diff --git a/pages/16.magic/default.md b/pages/16.magic/default.md index 16d0e0f..b901082 100755 --- a/pages/16.magic/default.md +++ b/pages/16.magic/default.md @@ -4,43 +4,45 @@ title: 'Magic Items' Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties. -### Adamantine Armor +### Magic Items (A) + +#### Adamantine Armor _Armor (medium or heavy, but not hide), uncommon_ This suit of 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. -### Ammunition, +1, +2, or +3 +#### Ammunition, +1, +2, or +3 _Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)_ You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. -### Amulet of Health +#### Amulet of Health _Wondrous item, rare (requires attunement)_ Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. -### Amulet of Proof against Detection and Location +#### Amulet of Proof against Detection and Location _Wondrous item, uncommon (requires attunement)_ While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors. -### Amulet of the Planes +#### Amulet of the Planes _Wondrous item, very rare (requires attunement)_ While 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. -### Animated Shield +#### Animated Shield _Armor (shield), very rare (requires attunement)_ While 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. -### Apparatus of the Crab +#### Apparatus of the Crab _Wondrous item, legendary_ @@ -77,19 +79,19 @@ A creature in the compartment can use an action to move as many as two of the ap | 9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid. | | 10 | The rear hatch unseals and opens. | The rear hatch closes and seals. | -### Armor, +1, +2, or +3 +#### Armor, +1, +2, or +3 _Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)_ You have a bonus to AC while wearing this armor. The bonus is determined by its rarity. -### Armor of Invulnerability +#### Armor of Invulnerability _Armor (plate), legendary (requires attunement)_ You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn. -### Armor of Resistance +#### Armor of Resistance _Armor (light, medium, or heavy), rare (requires attunement)_ @@ -108,7 +110,7 @@ You have resistance to one type of damage while you wear this armor. The GM choo | 9 | Radiant | | 10 | Thunder | -### Armor of Vulnerability +#### Armor of Vulnerability _Armor (plate), rare (requires attunement)_ @@ -116,13 +118,13 @@ While wearing this armor, you have resistance to one of the following damage typ **_Curse_**. This armor is cursed, a fact that is revealed only when an _identify_ spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the _remove curse_ spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance). -### Arrow-Catching Shield +#### Arrow-Catching Shield _Armor (shield), rare (requires attunement)_ You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. -### Arrow of Slaying +#### Arrow of Slaying _Weapon (arrow), very rare_ @@ -132,7 +134,9 @@ Once an _arrow of slaying_ deals its extra damage to a creature, it becomes a no Other types of magic ammunition of this kind exist, such as _bolts of slaying_ meant for a crossbow, though arrows are most common. -### Bag of Beans +### Magic Items (B) + +#### Bag of Beans _Wondrous item, rare_ @@ -156,7 +160,7 @@ If you remove a bean from the bag, plant it in dirt or sand, and then water it, | 91–99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord’s lair, and its sarcophagus contains treasure of the GM’s choice. | | 100 | A giant beanstalk sprouts, growing to a height of the GM’s choice. The top leads where the GM chooses, such as to a great view, a cloud giant’s castle, or a different plane of existence. | -### Bag of Devouring +#### Bag of Devouring _Wondrous item, very rare_ @@ -168,7 +172,7 @@ Inanimate objects can be stored in the bag, which can hold a cubic foot of such 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. -### Bag of Holding +#### Bag of Holding _Wondrous item, uncommon_ @@ -178,7 +182,7 @@ If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and it 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. -### Bag of Tricks +#### Bag of Tricks _Wondrous item, uncommon_ @@ -229,7 +233,7 @@ Once three fuzzy objects have been pulled from the bag, the bag can’t be used | 7 | Giant hyena | | 8 | Tiger | -### Bead of Force +#### Bead of Force _Wondrous item, rare_ @@ -239,7 +243,7 @@ You can use an action to throw the bead up to 60 feet. The bead explodes on impa An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside. -### Belt of Dwarvenkind +#### Belt of Dwarvenkind _Wondrous item, rare (requires attunement)_ @@ -256,7 +260,7 @@ If you aren’t a dwarf, you gain the following additional benefits while wearin * You have darkvision out to a range of 60 feet. * You can speak, read, and write Dwarvish. -### Belt of Giant Strength +#### Belt of Giant Strength _Wondrous item, rarity varies (requires attunement)_ @@ -272,7 +276,7 @@ Six varieties of this belt exist, corresponding with and having rarity according | Cloud giant | 27 | Legendary | | Storm giant | 29 | Legendary | -### Berserker Axe +#### Berserker Axe _Weapon (any axe), rare (requires attunement)_ @@ -282,19 +286,19 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. In a Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear. -### Boots of Elvenkind +#### 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 that rely on moving silently. -### Boots of Levitation +#### Boots of Levitation _Wondrous item, rare (requires attunement)_ While you wear these boots, you can use an action to cast the _levitate_ spell on yourself at will. -### Boots of Speed +#### Boots of Speed _Wondrous item, rare (requires attunement)_ @@ -302,13 +306,13 @@ While you wear these boots, you can use a bonus action and click the boots’ he When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest. -### Boots of Striding and Springing +#### 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 the Winterlands +#### Boots of the Winterlands _Wondrous item, uncommon (requires attunement)_ @@ -318,7 +322,7 @@ These furred boots are snug and feel quite warm. While you wear them, you gain t * You ignore difficult terrain created by ice or snow. * You can tolerate temperatures as low as −50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100 degrees Fahrenheit. -### Bowl of Commanding Water Elementals +#### Bowl of Commanding Water Elementals _Wondrous item, rare_ @@ -326,19 +330,19 @@ While this bowl is filled with water, you can use an action to speak the bowl’ The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons. -### Bracers of Archery +#### 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 on ranged attacks made with such weapons. -### Bracers of Defense +#### Bracers of Defense _Wondrous item, rare (requires attunement)_ While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield. -### Brazier of Commanding Fire Elementals +#### Brazier of Commanding Fire Elementals _Wondrous item, rare_ @@ -346,13 +350,13 @@ While a fire burns in this brass brazier, you can use an action to speak the bra The brazier weighs 5 pounds. -### Brooch of Shielding +#### Brooch of Shielding _Wondrous item, uncommon (requires attunement)_ While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the _magic missile_ spell. -### Broom of Flying +#### Broom of Flying _Wondrous item, uncommon_ @@ -360,7 +364,9 @@ This wooden broom, which weighs 3 pounds, functions like a mundane broom until y You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you. -### Candle of Invocation +### Magic Items (C) + +#### Candle of Invocation _Wondrous item, very rare (requires attunement)_ @@ -384,7 +390,7 @@ While lit, the candle sheds dim light in a 30-foot radius. Any creature within t Alternatively, when you light the candle for the first time, you can cast the _gate_ spell with it. Doing so destroys the candle. -### Cape of the Mountebank +#### Cape of the Mountebank _Wondrous item, rare_ @@ -392,7 +398,7 @@ This cape smells faintly of brimstone. While wearing it, you can use it to cast When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke. -### Carpet of Flying +#### Carpet of Flying _Wondrous item, very rare_ @@ -409,7 +415,7 @@ Four sizes of _carpet of flying_ exist. The GM chooses the size of a given carpe 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. -### Censer of Controlling Air Elementals +#### Censer of Controlling Air Elementals _Wondrous item, rare_ @@ -417,7 +423,7 @@ While incense is burning in this censer, you can use an action to speak the cens This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound. -### Chime of Opening +#### Chime of Opening _Wondrous item, rare_ @@ -425,13 +431,13 @@ This hollow metal tube measures about 1 foot long and weighs 1 pound. You can st The chime can be used ten times. After the tenth time, it cracks and becomes useless. -### Circlet of Blasting +#### Circlet of Blasting _Wondrous item, uncommon_ While wearing this circlet, you can use an action to cast the _scorching ray_ spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn. -### Cloak of Arachnida +#### Cloak of Arachnida _Wondrous item, very rare (requires attunement)_ @@ -443,25 +449,25 @@ This fine garment is made of black silk interwoven with faint silvery threads. W * 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. -### Cloak of Displacement +#### Cloak of Displacement _Wondrous item, rare (requires attunement)_ While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move. -### Cloak of Elvenkind +#### 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 Protection +#### Cloak of Protection _Wondrous item, uncommon (requires attunement)_ You gain a +1 bonus to AC and saving throws while you wear this cloak. -### Cloak of the Bat +#### Cloak of the Bat _Wondrous item, rare (requires attunement)_ @@ -469,13 +475,13 @@ While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In a While wearing the cloak in an area of dim light or darkness, you can use your action to cast _polymorph_ on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn. -### Cloak of the Manta Ray +#### 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. -### Crystal Ball +#### Crystal Ball _Wondrous item, very rare or legendary (requires attunement)_ @@ -489,7 +495,7 @@ The following _crystal ball_ variants are legendary items and have additional pr **_Crystal Ball of True Seeing_**. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell’s sensor. -### Cube of Force +#### Cube of Force _Wondrous item, rare (requires attunement)_ @@ -520,7 +526,7 @@ The cube loses charges when the barrier is targeted by certain spells or comes i | Prismatic spray | 1d20 | | Wall of fire | 1d4 | -### Cubic Gate +#### Cubic Gate _Wondrous item, legendary_ @@ -530,7 +536,9 @@ You can use an action to press one side of the cube to cast the _gate_ spell wit The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn. -### Dagger of Venom +### Magic Items (D) + +#### Dagger of Venom _Weapon (dagger), rare_ @@ -538,7 +546,7 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn. -### Dancing Sword +#### Dancing Sword _Weapon (any sword), very rare (requires attunement)_ @@ -548,7 +556,7 @@ While the sword hovers, you can use a bonus action to cause it to fly up to 30 f 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. -### Decanter of Endless Water +#### Decanter of Endless Water _Wondrous item, uncommon_ @@ -560,7 +568,7 @@ You can use an action to remove the stopper and speak one of three command words * “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. -### Deck of Illusions +#### Deck of Illusions _Wondrous item, uncommon_ @@ -608,7 +616,7 @@ The illusion lasts until its card is moved or the illusion is dispelled. When th | Two of clubs | Kobold | | Jokers (2) | You (the deck’s owner) | -### Deck of Many Things +#### Deck of Many Things _Wondrous item, legendary_ @@ -677,7 +685,7 @@ Once a card is drawn, it fades from existence. Unless the card is the Fool or th **_Skull_**. You summon an avatar of death—a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the GM’s choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can’t be restored to life. -#### Avatar of Death +##### Avatar of Death _Medium undead, neutral evil_ @@ -721,7 +729,7 @@ _Medium undead, neutral evil_ **_The Void_**. This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the GM’s choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A _wish_ spell can’t restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards. -### Defender +#### Defender _Weapon (any sword), legendary (requires attunement)_ @@ -729,7 +737,7 @@ You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. -### Demon Armor +#### Demon Armor _Armor (plate), very rare (requires attunement)_ @@ -737,7 +745,7 @@ While wearing this armor, you gain a +1 bonus to AC, and you can understand and **_Curse_**. 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. -### Dimensional Shackles +#### Dimensional Shackles _Wondrous item, rare_ @@ -745,7 +753,7 @@ You can use an action to place these shackles on an incapacitated creature. The You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles. -### Dragon Scale Mail +#### Dragon Scale Mail _Armor (scale mail), very rare (requires attunement)_ @@ -768,7 +776,7 @@ Additionally, you can focus your senses as an action to magically discern the di | Silver | Cold | | White | Cold | -### Dragon Slayer +#### Dragon Slayer _Weapon (any sword), rare_ @@ -776,13 +784,13 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns. -### Dust of Disappearance +#### Dust of Disappearance _Wondrous item, uncommon_ Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature. -### Dust of Dryness +#### Dust of Dryness _Wondrous item, uncommon_ @@ -792,7 +800,7 @@ Someone can use an action to smash the pellet against a hard surface, causing th An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one. -### Dust of Sneezing and Choking +#### Dust of Sneezing and Choking _Wondrous item, uncommon_ @@ -800,19 +808,21 @@ Found in a small container, this powder resembles very fine sand. It appears to When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The _lesser restoration_ spell can also end the effect on a creature. -### Dwarven Plate +#### Dwarven Plate _Armor (plate), very rare_ While 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. -### Dwarven Thrower +#### Dwarven Thrower _Weapon (warhammer), very rare (requires attunement by a dwarf)_ You 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. -### Efficient Quiver +### Magic Items (E) + +#### Efficient Quiver _Wondrous item, uncommon_ @@ -820,7 +830,7 @@ Each of the quiver’s three compartments connects to an extradimensional space You can draw any item the quiver contains as if doing so from a regular quiver or scabbard. -### Efreeti Bottle +#### Efreeti Bottle _Wondrous item, very rare_ @@ -834,7 +844,7 @@ The first time the bottle is opened, the GM rolls to determine what happens. | 11–90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can’t be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic. | | 91–100 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic. | -### Elemental Gem +#### Elemental Gem _Wondrous item, uncommon_ @@ -847,13 +857,13 @@ This gem contains a mote of elemental energy. When you use an action to break th | Red corundum | Fire elemental | | Emerald | Water elemental | -### Elven Chain +#### Elven Chain _Armor (chain shirt), rare_ You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor. -### Eversmoking Bottle +#### Eversmoking Bottle _Wondrous item, uncommon_ @@ -861,25 +871,27 @@ Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 p The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round. -### Eyes of Charming +#### 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 Minute Seeing +#### 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 the Eagle +#### Eyes of the Eagle _Wondrous item, uncommon (requires attunement)_ 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. -### Feather Token +### Magic Items (F) + +#### Feather Token _Wondrous item, rare_ @@ -908,7 +920,7 @@ This tiny object looks like a feather. Different types of feather tokens exist, As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die. -### Figurine of Wondrous Power +#### Figurine of Wondrous Power _Wondrous item, rarity by figurine_ @@ -922,7 +934,7 @@ The creature exists for a duration specific to each figurine. At the end of the **_Ebony Fly (Rare)_**. This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. -#### Giant Fly +##### Giant Fly _Large beast, unaligned_ @@ -960,13 +972,13 @@ If you have a good alignment, the figurine has a 10 percent chance each time you **_Silver Raven (Uncommon)_**. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the _animal messenger_ spell on it at will. -### Flame Tongue +#### Flame Tongue _Weapon (any sword), rare (requires attunement)_ You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. -### Folding Boat +#### Folding Boat _Wondrous item, rare_ @@ -980,7 +992,7 @@ When the box becomes a vessel, its weight becomes that of a normal vessel its si The third command word causes the _folding boat_ to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. -### Frost Brand +#### Frost Brand _Weapon (any sword), very rare (requires attunement)_ @@ -990,13 +1002,15 @@ In freezing temperatures, the blade sheds bright light in a 10-foot radius and d When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. -### Gauntlets of Ogre Power +### Magic Items (G) + +#### 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 already 19 or higher. -### Gem of Brightness +#### Gem of Brightness _Wondrous item, uncommon_ @@ -1008,7 +1022,7 @@ This prism has 50 charges. While you are holding it, you can use an action to sp When all of the gem’s charges are expended, the gem becomes a nonmagical jewel worth 50 gp. -### Gem of Seeing +#### Gem of Seeing _Wondrous item, rare (requires attunement)_ @@ -1016,7 +1030,7 @@ This gem has 3 charges. As an action, you can speak the gem’s command word and The gem regains 1d3 expended charges daily at dawn. -### Giant Slayer +#### Giant Slayer _Weapon (any axe or sword), rare_ @@ -1024,31 +1038,33 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls. -### Glamoured Studded Leather +#### Glamoured Studded Leather _Armor (studded leather), rare_ While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor. -### Gloves of Missile Snaring +#### 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 Swimming and Climbing +#### 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. -### Goggles of Night +#### Goggles of Night _Wondrous item, uncommon_ While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet. -### Hammer of Thunderbolts +### Magic Items (H) + +#### Hammer of Thunderbolts _Weapon (maul), legendary_ @@ -1058,7 +1074,7 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn. -### Handy Haversack +#### Handy Haversack _Wondrous item, rare_ @@ -1070,19 +1086,19 @@ The haversack has a few limitations. If it is overloaded, or if a sharp object p Placing the haversack inside an extradimensional space created by a _bag of holding_, _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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. -### Hat of Disguise +#### Hat of Disguise _Wondrous item, uncommon (requires attunement)_ While wearing this hat, you can use an action to cast the _disguise self_ spell from it at will. The spell ends if the hat is removed. -### Headband of Intellect +#### 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 already 19 or higher. -### Helm of Brilliance +#### Helm of Brilliance _Wondrous item, very rare (requires attunement)_ @@ -1097,13 +1113,13 @@ You gain the following benefits while wearing it: 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. -### Helm of Comprehending Languages +#### Helm of Comprehending Languages _Wondrous item, uncommon_ While wearing this helm, you can use an action to cast the _comprehend languages_ spell from it at will. -### Helm of Telepathy +#### Helm of Telepathy _Wondrous item, uncommon (requires attunement)_ @@ -1111,7 +1127,7 @@ While wearing this helm, you can use an action to cast the _detect thoughts_ spe 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 Teleportation +#### Helm of Teleportation _Wondrous item, rare (requires attunement)_ @@ -1119,7 +1135,7 @@ This helm has 3 charges. While wearing it, you can use an action and expend 1 ch expended charges daily at dawn. -### Holy Avenger +#### Holy Avenger _Weapon (any sword), legendary (requires attunement by a paladin)_ @@ -1127,7 +1143,7 @@ You gain a +3 bonus to attack and damage rolls made with this magic weapon. When While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet. -### Horn of Blasting +#### Horn of Blasting _Wondrous item, rare_ @@ -1135,7 +1151,7 @@ You can use an action to speak the horn’s command word and then blow the horn, Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn. -### Horn of Valhalla +#### Horn of Valhalla _Wondrous item, rare (silver or brass), very rare (bronze), or legendary (iron)_ @@ -1152,25 +1168,27 @@ Four types of _horn of Valhalla_ are known to exist, each made of a different me If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands. -### Horseshoes of a Zephyr +#### Horseshoes of a Zephyr _Wondrous item, very rare_ These 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 nonsolid 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. -### Horseshoes of Speed +#### Horseshoes of Speed _Wondrous item, rare_ These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet. -### Immovable Rod +### Magic Items (I) + +#### Immovable Rod _Rod, uncommon_ This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. -### Instant Fortress +#### Instant Fortress _Wondrous item, rare_ @@ -1184,7 +1202,7 @@ The tower is made of adamantine, and its magic prevents it from being tipped ove immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a _wish_ spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of _wish_ causes the roof, the door, or one wall to regain 50 hit points. -### Ioun Stone +#### Ioun Stone _Wondrous item, rarity varies (requires attunement)_ @@ -1230,7 +1248,7 @@ While this stone orbits your head, you can cast any spell stored in it. The spel **_Sustenance (Rare)_**. You don’t need to eat or drink while this clear spindle orbits your head. -### Iron Bands of Binding +#### Iron Bands of Binding _Wondrous item, rare_ @@ -1242,7 +1260,7 @@ A creature, including the one restrained, can use an action to make a DC 20 Stre Once the bands are used, they can’t be used again until the next dawn. -### Iron Flask +#### Iron Flask _Wondrous item, legendary_ @@ -1275,7 +1293,9 @@ An _identify_ spell reveals that a creature is inside the flask, but the only wa | 97‒99 | Succubus/incubus | | 100 | Xorn | -### Javelin of Lightning +### Magic Items (J) + +#### Javelin of Lightning _Weapon (javelin), uncommon_ @@ -1283,13 +1303,17 @@ This javelin is a magic weapon. When you hurl it and speak its command word, it The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon. -### Lantern of Revealing +### Magic Items (K) + +### Magic Items (L) + +#### Lantern of Revealing _Wondrous item, uncommon_ While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5* foot radius. -### Luck Blade +#### Luck Blade _Weapon (any sword), legendary (requires attunement)_ @@ -1299,7 +1323,9 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whil **_Wish_**. The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the _wish_ spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges. -### Mace of Disruption +### Magic Items (M) + +#### Mace of Disruption _Weapon (mace), rare (requires attunement)_ @@ -1307,7 +1333,7 @@ When you hit a fiend or an undead with this magic weapon, that creature takes an While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. -### Mace of Smiting +#### Mace of Smiting _Weapon (mace), rare_ @@ -1315,7 +1341,7 @@ You gain a +1 bonus to attack and damage rolls made with this magic weapon. The When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. -### Mace of Terror +#### Mace of Terror _Weapon (mace), rare (requires attunement)_ @@ -1323,25 +1349,25 @@ This magic weapon has 3 charges. While holding it, you can use an action and exp The mace regains 1d3 expended charges daily at dawn. -### Mantle of Spell Resistance +#### Mantle of Spell Resistance _Wondrous item, rare (requires attunement)_ You have advantage on saving throws against spells while you wear this cloak. -### Manual of Bodily Health +#### Manual of Bodily Health _Wondrous item, very rare_ This 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. -### Manual of Gainful Exercise +#### Manual of Gainful Exercise _Wondrous item, very rare_ This 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. -### Manual of Golems +#### Manual of Golems _Wondrous item, very rare_ @@ -1358,13 +1384,13 @@ To create a golem, you must spend the time shown on the table, working without i Once you finish creating the golem, the book is consumed in eldritch flames. The 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. -### Manual of Quickness of Action +#### Manual of Quickness of Action _Wondrous item, very rare_ This 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. -### Marvelous Pigments +#### Marvelous Pigments _Wondrous item, very rare_ @@ -1378,13 +1404,13 @@ Nothing created by the pigments can have a value greater than 25 gp. If you pain 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. -### Medallion of Thoughts +#### Medallion of Thoughts _Wondrous item, uncommon (requires attunement)_ The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the _detect thoughts_ spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn. -### Mirror of Life Trapping +#### Mirror of Life Trapping _Wondrous item, very rare_ @@ -1402,19 +1428,21 @@ While within 5 feet of the mirror, you can use an action to speak the name of on 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. -### Mithral Armor +#### 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. -### Necklace of Adaptation +### Magic Items (N) + +#### Necklace of Adaptation _Wondrous item, uncommon (requires attunement)_ While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as _cloudkill_ and _stinking cloud_ effects, inhaled poisons, and the breath weapons of some dragons). -### Necklace of Fireballs +#### Necklace of Fireballs _Wondrous item, rare_ @@ -1422,7 +1450,7 @@ This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the _fireball_ by 1 for each bead beyond the first. -### Necklace of Prayer Beads +#### Necklace of Prayer Beads _Wondrous item, rare (requires attunement by a cleric, druid, or paladin)_ @@ -1439,7 +1467,7 @@ Six types of magic beads exist. The GM decides the type of each bead on the neck | 19 | Summons | Planar ally | | 20 | Wind walking | Wind walk | -### Nine Lives Stealer +#### Nine Lives Stealer _Weapon (any sword), very rare (requires attunement)_ @@ -1447,7 +1475,9 @@ You 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. -### Oathbow +### Magic Items (O) + +#### Oathbow _Weapon (longbow), very rare (requires attunement)_ @@ -1457,19 +1487,19 @@ When you make a ranged attack roll with this weapon against your sworn enemy, yo While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons. -### Oil of Etherealness +#### Oil of Etherealness _Potion, rare_ Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _etherealness_ spell for 1 hour. -### Oil of Sharpness +#### Oil of Sharpness _Potion, very rare_ This 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. -### Oil of Slipperiness +#### Oil of Slipperiness _Potion, uncommon_ @@ -1477,43 +1507,45 @@ This sticky black unguent is thick and heavy in the container, but it flows quic Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the _grease_ spell in that area for 8 hours. -### Pearl of Power +### Magic Items (P) + +#### Pearl of Power _Wondrous item, uncommon (requires attunement by a spellcaster)_ While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can’t be used again until the next dawn. -### Periapt of Health +#### 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 you while you wear the pendant. -### Periapt of Proof against Poison +#### Periapt of Proof against Poison _Wondrous item, rare_ This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage. -### Periapt of Wound Closure +#### Periapt of Wound Closure _Wondrous item, uncommon (requires attunement)_ While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores. -### Philter of Love +#### Philter of Love _Potion, uncommon_ The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart. -### Pipes of Haunting +#### Pipes of Haunting _Wondrous item, uncommon_ You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn. -### Pipes of the Sewers +#### Pipes of the Sewers _Wondrous item, uncommon (requires attunement)_ @@ -1523,13 +1555,13 @@ The pipes have 3 charges. If you play the pipes as an action, you can use a bonu Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. -### Plate Armor of Etherealness +#### Plate Armor of Etherealness _Armor (plate), legendary (requires attunement)_ While you’re wearing this armor, you can speak its command word as an action to gain the effect of the _etherealness_ spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn. -### Portable Hole +#### Portable Hole _Wondrous item, rare_ @@ -1543,43 +1575,43 @@ If the hole is folded up, a creature within the hole’s extradimensional space Placing a _portable hole_ inside an extradimensional space created by a _bag of holding_, _handy haversack_, 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 and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. -### Potion of Animal Friendship +#### Potion of Animal Friendship _Potion, uncommon_ When you drink this potion, you can cast the _animal friendship_ spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair. -### Potion of Clairvoyance +#### Potion of Clairvoyance _Potion, rare_ When you drink this potion, you gain the effect of the _clairvoyance_ spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. -### Potion of Climbing +#### Potion of Climbing _Potion, common_ When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. -### Potion of Diminution +#### Potion of Diminution _Potion, rare_ When you drink this potion, you gain the “reduce” effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. -### Potion of Flying +#### Potion of Flying _Potion, very rare_ 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. This potion’s clear liquid floats at the top of its container and has cloudy white impurities drifting in it. -### Potion of Gaseous Form +#### Potion of Gaseous Form _Potion, rare_ When you drink this potion, you gain the effect of the _gaseous form_ spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water. -### Potion of Giant Strength +#### Potion of Giant Strength _Potion, rarity varies_ @@ -1595,13 +1627,13 @@ This potion’s transparent liquid has floating in it a sliver of fingernail fro | Cloud giant | 27 | Very rare | | Storm giant | 29 | Legendary | -### Potion of Growth +#### Potion of Growth _Potion, uncommon_ When you drink this potion, you gain the “enlarge” effect of the _enlarge/reduce_ spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process. -### Potion of Healing +#### Potion of Healing _Potion, rarity varies_ @@ -1616,25 +1648,25 @@ You regain hit points when you drink this potion. The number of hit points depen | Superior healing | Rare | 8d4 + 8 | | Supreme healing | Very rare | 10d4 + 20 | -### Potion of Heroism +#### Potion of Heroism _Potion, rare_ For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the _bless_ spell (no concentration required). This blue potion bubbles and steams as if boiling. -### Potion of Invisibility +#### Potion of Invisibility _Potion, very rare_ This 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. -### Potion of Mind Reading +#### Potion of Mind Reading _Potion, rare_ When you drink this potion, you gain the effect of the _detect thoughts_ spell (save DC 13). The potion’s dense, purple liquid has an ovoid cloud of pink floating in it. -### Potion of Poison +#### Potion of Poison _Potion, uncommon_ @@ -1642,7 +1674,7 @@ This concoction looks, smells, and tastes like a _potion of healing_ or other be If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. -### Potion of Resistance +#### Potion of Resistance _Potion, uncommon_ @@ -1661,19 +1693,23 @@ When you drink this potion, you gain resistance to one type of damage for 1 hour | 9 | Radiant | | 10 | Thunder | -### Potion of Speed +#### Potion of Speed _Potion, very rare_ When 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. -### Potion of Water Breathing +#### Potion of Water Breathing _Potion, uncommon_ You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it. -### Restorative Ointment +### Magic Items (Q) + +### Magic Items (R) + +#### Restorative Ointment _Wondrous item, uncommon_ @@ -1681,7 +1717,7 @@ This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease. -### Ring of Animal Influence +#### Ring of Animal Influence _Ring, rare_ @@ -1691,7 +1727,7 @@ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. Whil * _Fear_ (save DC 13), targeting only beasts that have an Intelligence of 3 or lower * _Speak with animals_ -### Ring of Djinni Summoning +#### Ring of Djinni Summoning _Ring, legendary (requires attunement)_ @@ -1701,7 +1737,7 @@ While summoned, the djinni is friendly to you and your companions. It obeys any After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies. -### Ring of Elemental Command +#### Ring of Elemental Command _Ring, legendary (requires attunement)_ @@ -1741,37 +1777,37 @@ If you help slay a water elemental while attuned to the ring, you gain access to * You can breathe underwater and have a swimming speed equal to your walking speed. * You can cast the following spells from the ring, expending the necessary number of charges: _create or destroy water_ (1 charge), _control water_ (3 charges), _ice storm_ (2 charges), or _wall of ice_ (3 charges). -### Ring of Evasion +#### Ring of Evasion _Ring, rare (requires attunement)_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead. -### Ring of Feather Falling +#### Ring of Feather Falling _Ring, rare (requires attunement)_ When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling. -### Ring of Free Action +#### Ring of Free Action _Ring, rare (requires attunement)_ While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained. -### Ring of Invisibility +#### Ring of Invisibility _Ring, legendary (requires attunement)_ While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again. -### Ring of Jumping +#### Ring of Jumping _Ring, uncommon (requires attunement)_ While wearing this ring, you can cast the _jump_ spell from it as a bonus action at will, but can target only yourself when you do so. -### Ring of Mind Shielding +#### Ring of Mind Shielding _Ring, uncommon (requires attunement)_ @@ -1781,19 +1817,19 @@ You can use an action to cause the ring to become invisible until you use anothe If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can’t prevent this telepathic communication. -### Ring of Protection +#### Ring of Protection _Ring, rare (requires attunement)_ You gain a +1 bonus to AC and saving throws while wearing this ring. -### Ring of Regeneration +#### Ring of Regeneration _Ring, very rare (requires attunement)_ While 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. -### Ring of Resistance +#### Ring of Resistance _Ring, rare (requires attunement)_ @@ -1812,7 +1848,7 @@ You have resistance to one damage type while wearing this ring. The gem in the r | 9 | Radiant | Topaz | | 10 | Thunder | Spinel | -### Ring of Shooting Stars +#### Ring of Shooting Stars _Ring, very rare (requires attunement outdoors at night)_ @@ -1837,7 +1873,7 @@ As a bonus action, you can move each sphere up to 30 feet, but no farther than 1 **_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. -### Ring of Spell Storing +#### Ring of Spell Storing _Ring, rare (requires attunement)_ @@ -1847,25 +1883,25 @@ Any creature can cast a spell of 1st through 5th level into the ring by touching While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. -### Ring of Spell Turning +#### Ring of Spell Turning _Ring, legendary (requires attunement)_ While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. -### Ring of Swimming +#### Ring of Swimming _Ring, uncommon_ You have a swimming speed of 40 feet while wearing this ring. -### Ring of Telekinesis +#### Ring of Telekinesis _Ring, very rare (requires attunement)_ While wearing this ring, you can cast the _telekinesis_ spell at will, but you can target only objects that aren’t being worn or carried. -### Ring of the Ram +#### Ring of the Ram _Ring, rare (requires attunement)_ @@ -1873,25 +1909,25 @@ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. Whil Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend. -### Ring of Three Wishes +#### Ring of Three Wishes _Ring, legendary_ While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the _wish_ spell from it. The ring becomes nonmagical when you use the last charge. -### Ring of Warmth +#### Ring of Warmth _Ring, uncommon (requires attunement)_ While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit. -### Ring of Water Walking +#### Ring of Water Walking _Ring, uncommon_ While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground. -### Ring of X-ray Vision +#### Ring of X-ray Vision _Ring, rare (requires attunement)_ @@ -1899,7 +1935,7 @@ While wearing this ring, you can use an action to speak its command word. When y Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion. -### Robe of Eyes +#### Robe of Eyes _Wondrous item, rare (requires attunement)_ @@ -1913,13 +1949,13 @@ The eyes on the robe can’t be closed or averted. Although you can close or ave A _light_ spell cast on the robe or a _daylight_ spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for _light_ or DC 15 for _daylight_), ending the blindness on a success. -### Robe of Scintillating Colors +#### Robe of Scintillating Colors _Wondrous item, very rare (requires attunement)_ This 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. -### Robe of Stars +#### Robe of Stars _Wondrous item, very rare (requires attunement)_ @@ -1929,7 +1965,7 @@ Six stars, located on the robe’s upper front portion, are particularly large. 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. -### Robe of the Archmagi +#### Robe of the Archmagi _Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)_ @@ -1941,7 +1977,7 @@ You gain these benefits while wearing the robe: * You have advantage on saving throws against spells and other magical effects. * Your spell save DC and spell attack bonus each increase by 2. -### Robe of Useful Items +#### Robe of Useful Items _Wondrous item, uncommon_ @@ -1973,7 +2009,7 @@ In addition, the robe has 4d4 other patches. The GM chooses the patches or deter | 91–96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach | | 97–100 | Portable ram | -### Rod of Absorption +#### Rod of Absorption _Rod, very rare (requires attunement)_ @@ -1985,7 +2021,7 @@ If you are a spellcaster holding the rod, you can convert energy stored in it in 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. -### Rod of Alertness +#### Rod of Alertness _Rod, very rare (requires attunement)_ @@ -1999,7 +2035,7 @@ This rod has a flanged head and the following properties. 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. -### Rod of Lordly Might +#### Rod of Lordly Might _Rod, legendary (requires attunement)_ @@ -2025,13 +2061,13 @@ If you press **button 6**, the rod assumes or remains in its normal form and ind **_Terrify_**. While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until the next dawn. -### Rod of Rulership +#### Rod of Rulership _Rod, rare (requires attunement)_ You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn. -### Rod of Security +#### Rod of Security _Rod, very rare_ @@ -2041,7 +2077,7 @@ For each hour spent in the paradise, a visitor regains hit points as if it had s 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. -### Rope of Climbing +#### Rope of Climbing _Wondrous item, uncommon_ @@ -2051,7 +2087,7 @@ If you tell the rope to knot, large knots appear at 1* foot intervals along the The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. -### Rope of Entanglement +#### Rope of Entanglement _Wondrous item, rare_ @@ -2061,7 +2097,9 @@ You can release the creature by using a bonus action to speak a second command w The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed. -### Scarab of Protection +### Magic Items (S) + +#### Scarab of Protection _Wondrous item, legendary (requires attunement)_ @@ -2070,19 +2108,19 @@ If you hold this beetle-shaped medallion in your hand for 1 round, an inscriptio * You have advantage on saving throws against spells. * The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended. -### Scimitar of Speed +#### Scimitar of Speed _Weapon (scimitar), very rare (requires attunement)_ You 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. -### Shield, +1, +2, or +3 +#### Shield, +1, +2, or +3 _Armor (shield), uncommon (+1), rare (+2), or very rare (+3)_ While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC. -### Shield of Missile Attraction +#### Shield of Missile Attraction _Armor (shield), rare (requires attunement)_ @@ -2090,13 +2128,13 @@ While holding this shield, you have resistance to damage from ranged weapon atta **_Curse_**. This shield is cursed. Attuning to it curses you until you are targeted by the _remove curse_ spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. -### Slippers of Spider Climbing +#### 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. -### Sovereign Glue +#### Sovereign Glue _Wondrous item, legendary_ @@ -2104,7 +2142,7 @@ This viscous, milky-white substance can form a permanent adhesive bond between a One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _universal solvent_ or _oil of etherealness_, or with a _wish_ spell. -### Spell Scroll +#### Spell Scroll _Scroll, varies_ @@ -2132,13 +2170,13 @@ The level of the spell on the scroll determines the spell’s saving throw DC an A wizard spell on a _spell scroll_ can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the _spell scroll_ is destroyed. -### Spellguard Shield +#### Spellguard Shield _Armor (shield), very rare (requires attunement)_ While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. -### Sphere of Annihilation +#### Sphere of Annihilation _Wondrous item, legendary_ @@ -2158,7 +2196,7 @@ If the sphere comes into contact with a planar portal, such as that created by t | 51–85 | The sphere moves through the portal or into the extradimensional space. | | 86–00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence. | -### Staff of Charming +#### Staff of Charming _Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)_ @@ -2168,7 +2206,7 @@ If you are holding the staff and fail a saving throw against an enchantment spel The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff. -### Staff of Fire +#### Staff of Fire _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_ @@ -2178,7 +2216,7 @@ The staff has 10 charges. While holding it, you can use an action to expend 1 or 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. -### Staff of Frost +#### Staff of Frost _Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)_ @@ -2188,7 +2226,7 @@ The staff has 10 charges. While holding it, you can use an action to expend 1 or 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. -### Staff of Healing +#### Staff of Healing _Staff, rare (requires attunement by a bard, cleric, or druid)_ @@ -2196,7 +2234,7 @@ This staff has 10 charges. While holding it, you can use an action to expend 1 o The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever. -### Staff of Power +#### Staff of Power _Staff, very rare (requires attunement by a sorcerer, warlock, or wizard)_ @@ -2218,7 +2256,7 @@ You have a 50 percent chance to instantly travel to a random plane of existence, | 11 to 20 ft. away | 6 × the number of charges in the staff | | 21 to 30 ft. away | 4 × the number of charges in the staff | -### Staff of Striking +#### Staff of Striking _Staff, very rare (requires attunement)_ @@ -2226,7 +2264,7 @@ This staff can be wielded as a magic quarterstaff that grants a +3 bonus to atta 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. -### Staff of Swarming Insects +#### Staff of Swarming Insects _Staff, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)_ @@ -2236,7 +2274,7 @@ This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If **_Insect Cloud_**. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect. -### Staff of the Magi +#### Staff of the Magi _Staff, legendary (requires attunement by a sorcerer, warlock, or wizard)_ @@ -2260,7 +2298,7 @@ You have a 50 percent chance to instantly travel to a random plane of existence, | 11 to 20 ft. away | 6 × the number of charges in the staff | | 21 to 30 ft. away | 4 × the number of charges in the staff | -### Staff of the Python +#### Staff of the Python _Staff, uncommon (requires attunement by a cleric, druid, or warlock)_ @@ -2270,7 +2308,7 @@ On your turn, you can mentally command the snake if it is within 60 feet of you If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them. -### Staff of the Woodlands +#### Staff of the Woodlands _Staff, rare (requires attunement by a druid)_ @@ -2284,7 +2322,7 @@ You can also use an action to cast the _pass without trace_ spell from the staff The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by _detect magic_. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff. -### Staff of Thunder and Lightning +#### Staff of Thunder and Lightning _Staff, very rare (requires attunement)_ @@ -2300,7 +2338,7 @@ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to atta **_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. -### Staff of Withering +#### Staff of Withering _Staff, rare (requires attunement by a cleric, druid, or warlock)_ @@ -2308,19 +2346,19 @@ This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution. -### Stone of Controlling Earth Elementals +#### Stone of Controlling Earth Elementals _Wondrous item, rare_ If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the _conjure elemental_ spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds. -### Stone of Good Luck (Luckstone) +#### Stone of Good Luck (Luckstone) _Wondrous item, uncommon (requires attunement)_ While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws. -### Sun Blade +#### Sun Blade _Weapon (longsword), rare (requires attunement)_ @@ -2330,13 +2368,13 @@ You gain a +2 bonus to attack and damage rolls made with this weapon, which deal The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each. -### Sword of Life Stealing +#### Sword of Life Stealing _Weapon (any sword), rare (requires attunement)_ When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt. -### Sword of Sharpness +#### Sword of Sharpness _Weapon (any sword that deals slashing damage), very rare (requires attunement)_ @@ -2346,7 +2384,7 @@ When you attack a creature with this weapon and roll a 20 on the attack roll, th 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. -### Sword of Wounding +#### Sword of Wounding _Weapon (any sword), rare (requires attunement)_ @@ -2354,7 +2392,9 @@ Hit points lost to this weapon’s damage can be regained only through a short o Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success. -### Talisman of Pure Good +### Magic Items (T) + +#### Talisman of Pure Good _Wondrous item, legendary (requires attunement by a creature of good alignment)_ @@ -2364,13 +2404,13 @@ If you are a good cleric or paladin, you can use the talisman as a holy symbol, The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. -### Talisman of the Sphere +#### Talisman of the Sphere _Wondrous item, legendary (requires attunement)_ When you make an Intelligence (Arcana) check to control a _sphere of annihilation_ while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _sphere of annihilation_, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier. -### Talisman of Ultimate Evil +#### Talisman of Ultimate Evil _Wondrous item, legendary (requires attunement by a creature of evil alignment)_ @@ -2380,43 +2420,47 @@ If you are an evil cleric or paladin, you can use the talisman as a holy symbol, The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed. -### Tome of Clear Thought +#### Tome of Clear Thought _Wondrous item, very rare_ This 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. -### Tome of Leadership and Influence +#### Tome of Leadership and Influence _Wondrous item, very rare_ This 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. -### Tome of Understanding +#### Tome of Understanding _Wondrous item, very rare_ This 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. -### Trident of Fish Command +#### Trident of Fish Command _Weapon (trident), uncommon (requires attunement)_ This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast _dominate beast_ (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn. -### Universal Solvent +### Magic Items (U) + +#### Universal Solvent _Wondrous item, legendary_ This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including _sovereign glue._ -### Vicious Weapon +### Magic Items (V) + +#### Vicious Weapon _Weapon (any), rare_ When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type. -### Vorpal Sword +#### Vorpal Sword _Weapon (any sword that deals slashing damage), legendary (requires attunement)_ @@ -2424,7 +2468,9 @@ You gain a +3 bonus to attack and damage rolls made with this magic weapon. In a When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. -### Wand of Binding +### Magic Items (W) + +#### Wand of Binding _Wand, rare (requires attunement by a spellcaster)_ @@ -2434,7 +2480,7 @@ This wand has 7 charges for the following properties. It regains 1d6 + 1 expende **_Assisted Escape_**. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple. -### Wand of Enemy Detection +#### Wand of Enemy Detection _Wand, rare (requires attunement)_ @@ -2442,7 +2488,7 @@ This wand has 7 charges. While holding it, you can use an action and expend 1 ch 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. -### Wand of Fear +#### Wand of Fear _Wand, rare (requires attunement)_ @@ -2452,7 +2498,7 @@ This wand has 7 charges for the following properties. It regains 1d6 + 1 expende **_Cone of Fear_**. While holding the wand, you can use an action to expend 2 charges, causing the wand’s tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. -### Wand of Fireballs +#### Wand of Fireballs _Wand, rare (requires attunement by a spellcaster)_ @@ -2460,7 +2506,7 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 or 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. -### Wand of Lightning Bolts +#### Wand of Lightning Bolts _Wand, rare (requires attunement by a spellcaster)_ @@ -2468,13 +2514,13 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 or 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. -### Wand of Magic Detection +#### Wand of Magic Detection _Wand, uncommon_ This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the _detect magic_ spell from it. The wand regains 1d3 expended charges daily at dawn. -### Wand of Magic Missiles +#### Wand of Magic Missiles _Wand, uncommon_ @@ -2482,7 +2528,7 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 or 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. -### Wand of Paralysis +#### Wand of Paralysis _Wand, rare (requires attunement by a spellcaster)_ @@ -2490,7 +2536,7 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 of 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. -### Wand of Polymorph +#### Wand of Polymorph _Wand, very rare (requires attunement by a spellcaster)_ @@ -2498,19 +2544,19 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 of 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. -### Wand of Secrets +#### Wand of Secrets _Wand, uncommon_ The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn. -### Wand of the War Mage, +1, +2, or +3 +#### Wand of the War Mage, +1, +2, or +3 _Wand, uncommon (+1), rare (+2), or very rare (+3) (requires attunement by a spellcaster)_ While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack. -### Wand of Web +#### Wand of Web _Wand, uncommon (requires attunement by a spellcaster)_ @@ -2518,7 +2564,7 @@ This wand has 7 charges. While holding it, you can use an action to expend 1 of 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. -### Wand of Wonder +#### Wand of Wonder _Wand, rare (requires attunement by a spellcaster)_ @@ -2553,13 +2599,13 @@ The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand | 96–97 | The target’s skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. | | 98–100 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn’t target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic. | -### Weapon, +1, +2, or +3 +#### Weapon, +1, +2, or +3 _Weapon (any), uncommon (+1), rare (+2), or very rare (+3)_ You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity. -### Well of Many Worlds +#### Well of Many Worlds _Wondrous item, legendary_ @@ -2567,13 +2613,13 @@ This fine black cloth, soft as silk, is folded up to the dimensions of a handker You can use an action to unfold and place the _well of many worlds_ on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once _well of many worlds_ has opened a portal, it can’t do so again for 1d8 hours. -### Wind Fan +#### Wind Fan _Wondrous item, uncommon_ While holding this fan, you can use an action to cast the _gust of wind_ spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters. -### Winged Boots +#### Winged Boots _Wondrous item, uncommon (requires attunement)_ @@ -2581,12 +2627,18 @@ While you wear these boots, you have a flying speed equal to your walking speed. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use. -### Wings of Flying +#### Wings of Flying _Wondrous item, rare (requires attunement)_ While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours. +### Magic Items (X) + +### Magic Items (Y) + +### Magic Items (Z) + ## Sentient Magic Items Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side. @@ -2595,15 +2647,15 @@ Most sentient items are weapons. Other kinds of items can manifest sentience, bu Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder. -### Creating Sentient Magic Items +#### Creating Sentient Magic Items When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here. -### Abilities +#### Abilities A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest. -### Communication +#### Communication A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table. @@ -2613,7 +2665,7 @@ A sentient item has some ability to communicate, either by sharing its emotions, | 61–90 | The item can speak, read, and understand one or more languages. | | 91–100 | The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. | -### Senses +#### Senses With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table. @@ -2624,7 +2676,7 @@ With sentience comes awareness. A sentient item can perceive its surroundings ou | 3 | Hearing and normal vision out to 120 feet. | | 4 | Hearing and darkvision out to 120 feet. | -### Alignment +#### Alignment A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table. @@ -2640,7 +2692,7 @@ A sentient magic item has an alignment. Its creator or nature might suggest an a | 90–96 | Neutral evil | | 97–100 | Chaotic evil | -### Special Purpose +#### Special Purpose You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table. @@ -2657,7 +2709,7 @@ You can give a sentient item an objective it pursues, perhaps to the exclusion o | 9 | _Destiny Seeker:_ The item is convinced that it and its wielder have key roles to play in future events. | | 10 | _Creator Seeker:_ The item seeks its creator and wants to understand why it was created. | -### Conflict +#### Conflict A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands: @@ -2674,7 +2726,7 @@ If a sentient item attempts to take control of its wielder, the wielder must mak ## Artifacts -### Orb of Dragonkind +#### Orb of Dragonkind _Wondrous item, artifact (requires attunement)_