This creature stands on two powerful hind legs. It has a long tail, but no other limbs, and a gray, pebbly hide with daggerlike markings. Its narrow head is equipped with a sucking mouth and a tubelike orifice in its forehead.
This creature stands on two powerful hind legs. It has a long tail, but no other limbs, and a gray, pebbly hide with daggerlike markings. Its narrow head is equipped with a sucking mouth and a tubelike orifice in its forehead.
Armor of the Desert EveningArmor (scale mail), Common
Aura: Faint Evocation
This armor is designed to be worn in the desert heat without ill effects to the wearer. While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage.
DragonarmorArmor (heavy), Very Rare (requires attunement)Aura: Strong Abjuration
You have a +1 bonus to AC while wearing this armor and have resistance to cold damage and fire damage.
Eastern Wooden ArmorArmor (splint), Rare (requires attunement)Aura: Moderate Transmutation
Created from strips of highly flexible wood, which have been treated and enchanted, you have +1 bonus to AC while wearing this armor and do not have disadvantage on Dexterity (Stealth) checks normally caused by wearing splint armor. In addition, Druids are always considered proficient with this armor.
Armor of EelixArmor (light, medium or heavy), Rare (requires attunement)Aura: Moderate Conjuration
When not in use, this armor appears to be a silver ring. As an action you can activate it, causing armor made of blue light to appear around you. The kind of armor is determined when the ring is created and cannot be changed afterwards. You are considered proficient with this armor even if you lack the appropriate proficiency. You cannot activate this armor while already wearing another suit of armor.
Armor of ElectricityArmor (light, medium or heavy), Rare (requires attunement)Aura: Moderate Evocation
While wearing this armor, you can use a bonus action and speak a command word to cause the armor to become charged with magical, electrical force for the next ten minutes. The next time a creature hits you with a melee weapon attack while within 5 feet of you, the armor discharges this energy and the attacker must make a DC16 Constitution saving throw. The creature takes 6d6 lightning damage on a failed save, or half as much damage on a successful one. Once you have used this trait, you cannot do so again until the following dawn.
Silently, with grace and power, a creature emerges on the path ahead. It has the shape of an enormous lion, but its form consists of blinding light and fiery sparks, as though its body were made of energy and not flesh and bone.
Armor of Command
Armor (heavy), Rare (requires attunement)
Aura: Moderate Enchantment
While wearing this armor, you project an aura of confidence, bolstering allied forces. Each allied creature within 120 feet of you that can see you has advantage on Wisdom saving throws.
Armor of Concealed WizardryArmor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Illusion
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, the armor appears nonmagical to spells and magical effects that detect magic.
Armor of Continual CleanlinessArmor (light, medium or heavy), CommonAura: Faint Transmutation
This suit of magical armor is continuously clean. It is never dirty, nor does it rust or show blemishes.
Armor of CoolnessArmor (light or medium), CommonAura: Faint Evocation
While wearing this armor, you and everything you wear and carry are unharmed by temperatures up to 150 degrees Fahrenheit. This does not grant any sort of resistance against fire damage.
Armor of Cure WoundsArmor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)Aura: Moderate (+1) , Strong (+2) or Very Strong (+3) Evocation
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. In addition, you can cast the cure wounds spell, targeting yourself, using your spellcasting ability modifier. Once you have done so, you cannot do so again until the following dawn.
Arc of Lightning
3rd-level evocation
- Casting Time: 1 action
- Range: 30 feet (100 foot line)
- Components: V, S, M (two small iron rods)
- Duration: Instantaneous
- Classes: Sorcerer, Wizard
Choose one creature or object in range and one other creature or object within 100 feet of the first target. A bolt of electricity to arcs between the two targets. Both targets and any other creatures in a 5-foot wide line between those two creatures must make a Dexterity saving throw. A creature takes 8d6 lightning damage on a failed save, or half as much damage on a successful one. The lightning ignites flammable objects in the area that aren’t being worn or carried.
At Higher Levels: When you cast this spell using a spell slot of 4th level or higher, the damage increases by 1d6 for each slot above 3rd.
Block of text here. A creature shambled forward on thick, taloned legs. Vaguely reptilian in form, its large, stooped frame ends in a mostly featureless head dominated by large eat structures and a gaping, toothless mouth.
Appraising Touch
1st-level divination (ritual)
- Casting Time: 1 action
- Range: Self
- Components: V, S, M (jeweler’s tools worth 25 gp)
- Duration: Concentration, up to 1 hour
- Classes: Artificer, Bard, Wizard
Objects near you suddenly seem clearer and more in focus, allowing you to notice blemishes and imperfections you had missed before. For the duration, you have a +10 bonus to Intelligence checks made to estimate the value of a precious item and can determine if an object is a magical item at a touch. If you spend 1 minute handling a magical item you can determine the rarity of the item.