D&D 5e Tables
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RARITYCOSTPLAYER LEVELSPELL LVLClassic D&D Magic Items 5e
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Common50–100 gpAny1st
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Uncommon100–500 gp1st or higher3rd
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Rare500–5,000 gp5th or higher6th
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Very Rare
5,000–50,000 gp
11th or higher8th
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Legendary50,000+17th or higher9th
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ArtifactPriceless20th
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ITEM TYPENAMERARITYREQ.ATTUNE?VALUEDESCRIPTION
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WEAPONAmmunition +3Very RareArrows, crossbow bolts, sling stonesMinorYou have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
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WEAPONArrow of SlayingVery RareArrows, bolts, etc.MinorAn arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow. Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
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WONDROUS ITEMBag of DevouringVery RareMinorCURSED! This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
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WONDROUS ITEMHorseshoes of a ZephyrVery RareMinorThese iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above non-solid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
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WONDROUS ITEMMarvelous PigmentsVery RareMinorTypically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image. Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet. When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create. Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
• Tiny objects cost 1 square foot
• Small objects cost 3 square feet
• Medium objects cost 5 square feet
• Large objects cost 20 square feet
• Huge objects cost 45 square feet
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POTIONOil of SharpnessVery RareMinorThis clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
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POTIONPotion of Cloud Giant StrengthVery RareMinorThis potion's transparent liquid has floating in it a sliver of fingernail from a cloud giant. When you drink this potion, your Strength score changes to 27 for 1 hour.
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POTIONPotion of FlyingVery RareMinorThis potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
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POTIONPotion of Healing, SupremeVery RareMinorThis potion’s red liquid glimmers when agitated. You regain 10d4+20 hit points when you drink this potion.
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POTIONPotion of InvisibilityVery RareMinorThis potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
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POTIONPotion of LongevityVery RareMinorWhen you drink this potion, your 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 percent cumulative chance that you instead age by 1d6+6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. The ingredients vanish when the potion is opened.
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POTIONPotion of SpeedVery RareMinorWhen you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirls on its own.
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POTIONPotion of VitalityVery RareMinorThe potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat. When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend.
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BOOK / SCROLLSpell Scroll (6th level)Very RareMinorThis 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.
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BOOK / SCROLLSpell Scroll (7th level)Very RareMinorThis 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.
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BOOK / SCROLLSpell Scroll (8th level)Very RareMinorThis 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.
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NECKLACEAmulet of the PlanesVery RareMajorWhile wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination.
Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.
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SHIELDAnimated ShieldVery RareMajorWhile holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
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INSTRUMENTAnstruth HarpVery RareBardMajorA creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage. You can use an action to play the instrument and cast one of its spells: fly, invisibility, levitate, protection from evil and good, control weather, cure wounds (5th level), and wall of thorns. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
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ARMORArmor +2Very RareLight, medium, or heavy armorMajorYou gain a +2 bonus to AC while wearing this armor.
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ARMORBelt of Fire Giant StrengthVery RareMajorWhile wearing this belt, your Strength score changes to 25 (+7).
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ARMORBelt of Frost Giant StrengthVery RareMajorWhile wearing this belt, your Strength score changes to 23 (+6).
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ARMORBelt of Stone Giant StrengthVery RareMajorWhile wearing this belt, your Strength score changes to 24 (+6).
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GLOVESBracelet of Rock MagicVery RareMajorCURSED! While you wear this gold bracelet, it grants you immunity to being petrified, and it allows you to cast flesh to stone (save DC 15) as an action. Once the spell has been cast three times, the bracelet can no longer cast it. Thereafter, you can cast stone shape as an action. After you have done this thirteen times, the bracelet loses its magic and turns from gold to lead.
The bracelet’s affinity with earth manifests as an unusual curse. Creatures of flesh that are strongly related to earth and stone, such as stone giants and dwarves, have advantage on the saving throw against flesh to stone cast from the bracelet. If such a creature’s save is successful, the bracelet breaks your attunement to it and casts the spell on you. You make your saving throw with disadvantage, and on a failed save you are petrified instantly.
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INSTRUMENTBronze Horn of ValhallaVery RareMajorYou can use an action to blow this horn. In response, 4d4+4 warrior spirits from Valhalla appear within 60 feet of you. They use the statistics of a berserker. If you blow the horn without having proficiency with medium armor, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
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WONDROUS ITEMCandle of InvocationVery RareMajorThis slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The GM chooses the god and associated alignment or determines the alignment randomly. The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st- level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot. Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
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WONDROUS ITEMCarpet of FlyingVery RareMajorYou can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it. A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity. Four sizes of carpet of flying exist.
• 3 x 5 feet, 200 lb capacity, 80 feet flying speed
• 4 x 6 feet, 400 lb capacity, 60 feet flying speed
• 5 x 7 feet, 600 lb capacity, 40 feet flying speed
• 6 x 9 feet, 800 lb capacity, 30 feet flying speed
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CLOAKCloak of ArachnidaVery RareMajorThis fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
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WONDROUS ITEMCrystal BallVery RareMajorWhile touching this typical crystal ball, you can cast the scrying spell (save DC 17) with it.
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WEAPONDancing SwordVery RareAny swordMajorYou can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
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ARMORDemon ArmorVery RarePlateMajorCURSED! While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8. Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
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ARMORDragon Scale ArmorVery RareScale mailMajorDragon scale mail is made of the scales of one kind of dragon. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of a dragon that provided the scales. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the type of armor within 30 miles of you. This special action can't be used again until the next dawn.
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ARMORDwarven PlateVery RarePlateMajorWhile wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
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WEAPONDwarven ThrowerVery RareWarhammer, dwarf onlyMajorYou gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
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WONDROUS ITEMEfreeti BottleVery RareMajorWhen you use an action to remove the stopper on this painted brass bottle, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls to determine what happens.
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WEAPONFrost Brand SwordVery RareAny swordMajorWhen you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all non-magical flames within 30 feet of you. This property can be used no more than once per hour.
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WEAPONFrost Giant's GreataxeVery RareGreataxeMajorYou gain a +1 bonus to attack and damage rolls made with this magic weapon. Human targets hit with it take an additional 1d12 cold damage. The axe sheds light as a torch when the temperature around it drops below 0 degrees Fahrenheit. The light can’t be shut off in these conditions. As an action, you can cast a version of the heat metal spell (save DC 13) that deals cold damage instead of fire damage. Once this power is used, it can’t be used again until the next dawn.
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HEADWEARHelm of BrillianceVery RareMajorThis dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing it:
• You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
• As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
• As long as the helm has at least one ruby, you have resistance to fire damage.
• As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
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WONDROUS ITEMIoun Stone of AbsorptionVery RareMajorWhile this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
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WONDROUS ITEMIoun Stone of AgilityVery RareMajorYour Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
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WONDROUS ITEMIoun Stone of FortitudeVery RareMajorYour Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
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WONDROUS ITEMIoun Stone of InsightVery RareMajorYour Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
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WONDROUS ITEMIoun Stone of IntellectVery RareMajorYour Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
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WONDROUS ITEMIoun Stone of LeadershipVery RareMajorYour Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
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WONDROUS ITEMIoun Stone of StrengthVery RareMajorYour Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
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BOOK / SCROLLManual of Bodily HealthVery RareMajorThis book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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BOOK / SCROLLManual of Gainful ExerciseVery RareMajorThis book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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BOOK / SCROLLManual of Clay GolemsVery RareMajorThis tome contains information and incantations necessary to make a clay golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend 30 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The clay golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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BOOK / SCROLLManual of Flesh GolemsVery RareMajorThis tome contains information and incantations necessary to make a flesh golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend 60 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The flesh golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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BOOK / SCROLLManual of Iron GolemsVery RareMajorThis tome contains information and incantations necessary to make an iron golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend 120 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The iron golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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BOOK / SCROLLManual of Stone GolemsVery RareMajorThis tome contains information and incantations necessary to make a golem. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage. To create a golem, you must spend 90 days working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The stone golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
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BOOK / SCROLLManual of Quickness of ActionVery RareMajorThis book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
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WONDROUS ITEMMirror of Life TrappingVery RareMajorWhen this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
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WEAPONNine Lives StealerVery RareAny swordMajorYou gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8+1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
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WEAPONOathbowVery RareLongbowMajorWhen you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage. While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
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WONDROUS ITEMObsidian Steed Figurine of Wondrous PowerVery RareMajorThis polished obsidian statuette of a horse is small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a nightmare. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't come to life. The nightmare fights only to defend itself. The nightmare exists for up to 24 hours hours. At the end of the duration, the nightmare reverts to its horse figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the nightmare becomes a figurine again, its property can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
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RINGRing of RegenerationVery RareMajorWhile wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6+1 days if you have at least 1 hit point the whole time.
67
RINGRing of Shooting StarsVery Rare★*MajorWhile wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn. You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning. You can also expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius. As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created: 1 sphere deals 4d12 damage, 2 spheres deal 5d4 damage each, 3 spheres deal 2d6 damage each, and 4 spheres each deal 2d4 damage.
Shooting Stars. You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and 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.
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RINGRing of TelekinesisVery RareMajorWhile wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
69
CLOAKRobe of Scintillating ColorsVery RareMajorThis robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
70
CLOAKRobe of StarsVery RareMajorThis black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
71
WANDRod of AbsorptionVery RareMajorWhile holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
72
WANDRod of AlertnessVery RareMajorThis rod has a flanged head. While holding it, you have advantage on Perception checks and on rolls for initiative, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility; and as an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light. The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
73
WANDRod of SecurityVery RareMajorWhile holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, a lovely glade, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
74
WANDRod of the Pact Keeper +3Very RareWarlockMajorWhile holding this rod, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
75
WEAPONScimitar of SpeedVery RareScimitarMajorYou gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
76
SHIELDShield +3Very RareMajorWhile holding this shield, you have a +3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
77
SHIELDSpellguard ShieldVery RareMajorWhile holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. A shield is made from wood or metal and is carried in one hand. Wielding a shield increases your Armor Class by 2. You can benefit from only one shield at a time.
78
STAFFStaff of FireVery RareDruid, sorcerer, warlock, wizardMajorYou have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
79
STAFFStaff of FrostVery RareMajorYou have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.
80
STAFFStaff of PowerVery RareSorcerer, warlock, wizardMajorThis staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains 2d8+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage rolls but loses all other properties. On a 20, the staff regains 1d8+2 charges.
• Power Strike. When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
• Spells. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges), lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
• Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it. You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
81
STAFFStaff of StrikingVery RareMajorThis staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
82
STAFFStaff of Thunder and LightningVery RareMajorThis staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
• Lightning. When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
• Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
• Lightning Strike. You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
• Thunderclap. You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
• Thunder and Lightning. You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
83
WEAPONSword of SharpnessVery RareAny slashing swordMajorWhen you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 14 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
84
BOOK / SCROLLTome of Clear ThoughtVery RareMajorThis book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
85
BOOK / SCROLLTome of Leadership and InfluenceVery RareMajorThis book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
86
BOOK / SCROLLTome of UnderstandingVery RareMajorThis book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
87
WANDWand of PolymorphVery RareSpellcasterMajorThis wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
88
WANDWand of the War Mage +3Very RareSpellcasterMajorWhile holding this wand, you gain a +4 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
89
WEAPONWeapon +3Very RareMajorYou have a +3 bonus to attack and damage rolls made with this magic weapon.
90
WONDROUS ITEMAlchemy JugUncommonMinorThis ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.
• 8 ounces of acid
• 1/2 ounce of basic poison
• 4 gallons of beer
• 1 gallon of honey
• 2 gallons of mayonnaise
• 1 quart of oil
• 2 gallons of vinegar
• 8 gallons of fresh water
• 12 gallons of saltwater
• 1 gallon of wine
91
WEAPONAmmunition +1UncommonArrows, crossbow bolts, sling stonesMinorYou have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
92
POISONAssassin's BloodUncommonIngestedMinorDC 10 Constitution saving throw. 1d12 poison damage and poisoned for 24 hours on failure, or half damage on a success.
93
WONDROUS ITEMBag of HoldingUncommonMinorThis bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
94
WONDROUS ITEMBalloon PackUncommonMinorThis backpack contains the spirit of an air elemental and a compact leather balloon. While you’re wearing the backpack, you can deploy the balloon as an action and gain the effect of the levitate spell for 10 minutes, targeting yourself and requiring no concentration. Alternatively, you can use a reaction to deploy the balloon when you’re falling and gain the effect of the feather fall spell for yourself.
When either spell ends, the balloon slowly deflates as the elemental spirit escapes and returns to the Elemental Plane of Air. As the balloon deflates, you descend gently toward the ground for up to 60 feet. If you are still in the air at the end of this distance, you fall if you have no other means of staying aloft.
After the spirit departs, the backpack’s property is unusable unless the backpack is recharged for 1 hour in an elemental air node, which binds another spirit to the backpack.
95
POTIONBottled BreathUncommonMinorThis bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the gust of wind spell. If you hold the breath, you don’t need to breathe for 1 hour, though you can end this benefit early (for example, to speak). Ending it early doesn’t give you the benefit of exhaling the breath.
96
HEADWEARCap of Water BreathingUncommonMinorWhile 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 breath normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
97
CLOAKCloak of the Manta RayUncommonMinorWhile 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.
98
POISONCrawler MucusUncommonContactMinorDC 13 Constitution saving throw. Paralyzed for 1 minute on a failure (another save to end the effect at the end of each turn).
99
WONDROUS ITEMDecanter of Endless WaterUncommonMinorThis stoppered flask sloshes when shaken, as if it contains water. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
100
WONDROUS ITEMDriftglobeUncommonMinorIf you are within 60 feet of this small sphere of thick glass, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can't be used again until the next dawn. You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
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