble statuette is about 4 inches high and long.
It can become an elephant for up to 24 hours. Obsidian Steed Very Rare. This polished obsidian horse can become a nightmare for up to 24 hours.
The nightmare fights only to defend itself. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. This serpentine statuette of an owl can become a giant owl for up to 8 hours. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
This silver statuette of a raven can become a raven for up to 12 hours. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard.
Any objects in the vessel that can fit inside the box do so. Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher. This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:. This gem has 3 charges. For the next 10 minutes, you have truesight out to feet when you peer through the gem.
These gloves seem to almost meld into your hands when you don them. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand. While wearing these dark lenses, you have darkvision out to a range of 60 feet.
If you already have darkvision, wearing the goggles increases its range by 60 feet. This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material.
The backpack always weighs 5 pounds, regardless of its contents. Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top. The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed.
If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere.
If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate. Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane.
Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed. Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher. This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals.
Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm.
The helm and its gems are then destroyed. While wearing this helm, you can use an action to cast the comprehend languages spell from it at will. While wearing this helm, you can use an action to cast the detect thoughts spell save DC 13 from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts , you can use an action to cast the suggestion spell save DC 13 from the helm on that creature. 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. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute.
Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. The explosion deals 10d6 fire damage to the blower and destroys the horn. Wondrous item, rare silver or brass , very rare bronze , or legendary iron. You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points.
Four types of horn of Valhalla are known to exist, each made of a different metal. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. These iron horseshoes come in a set of four. 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.
This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
As an action, one dose of the ointment can be swallowed or applied to the skin. This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw DC 11 for light or DC 15 for daylight , ending the blindness on a success.
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a foot radius and dim light for an additional 30 feet.
Creatures that can see you have disadvantage on attack rolls against you. This black or dark blue robe is embroidered with small white or silver stars. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell.
Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Wondrous item, legendary requires attunement by a sorcerer , warlock , or wizard. This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes.
A white robe was made for good, gray for neutral, and black for evil. This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly. You can use an action to place this 1-inch metal cube on the ground and speak its command word.
The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you.
The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one.
In either case, the creature is pushed to an unoccupied space outside but next to the fortress. The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have hit points , immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage.
Only a wish spell can repair the fortress this use of the spell counts as replicating a spell of 8th level or lower. Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color. When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you.
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.
You can use an action to seize and stow the stone, ending its effect. A stone has AC 24, 10 hit points , and resistance to all damage. It is considered to be an object that is being worn while it orbits your head. While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head. Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head. Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head. Your proficiency bonus increases by 1 while this pale green prism orbits your head. You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point. This vibrant purple prism stores spells cast into it, holding them until you use them.
The stone can store up to 3 levels worth of spells at a time. Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone.