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Items of Undermountain
5th Ed. Conversion

Arrow of Holding
Weapon (arrow), very rare

The finely made and elf-crafted arrow of
holding is a magic weapon that can pierce
through any armor but only deals 1 point of
damage. Upon taking damage from the arrow
a creature must succeed on a DC 15
Constitution saving throw or be paralyzed for
1 minute. At the end of each of its turns, the
target can make another Constitution saving
throw. On a success the effect ends on the
Badge of Freedom
Wondrous item, legendary (requires

If you wear this wing shaped badge, it
provides two benefits while it is on your

You have advantage on Dexterity

saving throws.
The badge has 10 charges. If you fail a
saving throw against paralysis, you
can use your reaction to expend 1
charge and turn the failed save into a
successful one. The badge flies away
and crumbles into dust when its last
charge is expended.

Glim Gauntlets
Wondrous item, rare

When wearing these gauntlets, you can use an
action to cast the faerie fire spell. The
gauntlets cant be used again this way until
the next dawn.

Greenstone Amulet
Wondrous item, legendary (requires

While wearing this amulet, you are protected
from enchantment magic. You cant be

Ring of Gargoyles
Ring, very rare

This ring contains a stone shard infused with
elemental energy. While wearing this ring you
can use an action to expend 1 of its 6 charges
to summon a gargoyle as if you had cast the
conjure minor elemental spell. The ring
becomes nonmagical when you use the last

Rod (Scepter) of Entrapment
Rod, very rare

This rod has 5 charges. While you hold it, you
can use an action to cast Hold Person
(expends 1 charge), Hold Monster (expends 3
charges) or Otilukes Resilient Sphere
(expends 5 charges). The rod regains 1
expended charge daily at dawn, If the rod is
reduced to 0 charges, roll a d20. On a 1, the
rod folds unto itself until it disappears.

Weapon (longsword), very rare (requires

You gain a +2 bonus to attack and damage
rolls made with this magic weapon. While
holding the spellblade, you have advantage on
saving throws against spells and magical
effects from a specific school of magic that
target only you (not in an area of effect). In
addition, if you roll a 20 for the save and the
spell is 7th level or lower, the spell has no
effect on you and instead targets the caster,
using the slot level, spell save DC, attack
bonus, and spellcasting ability of the caster.
The school of magic is chosen by the DM or
determined randomly by rolling on the
following table.

Stone of Shielding
Wondrous item, rare

If the stone is touching the ground, you can
use a bonus action to speak its command
word and create a sparkling, winking aura
that springs into being around you. The aura
moves with you and remains centered on you.
This aura grants you a +3 bonus to AC until


the beginning of your next turn. On your next

turn, the aura grants you a +2 bonus to AC,
until the beginning of your next turn. On your
next turn, the aura grants you a +1 bonus to
AC, until the beginning of your next turn, then
the aura flickers and disappears, along with
the stone.