Tag: Item

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  • Boots of Striding and Springing

    _These leather boots have springy soles and are cushioned inside to provide a comfortable fit. On donning the boots, the wearer feels a sudden, brief urge to travel—a fleeting ambition to walk from one end of the world to the other._ While worn: * …

  • Gauntlets of Ogre Power

    [[File:475221 | class=media-item-align-none | Gauntlets_of_Ogre_Power.jpg]] _Silver gauntlets with gold-trim. Each has a large golden ogre face on the bracer. They emit a powerful aura of magic._ *While Worn:* * Your strength becomes 19. If …

  • Potion of Flying

    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 …

  • Potion of Healing

    You regain HP when you drink this potion. The number of HP depends on the potion's rarity, as shown in the Potions of Healing table. Whatever its potency, the potion's red liquid glimmers when agitated. {Background:#feacac}.|*Potion of ...*|*Rarity*|* …

  • Potion of Invisibility

    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 Water Walking

    Small bottle with algae-green liquid in it. Despite their weight, these potions always float if dropped into a body of liquid. *Effect:* This potion enables a creature, for up to an hour, to walk on any liquid without sinking into it—this includes mud, …

  • Staff of Defense

    [[File:458684 | class=media-item-align-none | 250x250px | 91908-01.jpg]] _A slender and hollow staff that is made of glass yet is strong as oak. Wielded for a time by [[:glasstaff | Iarno “Glasstaff” Albrek]]._ * 3 lbs. * Wielder must be attuned to …

  • Longsword Talon

    [[File:456314 | class=media-item-align-none | Talon.jpg]] _A longsword in a silver-chased scabbard. The sword is inscribed with the name “Talon,” and its hilt is worked in the shape of a bird of prey with outspread wings. It once belonged to a great …

  • Spider Staff

    [[File:458637 | class=media-item-align-none | 179x262px | Spider_Staff.jpg]] The staff weighs 6 pounds. You must be attuned to the staff to gain its benefits and cast its spells. Can be weilded as a quarterstaff. It deals 1d6 extra poison Dmg on a …

  • Lightbringer Mace

    _This +1 mace was made for a cleric of Pelor, the god of the sun. The head of the mace is shaped like a sunburst and made of solid brass._ * Glows as bright as a torch when its wielder commands. * While glowing, deals an extra 1d6 radiant damage to …

  • Dwarven Axe Hew

    _Dwarvish Runes on the axe head read, “Hew.” The axe’s creator was a dwarf smith who feuded with the dryads of a forest where he cut firewood._ This is a rusty old battle-axe of dwarvish manufacture, but the rust is misleading. Hew is a +1 battle-axe …

  • Ring of Protection

    _Requires Attunement_ You gain a +1 bonus to AC and saving throws while wearing this ring. [[File:456401 | class=media-item-align-none | Ring_of_Protection.jpg]]

  • Tear of Bahamut

    This vial holds a platinum-colored liquid that has a metallic smell. You can take an action to pour all the liquid on one recently deceased. [[Known Items of Power | Back to Known Items of Power]]

  • Wand of Magic Missiles

    [[File:475222 | class=media-item-align-none | Wand_of_Magic_Missile.jpg]] This wand has 7 charges. With the wand in hand, you can use your action to fire the magic missile spell from the wand -- no components required -- and expend 1 or more of the …

  • Decanter of Endless Water

    [[File:475234 | class=media-item-align-none | Decanter_of_Endless_Water.jpg]] This stoppered flask sloshes when shaken, as if it contains water. Weights 2 lbs. You can use an action to remove the stopper and speak 1 of 3 command words, whereupon an …

  • Ammunition

    * Arrows * Blowgun Needles * Crossbow Bolts * Sling Bullets _Weapon (any ammunition)_ _Uncommon (+1)_ _Rare (+2)_ _Very Rare (+3)_ You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by …

  • Potion of Climbing

    When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have Adv. on STR (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of …

  • Potion of Animal Friendship

    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 a little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.

  • Potion of Fire Breath

    After drinking this potion, you can use a bonus action to exhale fire at a target within 30 ft of you. The target must make a DC 13 DEX saving throw, taking 4d6 fire Dmg on a failed save, or 1/2 as much Dmg on a successful one. The effect ends after you …

  • Potion of Poison

    This concoction looks, smells, and tastes like a [[Potion of Healing | Potion of Healing]] or other beneficial potion. However, it is actually poison masked by illusion magic. An _*Identify*_ spell reveals its true nature. If you drink it, you take 3d6 …

  • Potion of Resistance

    When you drink this potion, you gain resistance to one type of Dmg for 1 hour. The DM chooses the type or determines it randomly from the options below: |*d10*|*Damage Type*| |{background:#7FFF00}.1|{background:#7FFF00}.Acid| {background:#00BFFF}.|2| …

  • Quiver of Ehlonna

    Each of the quiver's 3 compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 lbs. The shortest compartment can hold up to 60 arrows, bolts, or similar objects. The midsize …

  • Ring of Warmth

    While wearing this ring, you have resistance to cold Dmg. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.

  • Ring of Mind Shielding

    While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. …

  • Gloves of Missile Snaring

    _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 Dmg by 1d10 + your DEX modifier, provided that you have a …

  • Hat of Disguise

    _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.

  • Helm of Telepathy

    _Requires Attunement_ While wearing this helm, you can use an action to cast the _*Detect Thoughts*_ spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature …

  • Keoghtom's Ointment

    This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. the jar and its contents weigh 1/2 lbs. As an action, 1 dose of the ointment can be swallowed or applied to the skin. The creature that …

  • Lantern of Revealing

    While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30 ft radius and dim light for an additional 30 ft. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an …

  • Medallion of Thoughts

    _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.

  • Necklace of Adaptation

    _Requires Attunement_ While wearing this necklace, you can breathe normally in any environment, and you have advantrage on saving throws made against harmful gases and vapors (such as _*Cloudkill*_ and _*Stinking Cloud*_ effects, inhaled poisons, and …

  • Pearl of Power

    _Requires Attunement by a Spellcaster_ You can use an action to speak this pearl's command word and regain 1 expended spell slot of up to 3rd level. Once you have used the pearl, it can't be used again until the next dawn.

  • Periapt of Health

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

  • Periapt of Wound Closure

    _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 HP, double the number of HP it restores.

  • Pipes of Haunting

    _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 ft of you that hears you play must succeed on …

  • Pipes of the Sewers

    _Requires Attunement_ _You must be proficient with wind instruments to use these pipes._ While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes …

  • Mariner's Armor

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

  • Mithral Armor

    Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes a disadvantage on DEX (Stealth) checks or has a STR requirement, the mithral version of the armor doesn't.

  • Oil of Slipperiness

    This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (1 additional vial is required for each size category above …

  • Philter of Love

    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 …

  • Shield

    _Uncommon (+1)_ _Rare (+2)_ _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.

  • Gem of Brightness

    This prism has 50 charges. While you are holding it, you can use an action to speak 1 of 3 command words to cause 1 of the following effects: * The first command word causes the gem to shed bright light in a 30 ft radius and dim light for an additional …

  • Robe of Useful Items

    This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach 1 of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an …

  • Rope of Climbing

    This 60 ft length of silk rope weighs 3 lbs and can hold up to 3,000 lbs. If you hold 1 end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you …

  • Sending Stones

    Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch 1 stone, you can use an action to cast the _*Sending*_ spell from it. The target is the bearer of the other stone. If no …

  • Spell Scroll

    A _Spell Scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, …

  • Adamantine Armor

    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.

  • Potion of Growth

    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 …

  • Rod of the Pact Keeper

    _Requires Attunement by a Warlock._ _Uncommon (+1)_ _Rare (+2)_ _Very Rare (+3)_ While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells. The bonus is determined by the rod's rarity. In …

  • Immovable Rod

    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 …

  • Instrument of the Bards

    _Requires Attunement by a Bard._ An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table …

  • Staff of the Adder

    _Requires Attunement by a Cleric, Druid, or Warlock._ You can use a bonus action to speak this staff's command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the …

  • Wand of the War Mage

    _Requires Attunement by a Spellcaster._ _Uncommon (+1)_ _Rare (+2)_ _Very Rare (+3)_ 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

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the _*Web*_ spell (save DC 15) from it. The wand regains 1d6+1 expended charges daily at dawn. If you expend …

  • Wand of Secrets

    This 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 ft of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

  • Staff of the Python

    _Requires Attunement by a Cleric, Druid, or Warlock._ You can use an action to speak this staff's command word and throw the staff on the ground within 10 ft of you. The staff becomes a giant constrictor snake (see the *_Monster Manual p. 324_* for …

  • Wind Fan

    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% chance of not working …

  • Weapon

    _Uncommon (+1)_ _Rare (+2)_ _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.

  • Weapon of Warning

    _Requires Attunement._ This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can't be surprised, except when incapacitated by …

  • Winged Boots

    _Requires Attunement._ While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. …

  • Trident of Fish Command

    _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 …

  • Slippers of Spider Climbing

    _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 …

  • Alchemy Jug

    This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 lbs whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name 1 liquid from the table …

  • Bag of Holding

    This bag has an interior space considerably larger than its outside dimensions, roughly 2 ft in diameter at the mouth and 4 ft deep. The bag can hold up to 500 lbs, not exceeding a volume of 64 cubic ft. The bag weighs 15 lbs, regardless of its contents. …

  • Boots of Elvenkind

    While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on DEX (Stealth) checks that rely on moving silently.

  • Boots of the Winterlands

    _Requires Attunement._ These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits: * You have resistance to cold damage. * You ignore difficult terrain created by ice or snow. * You can tolerate …

  • Bracers of Archery

    _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.

  • Broom of Flying

    This wooden broom, which weighs 3 lbs, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 ft. It can carry up to 400 lbs, but its …

  • Cap of Water Breathing

    While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, …

  • Circlet of Blasting

    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 Elvenkind

    _Requires Attunement._ While you wear this cloak with its hood up, WIS (Perception) checks made to see you have disadvantage, and you have advantage on DEX (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood …

  • Driftglobe

    "Image":http://vignette2.wikia.nocookie.net/gotascent/images/7/71/Dragon-egg_00384693.jpg/revision/latest?cb=20131229121710 This small sphere of thick glass weighs 1 pound. If you are within 60 ft of it, you can speak its command word and cause it to …

  • Dust of Disappearance

    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 ft of you become invisible for 2d4 minutes. The duration is …

  • Dust of Dryness

    This small pack contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 ft on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's …

  • Dust of Sneezing and Choking

    Found in a small container, this powder resembles very fine sand. It appears to be _*Dust of Disappearance*_, and an _*Identify*_ spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into …

  • Elemental Gem

    This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the _*Conjure Elemental*_ spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell …

  • Eversmoking Bottle

    Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60 ft radius from the bottle. The cloud's area is heavily obscured. Each minute the …

  • Eyes of Charming

    _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 ft of you, provided that you and the …

  • Eyes of Minute Seeing

    These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 ft. You have advantage on INT (Investigation) checks that rely on sight while searching an area or studying an object within that range.

  • Eyes of the Eagle

    _Requires Attunement._ These crystal lenses fit over the eyes. While wearing them, you have advantage on WIS (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and …

  • Figurine of Wondrous Power

    A figurine of wonderous power is a statuette of a beast small enough to fit in a pocket. If yo use an action to speak the command word and throw the figurine to a point on the ground within 60 ft of you, the figurine becomes a living creature. If the …

  • Javelin of Lightning

    This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 ft wide that extends out from you to a target within 120 ft. Each creature in the line excluding you and the target must …

  • Deck of Illusions

    This deck contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards. The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to …

  • Bag of Tricks

    This ordinary bag, made from Gray, Rust, or Tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound. You can use an action to pull the fuzzy object from the bag and throw it up …

  • Potion of Giant Strength

    When you drink this potion, your STR score changes for 1 hour. The potion has no effect on you if your STR is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of fingernail from a Giant of the …

  • Horn of Valhalla

    You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 ft of you. These spirits use the berserker statistics from the _*Monster Manual p. 344*_. The yreturn to Ysgard after 1 hour or when they drop …

  • Armor

    _Armor (light, medium, or heavy)_ _Rare (+1)_ _Very Rare (+2)_ _Legendary (+3)_ You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

  • Ioun Stone

    _Requires Attunement_ An _*Ioun Stone*_ is named after [[Ioun]], a god of knowledge and prophecy revered on some worlds. Many types of _*Ioun Stone*_ exist, each type a distinct combination of shape and color. When you use an action to toss one of …

  • Oil of Etherealness

    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 (1 additional vial is required for each size category above Medium …

  • Potion of Diminution

    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. …

  • Potion of Gaseous Form

    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 Heroism

    For 1 hour after drinking it, you gain 10 temporary HP 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. Bless Spell = Whenever a …

  • Potion of Mind Reading

    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.

  • Ring of Animal Influence

    This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast 1 of the following spells: * _*Animal Friendship*_ (save DC 13) * _*Fear*_ (save DC 13), …

  • Ring of Evasion

    _Requires Attunement_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a DEX 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 Free Action

    _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 Resistance

    _Requires Attunement_ You have resistance to 1 damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly. |*d10*|*Damage Type*|*Gem*| |1|Acid|Pearl| {Background:#ddd}.|2|Cold| …

  • Ring of Spell Storing

    _Requires Attunement_ This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM. Any …

  • Ring of X-ray Vision

    _Requires Attunement_ While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 ft. To you, solid objects within that radius appear …

  • Ring of the Ram

    _Requires Attunement_ This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack 1 creature you can see within 60 ft of you. The ring produces a …

  • Rod of Rulership

    _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 ft of you. Each target must succeed on a DC 15 WIS saving throw or be charmed by you for 8 hours. While …

  • Scroll of Protection

    Each _*Scroll of Protection*_ works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table. |*d100*|*Creature Type*| |01-10|Aberrations| {Background:#ddd}.|11-20|Beasts| |21-30|Celestials| { …

  • Tentacle Rod

    _Requires Attunement_ Made by the [[Drow (Dark) Elves | Drow]], this rod is a magic weapon that ends in 3 rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 ft of you. Each …

  • Staff of Charming

    _Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard._ While holding this staff, you can use an action to expend 1 of its 10 charges to cast _*Charm Person, Command,*_ or _*Comprehend Languages*_ from it using your spell save DC. …

  • Staff of Healing

    _Requires Attunement by a Bard, Cleric, or Druid_ This staff has 10 charges. While holding it, you can use an action to expend 1 or more of tis charges to cast 1 of the following spells from it, using your spell save DC and spellcasting ability …

  • Staff of Swarming Insects

    _Requires Attunement by a Bard, Cleric, Druid, Sorcerer, Warlock, or Wizard._ This staff has 10 charges and regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the …

  • Staff of Withering

    _Requires Attunement by a Cleric, Druid, or Warlock._ 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 …

  • Staff of the Woodlands

    _Requires Attunement by a Druid._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the …

  • Armor of Resistance

    _Requires Attunement_ _Armor (light, medium, or heavy)_ You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below: |*d10*|*Damage Type*| |1|Acid| {Background:#ddd …

  • Armor of Vulnerability

    _Requires Attunement_ _Plate Armor_ While wearing this armor, you have resistance to 1 of the following damage types: bludgeoning, piercing, or slashing. The DM chooses the type or determines it randomly.

  • Arrow-Catching Shield

    _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 ft of …

  • Berserker Axe

    _Requires Attunement._ You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your HP maximum increases by 1 for each level you have attained.

  • Belt of Giant Strength

    _Requires Attunement._ While wearing this belt, your STR score changes to a score granted by the belt. If your STR is already equal to or greater than the belt's score, the item has no effect on you. Six varieties of this belt exist, corresponding …

  • Brazier of Commanding Fire Elementals

    While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the _*Conjure Elemental*_ spell. The brazier can't be used this way again until the next dawn. The …

  • Cape of the Mountebank

    This cape smells faintly of brimstone. While wearing it, you can use it to cast the _*Dimension Door*_ spell as an action. This property of the cape can't be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you …

  • Censer of Controlling Air Elementals

    While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the _*Conjure Elemental*_ spell. The censer can't be used this way again until the next dawn. The 6 inch …

  • Cloak of Displacement

    _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 …

  • Cloak of the Bat

    _Requires Attunement._ While wearing this cloak, you have advantage on DEX (Stealth) checks. in an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 ft. If you ever fail to grip the …

  • Dimensional Shackles

    You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of …

  • Cube of Force

    _Requires Attunement._ This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn. You can use an action to press 1 of the cube's …

  • Chime of Opening

    This hollow metal tube measures about 1 ft long and weighs 1 lb. You can strike it as an action, pointing it at an object within 120 ft of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and 1 lock or latch on the …

  • Bowl of Commanding Water Elementals

    While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the _*Conjure Elemental*_ spell. The bowl can't be used this way again until the next dawn. The bowl is about …

  • Boots of Speed

    _Requires Attunement._ While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the …

  • Belt of Dwarvenkind

    _Requires Attunement._ While wearing this belt, you gain the following benefits: * Your CON score increases by 2, to a maximum of 20. * You have advantage on CHA (Persuasion) checks made to interact with [[Dwarves | Dwarves]]. In addition, while …

  • Bead of Force

    This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _*Beads of Force*_ are found together. You can use an action to throw the bead up to 60 ft. The bead explodes on impact and is destroyed. Each creature …

  • Dagger of Venom

    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 …

  • Dragon Slayer

    _Weapon (Any Sword)_ 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 …

  • Flame Tongue

    _Requires Attunement._ _Weapon (Any Sword)._ 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 ft radius and dim light for an additional 40 ft. While the …

  • Folding Boat

    This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 lbs and floats. It can be opened to store items inside. This item also has 3 command words, each requiring you to use an action to speak it. …

  • Gem of Seeing

    This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 ft when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.

  • Helm of Teleportation

    _Requires Attunement._ This helm has 3 charges .While wearing it, you can use an action and expend 1 charge to cast the _*Teleport*_ spell from it. The helm regains 1d3 expended charges daily at dawn.

  • Portable Hole

    This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 ft in diameter. You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the _* …

  • Horn of Blasting

    You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30 ft cone that is audible 600 ft away. Each creature in the cone must make a DC 15 CON saving throw. On a failed save, a creature takes 5d6 …

  • Elixir of Health

    When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.

  • Elven Chain

    _Armor (Chain Shirt)._ 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.

  • Glamoured Studded Leather

    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, …

  • Giant Slayer

    _Weapon (Any Axe or Sword)_ 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 STR saving throw or fall prone …

  • Iron Bands of Bilarro

    This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 ft of you. As the sphere moves through the air. It opens into …

  • Necklace of Fireballs

    This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 ft away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level _*Fireball*_ spell (save DC 15). You can hurl multiple …

  • Necklace of Prayer Beads

    _Requires Attunement by a Cleric, Druid, or Paladin._ This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or …

  • Quaal's Feather Token

    This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly. |*d100*|*Feather Token*| |01-20|Anchor| {Background:#ddd}.|21-35|Bird …

  • Robe of Eyes

    _Requires Attunement._ This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: * The robe lets you see in all directions, and you have advantage on WIS (Perception) checks that rely on sight. * You have …

  • Rope of Entanglement

    This rope is 30 ft long and weighs 3 lbs. If you hold 1 end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 ft of you. The target must succeed on a DC 15 DEX saving throw or …

  • Sun Blade

    _Requires Attunement._ This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword …

  • Sword of Life Stealing

    _Requires Attunement._ When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 10 necrotic damage if it isn't a construct or an undead. You also gain 10 temporary HP.

  • Vicious Weapon

    _Weapon (Any)._ When you roll a 20 on your attack roll with this magic weapon, the target takes an extra 7 damage of the weapon's type.

  • Stone of Controlling Earth Elementals

    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 lbs.

  • Wings of Flying

    _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 …

  • Wand of Wonder

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 ft of you. The target can be a creature, an object, or a point in space. Roll 1d100 and …

  • Wand of Paralysis

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 ft of you. Make a ranged attack …

  • Wand of Lightning Bolts

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _*Lightning Bolt*_ spell (save DC 15) from it. For 1 charge, you cast the 3rd level version of the …

  • Wand of Fireballs

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the _*Fireball*_ spell (save DC 15) from it. For 1 charge, you cast the 3rd level version of the spell. …

  • Wand of Fear

    _Requires Attunement._ This wand has 7 charges for the following properties. It 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. *Command.* While …

  • Wand of Enemy Detection

    _Requires Attunement._ This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 ft, but not its distance …

  • Wand of Binding

    _Requires Attunement by a Spellcaster._ This wand has 7 charges for the following properties. It 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. …

  • Mace of Disruption

    _Requires Attunement._ When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 HP or fewer after taking this damage, it must succeed on a DC 15 WIS saving throw or be destroyed. ON …

  • Mace of Smiting

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning …

  • Mace of Terror

    _Requires Attunement._ This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30 ft radius extending from you must succeed on a DC 15 WIS saving throw …

  • Daern's Instant Fortress

    You can use an action to place this 1 inch metal cube on the ground and apeak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is …

  • Bag of Beans

    Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 lbs plus 1/4 lbs for each bean it contains. If you dump the bag's contents out on the ground, they explode in a 10 ft radius, extending from the beans. Each creature in the area, …

  • Very Rare Magic Items

    |*Name*|*Type*|*Rarity*|*Attunement*|*Notes*|*Source*| |[[Animated Shield]]|Armor|Very Rare|Yes|Shield|Dmg 151| {Background:#ddd}.|[[Armor | Armor, +2]]|Armor|Very Rare|--|--|Dmg 152| |[[Demon Armor]]|Armor|Very Rare|Yes|Plate|Dmg 165| {Background:# …

  • Animated Shield

    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 …

  • Demon Armor

    _Requires Attunement._ While wearing this armor, you gain a +1 bonus to AC and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 …

  • Dragon Scale Mail

    _Requires Attunement._ Dragon Scale Mail is made of the scales of 1 kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, …

  • Dwarven Plate

    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 ft.

  • Oil of Sharpness

    This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat 1 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 …

  • Potion of Longevity

    When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a _*Potion of Longevity*_, there is a 10% cumulative chance that you instead age by 1d6 + 6 years. Suspended in this …

  • Potion of Speed

    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 Vitality

    When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of HP for any Hit Die you spend. The potion's crimson liquid regularly pulses with …

  • Ring of Regeneration

    _Requires Attunement._ While wearing this ring, you regain 1d6 HP every 10 minutes, provided that you have at least 1 HP. 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 …

  • Ring of Shooting Stars

    _Requires Attunement Outdoors at Night._ While wearing this ring in dim light or darkness, you can cast _*Dancing Lights*_ and _*Light*_ from the ring at will. Casting either spell from the ring requires an action. The ring has 6 charges for the …

  • Rod of Absorption

    _Requires Attunement._ While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy - not the spell itself - is stored in …

  • Rod of Alertness

    _Requires Attunement._ This rod has a flanged head and the following properties. _*Alertness.*_ While holding the rod, you have advantage on WIS (Perception) checks and on rolls for initiative. _*Spells.*_ While holding the rod, you can use an …

  • Rod of Security

    While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could …

  • Staff of Fire

    _Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard._ You have resistance to fire damage while you hold this staff. The staff has 10 charges, While holding it, you can use an action to expend 1 or more of its charges to cast 1 of the …

  • Staff of Frost

    _Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard._ You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast 1 of the …

  • Staff of Power

    _Requires Attunement by a Sorcerer, Warlock, or Wizard._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to AC saving throws, and spell attack rolls. The staff has 20 charges for the following properties. The staff regains …

  • Staff of Striking

    _Requires Attunement._ This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For …

  • Staff of Thunder and Lightning

    _Requires Attunement._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack ad damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until …

  • Wand of Polymorph

    _Requires Attunement by a Spellcaster._ This wand has 7 charges. While holding it, you can use an action to expend 1 of tis charges to cast the _*Polymorph*_ spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you …

  • Arrow of Slaying

    An _*Arrow of Slaying*_ is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both _*Arrows of Dragon Slaying*_ and _*Arrows of Blue Dragon Slaying*_. If a creature belonging to the type, …

  • Dancing Sword

    _Requires Attunement._ You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 ft, and attacks 1 creature of your choice within 5 ft of it. The sword uses …

  • Dwarven Thrower

    _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 ft and a long range of 60 ft. When you hit with a ranged attack using this weapon, it …

  • Frost Brand

    _Requires Attunement._ When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light …

  • Nine Lives Stealer

    _Requires Attunement._ 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 HP, it must succeed on a DC 15 CON saving throw …

  • Oathbow

    _Requires Attunement._ When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of …

  • Sword of Sharpness

    _Requires Attunement._ _Weapon - Any Sword that deals Slashing Damage._ When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the …

  • Amulet of the Planes

    _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 INT check. On a successful check, you cast the _*Plane Shift*_ spell. On a failure, …

  • Bag of Devouring

    This bag superficially resembles a _*[[Bag of Holding]]*_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed …

  • Candle of Invocation

    _Requires Attunement._ This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the _*Detect Evil and Good*_ spell. The DM chooses the god and associated alignment or determines the …

  • Carpet of Flying

    You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 ft of it. 4 sizes of _*Carpet of Flying*_ exist. The DM chooses the size of a given …

  • Cloak of Archnida

    _Requires Attunement._ This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: * You have resistance to poison damage. * You have a climbing speed equal to your walking speed …

  • Crystal Ball

    _Requires Attunement._ The typical _*Crystal Ball*_ is a very rare item, is about 6 inches in diameter. While touching it, you can cast the _*Scrying*_ spell (save DC 17) with it. The following _*Crystal Ball*_ variants are *Legendary* items and …

  • Efretti Bottle

    This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an [[Efreeti]] appears in an …

  • Helm of Brilliance

    _Requires Attunement._ This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the …

  • Horseshoes of A Zephyr

    These iron horseshoes come in a set of 4. While all 4 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 …

  • Manual of Bodily Health

    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 CON score increases by 2, as does your maximum for that …

  • Manual of Gainful Exercise

    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 STR score increases by 2, as does your maximum for that …

  • Manual of Golems

    This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th level spell slots. A creature …

  • Manual of Quickness of Action

    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 DEX score increases by 2, as does your …

  • Mirror of Life Trapping

    When this 4 ft tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 lbs, and it has AC 11, 10 HP, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 HP. If the mirror …

  • Nolzur's Marvelous Pigments

    Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you o create 3D objects by painting them in 2D. The paint flows from the brush to form the desired object as you concentrate on its image. …

  • Robe of Scintillating Colors

    _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 …

  • Robe of Stars

    _Requires Attunement._ This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper front portion, are particularly large. While wearing …

  • Tome of Clear Thought

    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 INT score increases by 2, as does your maximum for …

  • Tome of Leadership and Influence

    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 CHA score increases by 2, as …

  • Tome of Understanding

    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 WIS score increases by 2, as does your …

  • Universal Solvent

    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 ft of adhesive it touches, including _*[[Sovereign Glue]]*_

  • Well of Many Worlds

    This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. If unfolds into a circular sheet 6 ft in diameter. You can use an action to unfold and place the _*Well of Many Worlds*_ on a solid surface, whereupon it creates a 2 …

  • Talisman of the Sphere

    _Requires Attunement._ When you make an INT (Arcana) check to control a _*[[Sphere of Annihilation]]*_ while yo uare holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a _*[[ …

  • Sovereign Glue

    This viscous, milky-white substance can form a permanent adhesive bond between any 2 objects. It must be stored in a jar or flask that has been coated inside with _*[[Oil of Slipperiness]]*_. When found, a container contains 1d6 + 1 oz. One oz of the …

  • Scarab of Protection

    _Requires Attunement._ If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides 2 benefits while it is on your person: * You have advantage on saving throws …

  • Robe of the Archmagi

    _Requires Attunement by a Sorcerer, Warlock, or Wizard._ This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white …

  • Cubic Gate

    This cube is 3 inches across and radiates palpable magical energy. The 6 sides of the cube are each keyed to a different plane of existence, 1 of which is the Material Plane. The other sides are linked to planes determined by the DM. You can use an …

  • Cloak of Invisibility

    _Requires Attunement._ While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you ar ecarrying or wearing is invisible with you. You become visible when you cease wearing …

  • Vorpal Sword

    _Requires Attunement._ _Weapon - Any sword that deals slashing damage._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has …

  • Luck Blade

    _Requires Attunement._ You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws. _*Luck.*_ If the sword is on your person, you can call on its luck (no …

  • Holy Avenger

    _Requires Attunement by a Paladin._ You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage. While you hold the drawn sword, it creates …

  • Defender

    _Requires Attunement._ You gain a +3 bonus 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 AC, instead of using the bonus …

  • Armor of Invulnarability

    _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 …

  • Efretti Chain

    _Requires Attunement._ While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.

  • Plate Armor of Etherealness

    _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 lasts for 10 minutes or until you remove the armor or use an action to speak the command word …

  • Ring of Djinni Summoning

    _Requires Attunement._ While wearing this ring, you can speak its command word as an action to summon a particular [[Djinni]] from the Elemental Plane of Air. The [[Djinni]] appears in an unoccupied space you choose within 120 ft of you. It remains as …

  • Ring of Invisibility

    _Requires Attunement._ While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. Remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus …

  • Ring of Spell Turning

    _Requires Attunement._ While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in than 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 …

  • Rod of Resurrection

    _Requires Attunement by a Cleric, Druid, or Paladin._ The rod has 5 charges. While you hold it, you can use an action to cast 1 of the following spells from it: _*Heal*_ (expends 1 charge) or _*Resurrection*_ (expends 5 charges). The rod regains 1 …

  • Ring of Elemental Command

    _Requires Attunement._ This ring is linked to 1 of the 4 Elemental Planes. The DM chooses or randomly determines the linked plane. While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have …

  • Hammer of Thunderbolts

    You gain a +1 bonus to attack and damage rolls made with this magic weapon. _*Giant's Bane (Requires Attunement).*_ You must be wearing a _*[[Belt of Giant Strength]]*_ (any variety) and _*[[Gauntlets of Ogre Power]]*_ to attune to this weapon. The …

  • Iron Flask

    This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 ft of you. If the target is native to a plane of existence other than the one you're on, the target must succeed …

  • Sword of Answering

    _Requires Attunement by a creature with the same alignment as the sword._ In the world of Greyhawk, only 9 of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of …

  • Talisman of Pure Good

    _Requires Attunement by a creature of Good Alignment._ This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage …

  • Talisman of Ultimate Evil

    _Requires Attunement by a creature of Evil Alignment._ This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon …

  • Tome of the Stilled Tongue

    _Requires Attunement by a Wizard._ This thick leather-bound volume has a desiccated tongue pinned to the front cover. 5 of these tomes exist, and it's unknown which 1 is the original. The grisly cover decoration on the first _*Tome of the Stilled …

  • Rod of Lordly Might

    _Requires Attunement._ This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with 6 different buttons that are set in a row along the haft. It has …

  • Sphere of Annihilation

    This 2 ft diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. …

  • Staff of the Magi

    _Requires Attunement by a Sorcerer, Warlock, or Wizard._ This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. The staff has 50 …

  • Apparatus of Kwalish

    This item first appears to be a Large sealed iron barrel weighing 500 lbs. The barrel has a hidden catch, which can be found with a successful DC 20 INT (Investigation) check. Releasing the catch unlocks a hatch at 1 end of the barrel, allowing 2 Medium …

  • Deck of Many Things

    Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (70%) of these decks have only 13 cards, but the rest have 22. Before you draw a card, you must declare how many cards you intend to draw and then draw …

  • Elemental Magic Items

    Elemental power has allowed the cults to have more magic items than is normal gor groups of their size, yet there still aren't enoug hmagic items for each cultist to have 1. Every member of the [[Cult of the Howling Hatred | Cult of the Howling Hatred]], …

  • Balloon Pack

    This backpack contains the spirit of an [[Air Elemental | Air Elemental]] and a compact leather balloon. While you're wearing the backpack, you can deploy the balloon as an action and gain the effect of the _*Levitate*_ spell for 10 minutes, targeting …

  • Bottled Breath

    This bottle contains a breath of elemental air. When you inhale it, you either exhale it or hold it. If you exhale the breath, you gain the effect of the _*Gust of Wind*_ spell. If you hold the breath, you don't need to breathe for 1 hour, though you …

  • Claws of the Umber Hulk

    _Requires Attunement._ These heavy gauntlets of brown iron are forged in the shape of an [[Umber Hulk | Umber Hulk's]] claws, and they fir the wearer's hands and forearms all the way up to the elbow. While wearing both claws, you gain a burrowing speed …

  • Seeker Dart

    This small dart is decorated with designs like windy spirals that span the length of its shaft. When you whisper the word "seek" and hurl this dart, it seeks out a target of your choice within 120 ft of you. You must have seen the target before, but …

  • Storm Boomerang

    This boomerang is a ranged weapon carved from griffon bone and etched with the symbol of elemental air. When thrown, it has a range of 60/120 ft, and any creature that is proficient with the javelin is also proficient with this weapon. On a hit, the …

  • Weird Tank

    _Requires Attunement._ A Weird Tank is a 10-gallon tank of blown galss and sculpted bronze with a backpack-like carrying harness fashioned from tough leather. A [[Water Weird | Water Weird]] (see the _*Monster Manual p. 299*_ for statistics) is …

  • Wingwear

    _Requires Attunement._ This snug uniform has leather flaps that stretch along the arms, waist, and legs to create wings for gliding. A suit of wingwear has 3 charges. While you wear the suit, you can use a bonus action and expend 1 charge to gain a …

  • Lost Crown of Besilmer

    This dwarven battle-helm consists of a sturdy open-faced steel helmet, decorated with a golden circlet above the brow from which several small gold spikes project upward. You gain the following benefits while wearing the crown: * You have resistance to …

  • Orcsplitter

    _Requires Attunement by a Good-Aligned [[Dwarf]], [[Fighter | Fighter]], or [[Paladin | Paladin]]._ A mighty axe wielded long ago by the Dwarf [[:king-torhild-flametongue | King Torhild Flametongue]], Orcsplitter is a battered weapon that appears …

  • Devastation Orb

    A _Devastation Orb_ is an elemental bomb that can be created at the site of an elemental node by performing a ritual with an elemental weapon. The type of orb created depends on the node used. For example, an air node creates a _*Devastation Orb of Air*_. …

  • Windvane

    A silver spear, _Windvane_ has dark sapphires on the filigreed surface of its polished head. Held by its shining haft, the weapon feels insubstantial, as if clutching a cool, gently flowing breeze. The spear contains a spark of [[Yan-C-Bin | Yan-C-Bin]], …

  • Mayala's Spider-Charm Necklace

    [[File:494329 | class=media-item-align-none | Spider_Necklace.jpg]] This metal trinket is normally worn on a chain or in a pouch tied around the neck, occupying the same space as a necklace. It bears the symbol of a noble house from a particular drow …

  • Poisons

    Given their insidious and deadly nature, poisons are illegal in most societies but are a favorite tool among assassins, drow, and other evil creatures. _You can coat one slashing or piercing weapon or up to three pieces of ammunition with it. Applying …

  • Drow Poison

    _*Drow Poison (Injury).*_ This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 CON saving throw or be poisoned for 1 hour. If the saving throw fails by 5 …

  • Giant Spider Venom

    _*Giant Spider Venom (Injury).*_ This poison is harvested from a [[Giant Spider | Giant Spider]]. A creature subjected to this poison must succeed on a DC 11 CON saving throw taking (2d8) poison damage on a failed save, or half as much damage on a …

  • Dragonguard

    _This +1 Breastplate has a gold dragon motif worked into its design. Created for a human hero of [[Neverwinter | Neverwinter]] named Tergon_ * it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon …

  • Carrion Crawler Mucus

    _*Carrion Crawler Mucus (Contact).*_ This poison must be harvested from a dead or incapacitated [[Carrion Crawler | Carrion Crawler]]. A creature subjected to this poison must succeed on a DC 13 CON saving throw or be poisoned for 1 minute. The poisoned …

  • Reszur Dagger

    [[File:540320 | class=media-item-align-none | Reszur_Dagger.jpg]] a [[Weapon | +1 Dagger]] decorated with star motifs and a grip of night-blue leather. Dried blood still coats the dagger from its use in killing and carving symbols on the murdered …

  • Wand of Healing

    This wand contains a limited number of charges that can be expended, as a bonus action, to heal the bearer of the wand or a target of their choice within 30 ft. Once expended, the wand does not regain charges. * Expending 1 charge heals 2d4+2 HP to the …

  • Potion of Darkvision

    For 1 hour after drinking this potion, you gain Darkvision out to a range of 60 ft. A creature with darkvision can see in darkness as if the darkness were dim light, so areas of darkness are only lightly obscured as far as that creature is concerned. …

  • Magic Item Index

    [[Common Magic Items]] [[Uncommon Magic Items]] [[Rare Magic Items]] [[Very Rare Magic Items]] [[Legendary Magic Items]] [[Elemental Magic Items]] |*Rarity*|*Character Level*|*Value*| {Background:#ddd}.|Common|1st or higher|50-100 gp| | …

  • Mantle of the Moonlit Mists

    _Requires Attunement_ 1) While wearing this cloak, you can pull its hood over your head, as an action, to cast Invisibility on yourself. Causing yourself, and anything you are carrying or wearing, to become invisible. Invisibility drops when an attack …

  • Cloak of Lunar Light

    _Requires Attunement_ While wearing this cloak, you can pull its hood over your head, as an action, to cast _Invisibility_ on yourself. Causing yourself, and anything you are carrying or wearing, to become invisible. Invisibility drops when an …

  • Stone Scales

    It is not a magic item, but a magic-imbued object. This is a patch of skin from a Stone Dragon. A ritual, similar to Gentle Repose, has preserved this patch and caused the dragon's own natural regenerative healing properties to temporarily lie …

  • Dream Catcher Necklace

    _Gribendr Crafted_ The creature wearing the necklace can activate it, so that for up to 10 minutes (if the wearer can maintain concentration) , the creature wearing the necklace will be protected against certain types of creatures - aberrations, …

  • Phoenix Fire Cloak

    _Requires Attunement_ 1 Use per day, recharges at dawn. *Fire Shield.* Casting Time: 1 Action Range: Self Duration: 10 minutes Thin and wispy flames wreathe your body for the duration, shedding bright light in a 10ft radius and dim light for an …

  • Shield of Returning

    _Armor (shield), rare_ While holding this shield, you have a +1 bonus to AC (total of +3 to AC) in addition to the shield's normal bonus to AC. This shield is a magic weapon. The first time this shield is hurled it glows with a radiant light, and …

  • Consternator

    _Rod, very rare (requires attunement)_ This rough, iron rod is spiked at one end and scarred by several gouges across its surface. You can use an Action to plant the rod in the ground creating an _antimagic field_. The field is disabled if the rod is …

  • Sword of the Spellbreaker

    _Weapon (any sword), uncommon_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you damage a creature that is concentrating on a spell with this weapon, that creature has disadvantage on the saving throw it makes to …

  • Bardbarian Flail

    _Weapon (flail), uncommon (requires attunement by a Barbarian or Bard)_ This flail has an elegant handle made of strong wood, and the skull of a beast as it's head. Small whistles, strings and bells have been worked into the weapon, and it creates …

  • Returning Dagger

    _Weapon (dagger), uncommon_ This curved dagger is fashioned out of black iron, and feels warm to the touch. The handle appears to be wrapped in leathery fiend skin, tied together with a tail. At the base of the dagger is a horn, with the symbol of the …

  • Green Band

    _Ring, very rare (requires attunement)_ While wearing this ring, you have advantage on any Intelligence (Nature) checks. It also has 3 charges. You can expend 1 charge as an Action to cast the _speak with plants_ spell. As long as you are within 30ft …

  • Goliath Grip Gauntlets

    _Wondrous item, uncommon_ While wearing these gauntlets, you cannot be disarmed of whatever weapons you are wielding. Additionally, you have advantage to any Strength (climb) checks that you make.

  • Pipes of Powerful Discord

    _Wondrous item (any woodwind instrument), uncommon (requires attunement)_ You must be proficient with a wind instrument to use this item. This instrument has 3 charges. You can spend 1 charge as an Action to cast the _thunderwave_ spell. You can also …

  • Razorleaf Cloak

    _Wondrous item, rare (requires attunement)_ This garment looks to be made of individual silver leaves. Whenever you use the Disengage Action, you can utilize a Bonus Action to attempt an attack by flourishing your cape. Add your proficiency bonus and …

  • Spirit Beads

    _Wondrous Item, rare (requires attunement by a monk)_ These prayer beads go around the neck. Once attuned to this necklace, you may remove a bead to gain advantage on a Wisdom saving throw. Additionally, you may remove a bead before you attack, …

  • Thunderstone Bolas

    _Weapon (bolas), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls made with this magic weapon. Whenever you hit a creature with this weapon, it creates a thunderous jolt. That creature must succeed on a DC 15 Constitution …

  • Bow of the Wind

    _Weapon (longbow), Uncommon (requires attunement)_ This longbow has intricate carved flourishes erupting from the ends and around the grip that curve and curl from its form like massive hooked spines. As a ceremonial weapon, passed down within an …

  • Brute Bite Brew

    _Potion, Uncommon_ This vial is filled with a deep purple, almost black liquid. It can be felt to shake and jitter at random intervals. Drinking this potion grants you a new magical melee attack Action for 1 hour. When affected by the potion, a …

  • Gorget of the Bastion

    _Wondrous Item, Rare (requires attunement)_ This ornately crafted piece of gilded steel armor covers most of your neck and some of your upper torso. It can be worn under a breastplate or any sort of heavy armor, or on top of light armors; it does not …

  • Grenade of Elemental Explosion

    _Wondrous Item, Uncommon or Rare_ Shaped like a wine bottle but with a round bottom, the opaque glass corresponds in color and texture to the type of elemental power within. The air grenade is a pale blue and vibrates slightly. The earth grenade …

  • Mage's Magic Mantle

    _Potion, Uncommon_ This bottle is filled with bright blue liquid that constantly appears to be bubbling and boiling. When you drink this potion, you become draped in a flowing ethereal blue robe. You gain 15 temporary HP that last for 1 hour. While …

  • Potion of the Fey Beast

    _Potion, Rare_ This murky greenish potion appears to have blades of grass floating in it. Upon consuming this brew, your unarmed attacks, including attacks with natural weapons, are imbued with a powerful poison for 1 hour. On a hit with an attack with …

  • Maul of Tremors

    _Weapon (maul), rare (requires attunement)_ You gain a +1 bonus to attack and damage rolls amde with this magic weapon. While this maul is on your person, you cannot be knocked prone. As an Action on your turn, you may strike the maul on the ground …

  • Pearl of Chaos

    _Wondrous item, rare (requires attunement by a spellcaster)_ You can use a bonus action to speak this pearl's command word to regain 1 expended spell slot of up to 4th level. You must then use the spell slot before the end of your turn to cast a spell, …

  • Ring of Truth

    _Ring, rare (requires attunement)_ This band of plain steel is a mixed blessing. While you wear the ring, you have advantage on Wisdom (Insight) checks to discern when someone is telling a lie. Additionally, while attuned to the ring you may cast _zone …

  • Weapon of First Blood

    _Weapon (any), uncommon_ This weapon is crafted with sigils of tongues licking blood through razor-sharp teeth. When you use this weapon to deal damage to a creature at its maximum amount of HP, you deal an additional 1d6 damage. If you are at your …

  • Drake's Eye

    It is not a magic item, but a magic-imbued object. This is the eye of a [[Silver Dragon | Silver Dragon Wyrmling]]. A ritual, similar to Gentle Repose, has preserved this eye and caused the dragon’s own natural ocular properties to temporarily lie …

  • Azeran Malleus

    _Weapon (warhammer), rare (requires attunement)_ This oversized smithing hammer is cast in bronze, riveted with steel, and made of the highest craftsmanship. The head of the hammer is shaped to resemble a magnificent flame. Despite its size and bulk, …

  • Staff of Ocean's Echo

    Listening closely to the conch shell atop this staff. one could swear they could hear the ocean's waves. Beyond the waves of the ocean, the last message spoken into a conch shell echoes. While you touch one such staff, you can use an action to cast the …

  • Longbow of the Sky Sentinel

    _Longbow, Rare (requires attunement)_ It is very well-crafted with elvish designs. There are bits of mithral scrolling throughout the bow itself and platinum caps on the ends. Once per long rest, the wielder can use a Storm Arrow, which splits the …

  • Soulflame Candle Set

    _Wondrous item, rare_ These candles originate from the Abyss. A meticulous process goes into crafting the components for these candle sets. The few details that have escaped the Abyss are that by some process, damned souls wandering the plane are …

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