The headband of intellect (Dungeon Master's Guide 258) (4,000+ gp; 0 lbs.) really does not grant extra skill points: The item's description says, 'This magic item's enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced Intelligence bonus to determine skill points.'
5e SRD >Gamemastering >- Racial modifiers (adjustments made to your ability scores due to your character’s race—see Races) are applied after the scores are generated. Standard: Roll 4d6, discard the lowest die result, and add the three remaining results together.Record this total and repeat the process until six numbers are generated.
- Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
- Open Game Content: The SRD text on this website is Open Game Content, and is licensed for public use under the terms of Open Game License version 1.0a. Please report any errors and/or omissions. Send to Email Address Your Name Your Email Address Cancel.
Jun 28, 2007 What about headbands of intellect and bonus spells? There's nothing in the section of the PHB which discusses Intelligence that precludes the gaining of bonus spells per day from the use of an ability booster, nor is such a clause mentioned in the DMG under the headband's entry itself. I've always ruled that such an item does give bonus spells. Headband of Intellect. This device is a light cord with a small gem set so that it rests upon the forehead of the wearer. The headband adds to the wearer’s Intelligence score in the form of an enhancement bonus of +2, +4, or +6. This enhancement bonus does not earn the wearer extra skill points when a new level is attained; use the unenhanced.
Headband Of Intellect Dmg Srd Download
Contents
- 0.2 Magic Items by Category
- 1 Magic Items by Rarity
- 1.1 Common | Uncommon | Rare | Very Rare | Legendary | Artifacts
Magic Items by Category | Magic Items by Rarity
Magic Items by Category
Armor | Weapons | Potions & Oils | Scrolls | Rods | Staffs | Wands | Rings | Wondrous Items
Armor
- Efreeti chain
Weapons
- Sword of answering
Potions & Oils
- Potion of giant strength (fire giant)
- Potion of giant strength (frost or stone giant)
- Potion of invulnerability
- Potion of superior healing
- Potion of giant strength (cloud giant)
- Potion of longevity
- Potion of supreme healing
- Potion of vitality
Scrolls
Rods
- Rod of the pact keeper +2
Staffs
Wands
- Wand of the war mage +2
- Wand of the war mage +3
Rings
Wondrous Items
Magic Items by Rarity
Common | Uncommon | Rare | Very Rare | Legendary | Artifacts
Headband Of Intellect 5e
Common
- Spell scroll (1st level)
- Spell scroll (cantrip)
Uncommon
- Alchemy jug
- Ammunition +1
- Amulet of proof against detection and location
- Cap of water breathing
- Figurine of wondrous power (silver raven)
- Gloves of thievery
- Instrument of the bard
Rare
- Ammunition +2
- Belt of giant strength (hill giant)
- Elixir of health
- Figurine of wondrous power (bronze griffon)
- Figurine of wondrous power (ebony fly)
- Figurine of wondrous power (golden lions)
- Figurine of wondrous power (ivory goats)
- Figurine of wondrous power (marble elephant)
- Figurine of wondrous power (onyx dog)
- Figurine of wondrous power (serpentine owl)
- Horn of valhalla (silver or brass)
- Instrument of the bard
- Ioun stone (awareness)
- Ioun stone (protection)
- Ioun stone (reserve)
- Ioun stone (sustenance)
- Iron bands
- Potion of giant strength (fire giant)
- Potion of giant strength (frost or stone giant)
- Potion of invulnerability
- Potion of superior healing
- Rod of the pact keeper +2
- Scroll of protection
- Spell scroll (4th level)
- Spell scroll (5th level)
- Tentacle rod
- Wand of the war mage +2
- Weapon +2
Very Rare
- Ammunition +3
- Belt of giant strength (fire giant)
- Belt of giant strength (frost or stone giant)
- Figurine of wondrous power (obsidian steed)
- Horn of valhalla (bronze)
- Instrument of the bard
- Ioun stone (absorption)
- Ioun stone (agility)
- Ioun stone (fortitude)
- Ioun stone (insight)
- Ioun stone (intellect)
- Ioun stone (leadership)
- Ioun stone (strength)
- Potion of giant strength (cloud giant)
- Potion of longevity
- Potion of supreme healing
- Potion of vitality
- Rod of the pact keeper +3
- Spell scroll (6th level)
- Spell scroll (7th level)
- Spell scroll (8th level)
- Wand of the war mage +3
- Weapon +3
Legendary
- Belt of giant strength (cloud giant)
- Belt of giant strength (storm giant)
- Cloak of invisibility
- Efreeti chain
- Horn of valhalla (iron)
- Instrument of the bard
- Ioun stone (greater absorption)
- Ioun stone (mastery)
- Ioun stone (regeneration)
- Potion of giant strength (storm giant)
- Rod of resurrection
- Spell scroll (9th level)
- Sword of answering
- Tome of the stilled tongue
Artifacts
- Axe of the Dwarvish Lords
- Book of Exalted Deeds
- Book of Vile Darkness
- Orb of Dragonkind
- Wand of Orcus
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable Objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 — Effect:
01 — 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 poison damage and become Poisoned for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.
2-10 — A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 — A Treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the Treant is chaotic evil and attacks.
21-30 — An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and Attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 — A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 — 1d6 + 6 shriekers sprout (see the Monster Manual for statistics).
51-60 — 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 — A hungry Bulette (see the Monster Manual for statistics) burrows up and attacks.
71-80 A fruit tree grows. It has 1d10+20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 — A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 — A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a Mummy Lord (see the Monster Manual for statistics). The pyramid is treated as the mummy lord's lair, and its sarcophagus contains Treasure of the DM's choice.
00 — A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.