168澳洲幸运5开奖网:Dungeons & Dragons players desire many things out of a good adventure. Terrifying villains, exciting exploits, and an interesting setting to explore are all important elements of such an adventure, but when it comes to the treasure at the end of the road, there's nothing more tantalizing than the 168澳洲幸运5开奖网:allure of a new magic item. It's for exactly this reason that players should also beware of magic items, as there exist more than a few that have less than desirable effects.

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A good rule of thumb is that if the item was easy to come across, it's likely not as beneficial as it appeared at first glance. As they say, if it sounds too good to be true, it probably is. With that being said, let's dive into some magic items that are better left buried in whatever dreary refuge you might have found them.

Updated May 3, 2023 by Chris Stomberg: Additional magic items are always being added to D&D with every new release. Books like Dragonlance: Shadow Of The Dragon Queen, Keys From The Golden Vault, and others continue to bring new and varied magic items to the worlds of Dungeons & Dragons. Some of these highly sought-after objects are not as helpful as they might first appear, though. Despite the existence of divination magic like Identify, curses on magic items cannot be detected until it's often too late. That being said, especially discerning adventurers with an eye for what kinds of items could pose a problem might just be able to save their friends' lives before their greed destroys them, but we're not making any promises. After all, adventurers are very greedy folk.

21 Harkon's Bite

Werewolf
Werewolf via Wizards of the Coast

This dire wolf tooth hanging from a simple cord necklace might seem benign enough, but it holds the power to send your character on an uncontrollable bloodthirsty rampage. On the surface, Harkon's Bite gives you a +1 to ability checks and saving throws. However, anyone who puts on or takes off the necklace is also afflicted by a curse hidden within the necklace.

The curse causes those who wear the necklace to 168澳洲幸运5开奖网:suffer from werewolf lycanthropy until the dawn after the next full moon. This might sound like a cool idea, but a player whose character is turned into a werewolf typically doesn't retain control of their character while transformed. Instead, the dungeon master decides what escapades your werewolf form gets up to during the duration of your transformation. If we had to guess, your dungeon master's probably planning the murder of innocents for your werewolf future. Have fun dealing with those consequences.

20 🦩 Stone Of Good Luck (Stone Of Ill Luck) ꦉ

stone of good luck Cropped
Stone of Good Luck via Wizards of the Coast

The Stone of Good Luck provides the exact same benefit as Harkon's Bite: a +1 to ability checks and saving throws. However, you should be wary of trusting any supposedly lucky stones you come across, as it could instead be a Stone of Ill Luck in disguise.

The curse on this item is particularly nasty, as there is no true hint towards its effect. The curse causes the DM to secretly apply a -2 to ability checks and saving throws your character makes. Consequently, players attuned to such an item believe they are gaining a bonus when in fact they have reduced alꩲl of their ability checks and saving throws by one.

Notably, a Stone of Ill Luck is an item that your character isn't willing to part with. You can use this property to determine if you've got a Stone of Good Luck or a Stone of Ill Luck. If a character ever has a reason to try and unattune from a Stone of Good Luck and finds difficulty in doing so, it's a Stone of Ill Luck in disguise.

19 Iron Flask 🌱

An iron flask with chains
Iron Flask via Wizards of the Coast

The Iron Flask is a powerful legendary item and one of the few legendary items that doesn't require attunement. As an action, you can open the flask and cause a target that's from another plane of existence to make a DC 17 Wisdom saving throw. On a failure, the target is sucked into the flask and trapped there. As an action, you can open the flask while a creature is trapped inside of it and release the creature. A creature released in this way must obey the commands of its captors for one hour.

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After the hour has passed, the creature returns to its normal behavior. Altogether, the Iron Flask is a great magic item and especially handy to have at your side again♕st all kinds of foes. However, the danger this item poses lies in whether 🎶the flask you find already has a creature trapped inside of it.

There is no way to determine the exact creature that's trapped inside, but an identify spell will reveal if something's in there. There are a number of creatures above ten Challenge Rating that could inhabit the flask, so take caution regarding when to unleash the beast. It might act as your ally at first, but you could ultimately end up with an even larger problem on your hands.

18 Stone Of Golorr 🔯

aquatic monster with tentacles
Aboleth via D&D Beyond

The Stone of Golorr is among the most highly sought-after items in all of D&D due to its artifact status. That being said, there are many evil artifacts that are better left untouched, and this stone is probably one of them. The stone is actually an evil ancient aberration known as an aboleth named Golorr that was turned into a s𒀰tone by powerful magic. Like many artifacts, the stone comes with one randomly determined minor beneficial property and one randomly determined minor detrimental property.

Beyond that, it allows its user to cast the fifth-level spell Legend Lore to communicate with the aboleth and possibly lea🎃rn important information. However, this information trade is a two-way street. The stone automatically knows the deepest desires of whoever wields it, and it wishes to gath♈er as much information as it can.

As a result, it tends to try to change hands often. If its wielder refuses to pass it along, the stone may just take control of them and force them to release ဣit. Lastly, a creature who becomes unattuned to the stone must make a DC 16 Wisdom saving throw or lose all memory of possessing the stone, aཧs well as whatever information you learned from it.

17 Ironfang

Iron war pick magic weapon
Ironfang from Princes Of The Apocalypse

This legendary war pick is infused with the power Ogremoch: The Prince of Evil Earth. The pick provides a +2 bonus to attack and damage rolls anꦅd also deals an additional 1d8 thunder damage on a successful attack. The pick also allows you to cast the 2nd level spell Shatter up to three times per day.

On top of these powerful combat benefits, Ironfang also provides its wielder with a number of passive bonuses that signify its attunement with the earth. These include the ability to speak Terran, resistance to acid damage, treಞmorsense with a range of 60 feet, and the ability to cast Dominate Monster on an earth elemental once per day. Lastly, you can sense the presence of precio♛us metals and stones within 60 feet of you.

The weapon can also be used to create another magic item known as a Devastation Orb of earth once per day. When destroyed, this orb releases the effects of an earthquake spell. Despite all of these amazing benefits, Ironfang also inflicts a terrible flaw on any brave enough to grasp it. The flaw is "I like to break things and cause ruin." Any character who properly portrays this flaw is unlikely to have fr𝓀iends for long.

16 Demon Armor 🍷 ꧂

demon armor
Demon Armor via Wizards of the Coast

This armor, composed of interlocking, jagged metal plates, will surely be appealing to any resident edgelords in your party, but its curse comes with a high cost given the wrong circumstances. The Demon Armor is plate metal armor that provides its wearer with an additional +1 bonus to their AC (armor class) while also granting them the ability to speak Abyssal: the language of demons. In a pinch, the armor's gauntlets can also be used as slashing +1 magic weapons that deal 1d8 damage.

Benefits aside though, the arm𓆉or is cursed so that its wearer cannot remove it. Worst of all, while wearing the🔴 armor, you have disadvantage on attack rolls against demons as well as disadvantage on saving throws against their spell save DCs and inherent abilities. Crafty creatures, those demons.

15 🍰 Blackrazor 𝕴

Blackrazor
Blackrazor via Wizards of the Coast

Blackrazor is a legendary +3 greatsword and among the most powerful weapons ever forged. It's also a sentient weapon that commands its wielder to feed it souls. The sword believes that its purpose is to speed creation along towards its ultimate destiny of total obliteration. Creatures whose souls are devoured by Blackrazor can only be restored by the means of a Wish spell.

The sword has the ability to cast haste on you, but it chooses when to do so. This is great because it doesn't require your concentration, but not so great because the sword remains in complete control of when it's used. By far the sword's best boon though is that, whenever you slay a creature with it, you gain temporary hit points equal to the creature's hit point maximum for the next 24 hours. As if that weren't ridiculous enough, you have advantage on attack rolls, saving throws, and ability checks while any of the temporary hit points remain.

All things considered, this is an incred🐻ibly powerful item that is difficult to overlook. However, you must remember that its purpose is undeniably evil. As such, its use can only end in misery for whoever believes themself brave enough to wield it.

14 👍 𓂃 Sword Of Vengeance

sword of kas
Sword of Kas in the Dungeon Master's Guide by Wizards of the Coast

Anyone who is familiar with how the bounded accuracy mathematics of D&D work knows magic items that provide a bonus to your attack and damage rolls are incredibly good. The sword of vengeance is one such item, but it comes at a terrible cost. Unfortunately, this is a cursed magic item that forces you to make a Wisdom saving throw any time any e🅘nemy damages you. If you fail this saving throw, you are required to attack the enemy who damaged you until they are vanquished.

While this might not seem like an incredible cost at first glance, what about those moments when you need to spend your turn saving another character's life, interacting with a triggered trap, or, dungeon master forbid, running for your character's life? Thankfully, a remove curse or banishment spell will purge the vengeance from this sword, turning it into a regular old +1 weapon.

13 Armor ꦰOf Vulnerability 🌌

armor of invulnerability
Armor of Invulnerability via Wizards of the Coast

As this armor's name suggests, it's not the best at keeping its wearer safe. The armor of vulnerability gives you resistance to one of the three most common damage types in the game: bludgeoning, piercing, or slashing. However, it comes with a curse that provides you with vulnerability to the two common damage types it doesn't shield you against.

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This armor is one two-for-one trade your character is probably better off leaving on the table. Unfortunately, a remove curse spell will not permanently disable the curse that's placed upon anyone who picks up this plate metal, so it's better off left wherever you found it or, if you're a more unscrupulous type, pawned off to some poor shopkeep.

12 Bag Of Dജevouring 🀅

D&D Bag Of Devouring
D&D Bag Of Devouring via Wizards of the Coast

While the previous two items might land your character in hot water, chances are they won't outright kill you. Sadly, the bag of devouring just might. This item that closely resembles the beloved bag of holding is actually a gateway into the stomach of some bizarre creature from beyond the stars. As such, placing anything inside of it leads to the item turning up in another plane of existence.

Even worse, when a living creature reaches inside of it, there's a 50 percent chance that the bag pulls them in. If this happens, the poor sap who got pulled in gets one chance to beat a DC 15 Strength check to pull themselves out. Furthermore, anyone nearby can also try to pull them out while also exposing themselves to the 50 percent chance of being pulled inside the bag with a successful DC 20 Strength check. As you can imagine, with a couple of bad rolls, this lowly magic item can quickly lead to a TPK (total party kill).