D&D 5e Tables
Comments
 Share
The version of the browser you are using is no longer supported. Please upgrade to a supported browser.Dismiss

 
Comment only
 
 
ABCDEFGH
1
RARITYCOSTPLAYER LEVELSPELL LVL
2
Common50–100 gpAny1stClassic D&D Magic Items 5e
3
Uncommon100–500 gp1st or higher3rd
4
Rare500–5,000 gp5th or higher6th
5
Very Rare
5,000–50,000 gp
11th or higher8th
6
Legendary50,000+17th or higher9th
7
ArtifactPriceless20th
8
9
ITEM TYPENAMERARITYREQ.ATTUNE?DESCRIPTION
10
ARMORArmor +2Very RareLight, medium, or heavy armorYou gain a +2 bonus to AC while wearing it.
11
ARMORBelt of Fire Giant StrengthVery RareChanges your Strength score to be 25.
12
ARMORBelt of Frost Giant StrengthVery RareChanges your Strength score to be 23.
13
ARMORBelt of Stone Giant StrengthVery RareChanges your Strength score to be 23.
14
ARMORDemon ArmorVery RarePlateCURSED! You gain a +1 bonus to AC while wearing it, and you can understand and speak Abyssal. Also, the clawed gauntlets act as a +1 1d8 weapon. However, once donned, you cannot doff it unless the curse is removed, and You gain disadvantage on attack rolls and saving throws againts demons.
15
ARMORDragon Scale ArmorVery RareScale mailYou gain a +1 bonus to AC, advantage on saving throws against dragons' Frightful Presence and breath weapon abilities, and resistance to the dragon color's damage type. Also, once per day you can focus and know where the closest dragon of that type is within 30 miles of you.
16
ARMORDwarven PlateVery RarePlateYou gain a +2 bonus to AC while wearing it. If an effect moves you against your will along the ground, you can reduce that distance up to 10 feet.
17
BOOK / SCROLLManual of Bodily HealthVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Constitution score and your score maximum increases by 2. The book then loses its magic for 100 years.
18
BOOK / SCROLLManual of Gainful ExerciseVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Strength score and your score maximum increases by 2. The book then loses its magic for 100 years.
19
BOOK / SCROLLManual of GolemsVery RareYou must spend anywhere from 30 to 120 days reading this book, working with no more than 8 hours of rest per day during that time; paying anywhere from 65,000 to 100,000 gp in materials to create a clay, flesh, iron, or stone golem that obeys you. The book is destroyed afterward.
20
BOOK / SCROLLManual of Quickness of ActionVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Dexterity score and your score maximum increases by 2. The book then loses its magic for 100 years.
21
BOOK / SCROLLSpell Scroll (6th level)Very RareThis scroll bears the words of a single 6th-level spell. If it's on your class's spell list, you can cast it, but if it's of a higher level than you can normally cast, you must make a spellcasting check with a DC of 16. On a failed check, the scroll disappears with no effect. The spell on the scroll has a DC of 17 and a +9 attack bonus. The spell can be copied to a wizard's spellbook with a successful DC 16 Arcana check.
22
BOOK / SCROLLSpell Scroll (7th level)Very RareThis scroll bears the words of a single 7th-level spell. If it's on your class's spell list, you can cast it, but if it's of a higher level than you can normally cast, you must make a spellcasting check with a DC of 17. On a failed check, the scroll disappears with no effect. The spell on the scroll has a DC of 18 and a +10 attack bonus. The spell can be copied to a wizard's spellbook with a successful DC 17 Arcana check.
23
BOOK / SCROLLSpell Scroll (8th level)Very RareThis scroll bears the words of a single 8th-level spell. If it's on your class's spell list, you can cast it, but if it's of a higher level than you can normally cast, you must make a spellcasting check with a DC of 18. On a failed check, the scroll disappears with no effect. The spell on the scroll has a DC of 18 and a +10 attack bonus. The spell can be copied to a wizard's spellbook with a successful DC 18 Arcana check.
24
BOOK / SCROLLTome of Clear ThoughtVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Intelligence score and your score maximum increases by 2. The book then loses its magic for 100 years.
25
BOOK / SCROLLTome of Leadership and InfluenceVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Charisma score and your score maximum increases by 2. The book then loses its magic for 100 years.
26
BOOK / SCROLLTome of UnderstandingVery RareIf you spend 48 hours over a period of 6 days or fewer studying the book, your Wisdom score and your score maximum increases by 2. The book then loses its magic for 100 years.
27
CLOAKCloak of ArachnidaVery RareYou gain resistance to poison damage, climbing speed equal to your walking speed, you can climb like a spider, you are immune to webs, and you can cast the web spell once per day at twice the power (DC 13).
28
CLOAKRobe of Scintillating ColorsVery RareThe robe has 3 charges, which you can use to make the robe shed a 30/30 range of light and make attackers have disadvantage against you until the end of your next turn. Creatures in the bright light must make a DC 15 Wisdom saving throw or become stunned. The robe regains 1d3 charges each dawn.
29
CLOAKRobe of StarsVery RareYou gaint a +1 bonus to saving throws. The robe has 6 stars on it, each of which can be pulled off and used as a magic missile spell (5th level). At dusk, 1d6 stars reappear. You can also use an action to enter the Astral Plane and back.
30
HEADWEARHelm of BrillianceVery RareThis helm has many gems on it that can be used to cast different spells; the helmet glows in a 30 foot radius when undead are nearby and harms them with radiant damage, you have resistant to fire damage, and you can cause the weapon you're holding to burst into flames. It has a chance of exploding if you fail a saving throw against a fire spell.
31
INSTRUMENTAnstruth HarpVery RareBardAs an action, a bard can play this to cast one of the following spells, each once per dawn: Fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), and wall of thorns. If someone not attuned to the instrument tries to play it, they take 2d4 psychic damage (save DC 15 Wisdom).
32
INSTRUMENTBronze Horn of ValhallaVery RareEvery 7 days, you can blow this horn to summon 4d4+4 berserkers from the realm of Ysgard for 1 hour. If you're not proficient with all simple medium armor, the warriors will attack you.
33
NECKLACEAmulet of the PlanesVery RareWith a DC 15 Intelligence check, you can teleport to a familiar location on another plane. On a failure, you travel to a random destination.
34
POTIONOil of SharpnessVery RareThis oil can cover a piercing or slashing weapon or 5 pieces of ammunition for 1 hour, making them magical and giving them a +3 bonus to attack and damage rolls.
35
POTIONPotion of Cloud Giant StrengthVery RareYour strength becomes 27 for 1 hour.
36
POTIONPotion of FlyingVery RareYou gain a flying speed equal to your walking speed for 1 hour, and you can hover.
37
POTIONPotion of Healing, SupremeVery RareYou regain 10d4+20 hit points.
38
POTIONPotion of InvisibilityVery RareThis potion makes you invisible for 1 hour. The effect ends early if you attack or cast a spell, but after 1 minute staying motionless in place, the invisibility returns.
39
POTIONPotion of LongevityVery RareYour physical age is reduced by 1d6+6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is a 10% cumulative chance that you'll instead age by 1d6+6 years.
40
POTIONPotion of SpeedVery RareYou gain the effect of the haste spell for 1 minute.
41
POTIONPotion of VitalityVery RareYou are cured of any exhaustion you're suffering, disease, or poison. For the next 24 hours, you regain the maximum number of hit points for Hit Dice you spend.
42
RINGRing of RegenerationVery RareYou regain 1d6 hit points every 10 minutes, as long as you have at least 1 hit point. If you lose a body part, the ring causes it to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time.
43
RINGRing of Shooting StarsVery Rare★*You must attune to this ring outdoors at night. You can cast dancing lights and light at will in dim light or darkness. In addition, the ring has 6 charges and regains 1d6 each dawn. With the charges, you can cast faerie fire, create up to 4 controllable balls of lightning, or blast enemies with showers of sparks.
44
RINGRing of TelekinesisVery RareYou can cast telekinesis on objects that are not being worn or carried.
45
SHIELDAnimated ShieldVery RareA command word animates this +2 AC hands-free shield for 1 minute.
46
SHIELDShield +3Very RareYou gain an extra +3 bonus to AC.
47
SHIELDSpellguard ShieldVery RareYou have advantage on saving throws against magical effects, and spell attacks have disadvantage on you.
48
WANDWand of PolymorphVery RareSpellcasterWith its 7 charges, you can cast the polymorph spell at DC 15. It regains 1d6+1 charges daily. If you expend the last charge, it has a chance of crumbling.
49
WANDWand of the War Mage +3Very RareSpellcasterYou gain a +3 bonus to spell attack rolls, and you ignore half cover when making a spell attack.
50
WEAPONAmmunition +3Very RareArrows, crossbow bolts, sling stonesYou gain a +3 bonus to attack and damage rolls made. Once it hits a target, the ammunition is no longer magical.
51
WEAPONArrow of SlayingVery RareArrows, bolts, etc.Is an arrow of _____ slaying. A hit on the specified target must make a DC 17 Constitution save, taking 6d10 piercing damage on a fail, or half on a success.
52
WEAPONDancing SwordVery RareAny swordUse a bonus action to bring this sword to life, which flies around attacking with your strength. You can control it with a bonus action. It can attack four times and then flies back to your hand.
53
WEAPONDwarven ThrowerVery RareWarhammer, dwarf onlyYou gain a +3 bonus to attack and damage rolls made. It has the thrown property with a range of 20/60 feet. When used as a ranged weapon, it deals an extra 1d8 damage or 2d8 damage to giants. Immediately after the attack, the weapon flies back to your hand.
54
WEAPONFrost Brand SwordVery RareAny swordWhen you hit a target with it, they take an extra 1d6 cold damage. Also, you have resistance to fire damage. In freezing temperatures, the blade glows in a 10/10 radius. Once per hour, you can extinguish all nonmagical flames within 30 feet of you.
55
WEAPONNine Lives StealerVery RareAny swordYou gain a +2 bonus to attack and damage rolls made. The sword has 1d8+1 charges. When you score a critical hit against a non-construct or non-undead with 100 or fewer hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly, draining 1 charge. The sword does not regain charges.
56
WEAPONOathbowVery RareLongbowYou can name someone as your "sworn enemy" when making a ranged attack. A sworn enemy does not benefit from cover and takes an additional 3d6 piercing damage from the bow. Also, you have advantage on attacks against your sworn enemy, you do not suffer disadvantage due to long range, and you have disadvantage on other weapon attacks as long as your sworn enemy lives. The sworn enemy remains such for 7 days, or until it dies, in which case you can choose a new one the next dawn.
57
WANDRod of AbsorptionVery RareAs a reaction, you can absorb the energy from a single-target spell. The rod can hold up to 50 levels of energy, which can be used to refill your spell slots. If it runs all the way out of energy, it becomes nonmagical.
58
WANDRod of AlertnessVery RareYou have advantage on Perception and initiative checks, you can detect evil and good, detect magic, detect poison and disease, or see invisibility at will, and you can plant the rod in the ground, causing it to shed light in a 60/60 radius. Within the bright light, allies get a +1 bonus to AC and saving throws and can sense the location of invisible hostile creatures in the bright light. This last ability lasts up to 10 minutes and can only be used once per day.
59
WANDRod of SecurityVery RareOnce every ten days, you can activate the rod to transport you and up to 199 other creatures to a paradise in an extraplanar space. Each hour you spend there, you gain 1 Hit Die of hit points. You do not age in the space. You can spend up to 200 days divided by the number of occupants present.
60
WANDRod of the Pact Keeper +3Very RareWarlockYou gain a +3 bonus to spell attack rolls and saving throw DCs of warlock spells. Also, once per long rest, you can regain one warlock spell slot as an action.
61
WEAPONScimitar of SpeedVery RareScimitarYou gain a +1 bonus to attack and damage rolls made. You can make one extra attack with it as a bonus action.
62
STAFFStaff of FireVery RareDruid, sorcerer, warlock, wizardYou are resistant to fire damage. With its 10 charges, you can cast burning hands, fireball, or wall of fire. It regains 1d6+4 charges daily. If you expend the last charge, it has a chance of being destroyed.
63
STAFFStaff of FrostVery RareYou are resistant to cold damage. With its 10 charges, you can cast cone of cold, fog cloud, ice storm, or wall of ice. It regains 1d6+4 charges daily. If you expend the last charge, it has a chance of being destroyed.
64
STAFFStaff of PowerVery RareSorcerer, warlock, wizardYou gain a +2 bonus to attack rolls, damage, AC, saving throws, and spell attack rolls with it. With its 20 charges, you can cast cone of cold, fireball, globe of invulnerability, hold monster, levitate, lightning bolt, magic missile, ray of enfeeblement, or wall of force; you can deal an extra 1d6 force damage upon a melee attack hit; or you can break the staff, causing a 30-foot-radius explosion that deals damage depending on the distance away from the explosion and the number of charges in the staff. You have a 50% chance of teleporting to a random plane of existence and avoiding the explosion. The staff recharges 1d8+2 charges each day, and if you expend the last charge, it has a chance of becoming merely a +2 quarterstaff.
65
STAFFStaff of StrikingVery RareYou gain a +3 bonus to attack and damage rolls made with it. With its 10 charges, you can expend up to 3 of its charges. For each charge you spend, the target takes an extra 1d6 force damage. the staff regains 1d6 + 4 expended charges at dawn. If you spend the last charge, roll a d20. On a roll of 1, the staff becomes a nonmagical quarterstaff.
66
STAFFStaff of Thunder and LightningVery RareYou gain a +2 bonus on attack and damage rolls with it. With it, you can use any of the following abilities once per day: you can add 2d6 lightning damage to a melee hit; you can stun a hit enemy with a crack of thunder (save DC 17 Constitution); you can cast a 120-foot-long lightning bolt that deals 9d6 lightning damage (DC 17 Dexterity save for half); you can cause a thunderclap that deals 2d6 thunder damage and deafens creatures within 60 feet of you for 1 minute (DC 17 Constitution save for half); you can cast the lightning bolt and thunderclap at the same time.
67
WEAPONSword of SharpnessVery RareAny slashing swordWhen you hit with an attack, maximize the damage dice dealt against the target. When you roll a natural 20 on an attack, they take an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs or a portion of its body. You can also cause the sword to glow in a 10/10 radius.
68
WEAPONWeapon +3Very RareYou gain a +3 bonus to attack and damage rolls made.
69
WONDROUS ITEMBag of DevouringVery RareCURSED! A disguised bag of holding that actually devours items. It can also pull creatures inside.
70
WONDROUS ITEMCandle of InvocationVery RareFor 4 hours total, the candle can burn, giving those of its matching alignment within 30 feet advantage on attack rolls, saving throws, and ability checks. Also, druids and clerics of that alignment can spend 1st-level slots as if they were cantrips. Alternatively, you can just cast the gate spell once with it.
71
WONDROUS ITEMCarpet of FlyingVery RareThe carpet has a flying speed of 30–80 feet, a size of 3–6 ft. x 5–9 ft., and a capacity of 200–800 lbs.
72
WONDROUS ITEMCrystal BallVery RareYou can touch it and cast the scrying spell at DC 17.
73
WONDROUS ITEMEfreeti BottleVery RareWhen the stopper is removed from this bottle, an efreeti appears in a cloud of smoke. It has a chance of attacking you, serving you, you giving you 3 wishes.
74
WONDROUS ITEMHorseshoes of a ZephyrVery RareWhen affixed to a horse's hooves, the horse can float 4 inches above the ground, allowing it to walk over lava, water, and other unstable surfaces; it leaves no tracks; and it can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
75
WONDROUS ITEMIoun Stone of AbsorptionVery RareAs a reaction, you can cancel up to 20 levels of 4th-level or lower spells cast, at which point the stone loses its power. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
76
WONDROUS ITEMIoun Stone of AgilityVery RareYour Dexterity increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
77
WONDROUS ITEMIoun Stone of FortitudeVery RareYour Constitution increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
78
WONDROUS ITEMIoun Stone of InsightVery RareYour Wisdom increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
79
WONDROUS ITEMIoun Stone of IntellectVery RareYour Intelligence increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
80
WONDROUS ITEMIoun Stone of LeadershipVery RareYour Charisma increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
81
WONDROUS ITEMIoun Stone of StrengthVery RareYour Strength increases by 2, to a maximum of 20. An ioun stone orbits your head and can be grabbed with an AC 24 attack or a DC 24 Acrobatics check.
82
WONDROUS ITEMMirror of Life TrappingVery RareWhen activated, any non-construct but you who sees their reflection is trapped in one of the mirror's 12 foggy extradimensional planes, where it is stuck and does not age unless it can escape using planar travel or it is freed by you. You can speak with the prisoners in the mirror through the surface or free them using a command word.
83
WONDROUS ITEMNolzur's Marvelous PigmentsVery RareMagic paint with which you can paint 2D objects that become real (such as doors, pits, trees, etc.). You cannot create anything worth more than 25 gp, and one pot of the paint can cover 1,000 square feet of surfaces total.
84
WONDROUS ITEMObsidian Steed FigurineVery RareUse an action to turn the figurine into an nightmare for up to 24 hours. It can change once per 5 days this way. If you have a good alignment, it has a 10 percent chance of ignoring your orders, including the order to change back into a figurine.
85
ARMORAdamantine ArmorUncommonMedium or heavy armor (but not hide)Critical hits against you become normal hits while wearing it.
86
ARMORMariner's ArmorUncommonAny armorYou can swim as fast as you can walk, and when you start your turn underwater at 0 hit points, the armor causes you to float upward 60 feet.
87
ARMORMithril ArmorUncommonAny armor but hideThe armor no longer imposes disadvantage on Stealth checks or has a Strength requirement.
88
BOOK / SCROLLSpell Scroll (2nd level)UncommonThis scroll bears the words of a single 2nd-level spell. If it's on your class's spell list, you can cast it, but if it's of a higher level than you can normally cast, you must make a spellcasting check with a DC of 12. On a failed check, the scroll disappears with no effect. The spell on the scroll has a DC of 13 and a +5 attack bonus. The spell can be copied to a wizard's spellbook with a successful DC 12 Arcana check.
89
BOOK / SCROLLSpell Scroll (3rd level)UncommonThis scroll bears the words of a single 3rd-level spell. If it's on your class's spell list, you can cast it, but if it's of a higher level than you can normally cast, you must make a spellcasting check with a DC of 13. On a failed check, the scroll disappears with no effect. The spell on the scroll has a DC of 15 and a +7 attack bonus. The spell can be copied to a wizard's spellbook with a successful DC 13 Arcana check.
90
BOOTSBoots of ElvenkindUncommonYour steps make no sound while wearing them, and You gain advantage on Stealth checks that rely on moving silently.
91
BOOTSBoots of Striding and SpringingUncommonYou can jump three times the normal distance, and your movement speed is always 30 feet.
92
BOOTSBoots of the WinterlandsUncommonYou are resistant to cold damage, you ignore difficult terrain that is ice or snow, you can tolerate extremely cold temperatures.
93
BOOTSSlippers of Spider ClimbingUncommonYou can walk on vertical surfaces and ceilings like a spider while leaving your hands free.
94
BOOTSWinged BootsUncommonYou can fly as fast as you can walk. You can fly up to 4 hours before it runs out of power. It regains 2 hours of flying power per 12 hours.
95
CLOAKCloak of ElvenkindUncommonWhile you have your hood up, Perception checks against you have disadvantage, and you have advantage on Stealth checks to hide. Pulling the hood takes an action.
96
CLOAKCloak of ProtectionUncommonYou gain +1 AC and +1 to saving throws.
97
CLOAKCloak of the Manta RayUncommonWhile you have your hood up, you can breathe underwater and have a swimming speed of 60 feet. Pulling the hood takes an action.
98
CLOAKRobe of Useful ItemsUncommonThis robe has many patches, which can be removed and turned into a real object. The possible patches are dagger, bullseye lantern, steel mirror, 10-foot pole, coiled rope (50 feet), sack, bag of 100 gp, silver coffer, iron door, 10 gems, wooden ladder, riding horse, pir, 4 potions of healing, rowboat, spell scroll (1st, 2nd, or 3rd level), 2 mastiffs, window, portable ram.
99
GLOVESBracers of ArcheryUncommonYou gain proficiency with the longbow and shortbow, and you gain +2 to damage rolls on ranged attacks made with them.
100
GLOVESGauntlets of Ogre PowerUncommonYour Strength score becomes 19.
Loading...
 
 
 
Classic D&D Magic Items
Pathfinder Items
Warcraft Items
Lords of Magic Artifacts
Heroes of Might & Magic Artifacts
Technological Devices
Extra Tables
Custom Homebrew Items
Monster Stats