Uncommon Magic Armor & Apparel

2014 Books/Source Books/Dungeon Master's Guide/Part 2 (Ch 3-7)/Chapter 7/Magic Items/Uncommon Magic Items/Uncommon Magic Items

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Adamantine Armor

This 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.

Applicable Armor for Adamantine:

Name Type AC Strength Stealth
Chain Shirt Medium 13 + Dex modifier (max 2) -- --
Scale Mail Medium 14 + Dex modifier (max 2) -- Disadvantage
Breastplate Medium 14+ Dex modifier (max 2) -- --
Half Plate Medium 15+ Dex modifier (max 2) -- Disadvantage
Ring Mail Heavy 14 -- Disadvantage
Chain Mail Heavy 16 Strength 13 Disadvantage
Splint Heavy 17 Strength 15 Disadvantage
Plate Heavy 18 Strength 15 Disadvantage
Adamantine Chain Shirt.png|230Adamantine Scale Mail.png|232Adamantine Breastplate.png|232DMG14 Half Plate Adamantine Armor.png|233Adamantine Ring Mail.png|231Adamantine Chain Mail.png|232Adamantine Splint Armor.png|233Adamantine Plate Armor.png|232

Boots of Elvenkind

Wondrous Item, uncommon

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Boots of Elvenkind.png248

Boots of Striding and Springing

Wondrous Item, uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.
Boots of Striding and Springing.png247

Boots of the Winterlands

Wondrous Item, uncommon (requires attunement)

These furred boots are snug and feel warm. While wearing them, you gain the following benefits.

Cold Resistance: You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider: You ignore difficult terrain created by ice or snow.
Boots of the Winterlands.png259

Bracers of Archery

Wondrous Item, uncommon (requires attunement)

While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Bracers of Archery.png266

Cap of Water Breathing

Wondrous Item, uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Cap of Water Breathing.png251

Circlet of Blasting

While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can’t cast this spell again until the next dawn.
Circlet of Blasting.png252

Cloak of Elvenkind

Wondrous Item, uncommon (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Elvenkind.png293

Cloak of Protection

Wondrous Item, uncommon (requires attunement)

You gain a +1 bonus to Armor Class and Saving Throws while you wear this cloak.
Cloak of Protection.png286

Cloak of the Manta Ray

Wondrous Item, uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Cloak of the Manta Ray.png287

Eyes of Charming

Wondrous Item, uncommon (requires attunement)

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.
Eyes of Charming.png

Eyes of Minute Seeing

Wondrous Item, uncommon

These crystal lenses fit over the eyes. 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.
Eyes of Minute Seeing.png289

Eyes of the Eagle

These crystal lenses fit over the eyes. 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.
Eyes of the Eagle.png289

Gauntlets of Ogre Power

Wondrous Item, uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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Gloves of Missile Snaring

Wondrous Item, uncommon (requires attunement)

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Gloves of Missile Snaring.png305

Gloves of Swimming and Climbing

Wondrous item, uncommon (requires attunement)

While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Gloves of Swimming and Climbing.png

Gloves of Thievery

Wondrous Item, uncommon

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Gloves of Thievery.png

Goggles of Night

Wondrous Item, uncommon

While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Googles of Night.png297

Hat of Disguise

Wondrous Item, uncommon (requires attunement)

While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.
Hat of Disguise.png

Headband of Intellect

Wondrous Item, uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Headband of Intellect.png

Helm of Comprehending Languages

While wearing this helm, you can cast comprehend languages from it.
Helm of Comprehending Languages.png293

Helm of Telepathy

Wondrous Item, uncommon (requires attunement)

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. Once used, the suggestion property can't be used again until the next dawn.
Helm of Telepathy.png

Mariner's Armor

Armor (light, medium, or heavy), uncommon

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Applicable Armor:

Name Type AC Strength Stealth
Padded Light 11 + Dex modifier Disadvantage
Leather Light 11 + Dex modifier
Studded Leather Light 12 + Dex modifier
Hide Medium 12 + Dex modifier (max 2)
Chain Shirt Medium 13 + Dex modifier (max 2)
Scale Mail Medium 14 + Dex modifier (max 2) Disadvantage
Breastplate Medium 14 + Dex modifier (max 2)
Half Plate Medium 15 + Dex modifier (max 2) Disadvantage
Ring Mail Heavy 14 Disadvantage
Chain Mail Heavy 16 Strength 13 Disadvantage
Splint Heavy 17 Strength 15 Disadvantage
Plate Heavy 18 Strength 15 Disadvantage
Mariner's Armor.png|304

Mithral Armor

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes.

If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.

Applicable Armor

Name Type AC Strength Stealth Weight Cost:
Chain Shirt Medium 13 + Dex modifier (max 2) -- -- 20 lbs. 850 gp
Scale Mail Medium 14 + Dex modifier (max 2) -- Disadvantage 45 lbs. 850 gp
Breastplate Medium 14+ Dex modifier (max 2) -- -- 20 lbs. 1200 gp
Half Plate Medium 15+ Dex modifier (max 2) -- Disadvantage 40 lbs. 1550 gp
Ring Mail Heavy 14 -- Disadvantage 40 lbs. 830 gp
Chain Mail Heavy 16 Strength 13 Disadvantage 55 lbs. 875 gp
Splint Heavy 17 Strength 15 Disadvantage 60 lbs. 1,000 gp
Plate Heavy 18 Strength 15 Disadvantage 65 lbs 2,300 gp

Mithral Chain Shirt.png216Mithral Scale Mail.png217Mithral Breastplate.png217Mithral Half Plate.png217Mithral Ring Mail.png218Mithral Chain Mail.png216Mithral Splint Mail.png216Mithral Armor.png217

Nature's Mantle (TCoE)

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.

While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Nature's Mantle.png312

Periapt of Health

Wondrous Item, uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Periapt of Health.png311

Robe of Useful Items

Wondrous Item, uncommon

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.

The robe has two of each of the following patches:

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

d100 Patch
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 10 gems worth 100 gp each
31-44 Wooden ladder (24 feet long, 50+ lbs.)
45-51 A (CR 0.25) Riding Horse with saddle bags
52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 Potion of healing (4)
69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 (CR 0.125) Mastiff (2)
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00 Portable ram
Robe of Useful Items.png|309

Sentinel Shield

Armor(Shield), uncommon

While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Sentinel Shield.png317

Shield +1

Armor (shield), uncommon

While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Shield +1.png328

Slippers of Spider Climbing

Wondrous Item, uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Slippers of Spider Climbing.png327

Winged Boots

Wondrous Item, uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

The boots regain 2 hours of flying capability for every 12 hours they aren't in use.
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