Wondrous Items
Amulet of Mighty Fists
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
While wearing this amulet, your unarmed strikes are magical and you gain a bonus to attack and damage rolls made with them. The bonus is determined by the amulet's rarity.
Amulet of Natural Armor
Wondrous item, uncommon (13), rare (14), very rare (15) (requires attunement)
While wearing this amulet, your skin hardens into armor. Your Armor Class equals your Natural Armor plus your Dexterity bonus. Your Natural Armor base Armor Class is determined by the amulet's rarity.
Monk's Belt
Wondrous item, rare (requires attunement)
While wearing this belt, you gain a +1 bonus to AC.
If you are a monk, your Martial Arts damage die is that of a Monk up to six levels higher (if you are 17th-level or higher, it becomes 2d6). Additionally, if you have the Stunning Strike class feature, you can use it without expending a ki point. Once you do so, you can't use this ability until you finish a short rest.
If you aren't a monk, you can roll 1d4 in place of the normal damage of your unarmed strikes.
Boccob's Blessed Book
Wondrous item, very rare
This spellbook is exquisitely made. It is waterproof and magically locked (thieves' tools DC 25). It is resistant to nonmagical damage, and all damage it takes is reduced by 5. It has 1,000 pages, although it isn't any thicker or heavier than an ordinary spellbook. The cost of copying spells into this spellbook is halved.
Boots of Teleportation
Wondrous item, very rare (requires attunement)
While wearing these boots, you can expend 1 of its 3 charges to cast the teleport spell from it as an action. The boots regain 1d3 expended charges daily at dawn.
Bottle of Air
Wondrous item, uncommon
This bottle is always filled with air, even in an airless environment (such as underwater or in a vacuum). Air removed from the bottle is constantly replenished. A creature can use an action to breath from the bottle.
Bracelet of Friends
Wondrous item, rare (requires attunement)
This bracelet has 1d4 charms hanging from it. As an action, you can key one creature known to you to a charm (or change the keyed creature on a charm that's already been keyed).
As an action, you can grasp a keyed charm and speak the keyed creature's name. The creature knows your identity. If the creature is willing and on the same plane of existence, it instantly teleports to the nearest unoccupied space, and the charm disappears.
Candle of Truth
Wondrous item, common
When burned, this candle creates the effect of a zone of truth spell in a 5-foot radius (save DC 11). The zone lasts for 1 hour or until the flame is snuffed out. When the effect ends or the flame is extinguished, the candle is ruined and becomes nonmagical. Since the spell has no caster, it is unknown whether a creature succeeds or fails on its saving throw.
Ability Score Increasing Items of Different Bonuses
In 5e, almost all of the basic ability score increasing items grant you a score of 19. Sometimes, though, an item might grant a bonus higher or lower than this.
Item Type 17 19 21 23 25 Amulet of Health Uncommon Rare Very Rare Legendary — Cloak of Charisma Uncommon Uncommon Rare Very Rare Legendary Gauntlets of Ogre Power Uncommon Uncommon — — — Gloves of Dexterity Uncommon Rare Very Rare Legendary — Headband of Intellect Uncommon Uncommon Rare Very Rare Legendary Periapt of Wisdom Uncommon Uncommon Rare Very Rare Legendary
Chaos Diamond
Wondrous item, legendary (requires attunement by a creature of chaotic alignment)
This lustrous gemstone is the size of a human fist. It has the following properties, each of which can be used 1d4 times per day and regain expended uses daily at dawn. The DM should roll secretly each day for each property separately. If you attempt to use a property that does not have any uses remaining, nothing happens and the action is wasted.
Confusion. You use an action to cast the confusion spell from the gem (save DC 19).
Anti-Law Aura. You use an action to cast the magic circle spell from the gem (save DC 19). The spell is centered on the gem and moves with it, and cannot be oriented in the reverse direction. The circle affects all lawful creatures instead of one of the usual types of creatures affected by the spell.
Word of Chaos. You use an action to cast the divine word spell from the gem (save DC 19). The spell does not affect chaotic creatures.
Cloak of Chaos. You use an action to cast the holy aura spell from the gem (save DC 19). The light is multicolored, and the aura only flashes to blind constructs and lawful-aligned celestials and fiends.
Chime of Interruption
Wondrous item, rare
While holding this chime, you can use an action to strike it, causing it to emit a resonant tone for 1 minute. During this time, any creature that attempts to cast a spell that requires verbal components within 30 feet of the chime must succeed on a DC 15 Constitution saving throw (as if it took damage while concentrating on a spell) or the spell fails. Once struck, the chime cannot be used again for 10 minutes.
Circlet of Blasting, Major
Wondrous item, rare
While wearing this circlet, you can use an action to cast the scorching ray spell from it, except each ray deals 4d6 radiant damage. When you make the spell's attacks, you do so with an attack bonus of +7. The circlet can't be used this way again until the next dawn.
Bags of Holding of Different Sizes
Some bags of holding are larger than the default bag in the DMG.
Weight Limit Volume Bag Weight Rarity 1000 lbs. 128 ft.3 25 lbs. Uncommon 2,000 lbs. 256 ft.3 35 lbs. Rare 3,000 lbs. 384 ft.3 60 lbs. Rare
Circlet of Persuasion
Wondrous item, rare (requires attunement)
While wearing this circlet, you gain a +2 bonus on all Charisma checks made to interact with creatures that aren't hostile towards you.
Cloak of Charisma
Wondrous item, uncommon (requires attunement)
Your Charisma score is 19 while you wear this cloak. It has no effect on you if your Charisma is already 19 or higher.
Cloak of Etherealness
Wondrous item, very rare (requires attunement)
While wearing this cloak, you can speak its command word as an action to gain the effect of the etherealness spell for up to 10 minutes, all at once or in several shorter bursts, each one using a minimum of 1 minute from the duration. If you remove the cloak or use an action to speak the command word again, the effect ends.
The cloak regains all expended minutes of etherealness each day at dawn.
Cloak of Resistance
Wondrous item, uncommon (+1), rare (+2), or very rare (+3) (requires attunement)
You have a bonus to all saving throws while wearing this armor. The bonus is determined by its rarity.
Cube of Frost Resistance
Wondrous item, rare
You can use an action to press one side of this cube to create a 10-foot cube-shaped area centered on the cube, or to deactivate the area. The temperature in this cube is always at least 65 degrees Fahrenheit. The area absorbs cold-based spells and attacks (such as ice storm, cone of cold, or a white dragon's breath), granting total cover and immunity to cold damage to creatures within.
If the cube-shaped area absorbs more than 50 cold damage in one round, it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 cold damage all within 1 minute, the cube is destroyed.
Bracers of Defense
Some bracers of defense are more or less powerful than the one in the 5e DMG.
Bracers of... Rarity Bonus Lesser Defense Uncommon +1 Defense Rare +2 Greater Defense Very Rare +3
Darkskull
Wondrous item, very rare (requires attunement)
This ebony skull continually emits a dark aura in a 60-foot radius around it. Celestials, elementals, and fey can't enter this area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area.
Undead in the area have advantage on attack rolls and saving throws. When an undead creature enters this area for the first time in 24 hours, it gains 20 temporary hit points.
Drums of Panic
Wondrous item, rare
These hemispherical kettle drums always come in pairs. If you use your action to sound both, all creatures within 120 feet of the drums (but farther than 20 feet away) must succeed on a DC 15 Wisdom saving throw or be affected as though by the fear spell. The drums can't be used this way again until the next dawn.
Dust of Appearance
Wondrous item, common
Found in a small packet, this powder appears identical to dust of disappearance. There is enough of it for one use. When you use an action to throw the dust into the air, the dust coats all creatures and objects within 10 feet of you for 2d4 minutes. Invisible creatures and objects coated by the dust become visible. The dust also foils any illusion that masks a creature's true location (such as mirror image or a displacer beast's Displacement).
Dust of Illusion
Wondrous item, common
Found in a small container, this powder resembles chalk dust, but changes color and form if closely observed. There is enough for one use. You can use an action to sprinkle the dust on yourself or another creature within 5 feet, with the target gaining the effect of the disguise self spell with an illusion of the sprinkler's choice. A creature that wishes to avoid the dust must succeed on a DC 13 Dexterity saving throw.
Dust of Tracelessness
Wondrous item, uncommon
Found in a small bag, there is enough of this ordinary-looking dust for one use. You can use an action to toss a handful of this dust into the air, coating a chamber of up to 100 square feet of floor space with dust as if it had been undisturbed for 10 years.
Alternatively, you can use an action to sprinkle this dust along a trail. All evidence of up to a dozen creatures that caused the trail disappears up to 250 feet back into the distance. No magical aura lingers from the use of the dust.
Eyes of Doom
Wondrous item, very rare (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you automatically sense the presence of living creatures that don't have total cover from you within 60 feet, and you know how many hit points they have. You can use an action to activate one of the following properties:
Doom. You target a creature you can see that can see you. The target creature must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn.
Fear. You target a creature you can see that can see you. The target creature must succeed on a DC 17 Wisdom saving throw or be affected as though by the fear spell. You can't use this property again until the next dawn.
Eyes of Petrification
Wondrous item, legendary (requires attunement)
These crystal lenses fit over the eyes. While wearing them, you can speak their command word as a bonus action to activate the eyes, allowing you to petrify creatures who meet your gaze. If a creature starts its turn within 30 feet of you and you can see each other, you can force the creature to make a DC 19 Constitution saving throw if you aren't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.
A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.
Gauntlet of Rust
Wondrous item, rare
While wearing this metal gauntlet, you can use an action to make a melee weapon attack. If the target is made of a ferrous metal (iron, adamantine, mithral, etc.), it takes 5d12 necrotic damage.
Gloves of Dexterity
Wondrous item, rare (requires attunement)
Your Dexterity score is 19 while you wear this cloak. It has no effect on you if your Dexterity is already 19 or higher.
Glove of Storing
Wondrous item, uncommon
While wearing this glove, you can speak its command word as a bonus action to cause one item held in your hand to disappear into an extradimensional space. The item can weigh no more than 20 pounds and must be able to be held with one hand. As a bonus action, you can snap your fingers, causing an item stored within the glove to appear in your hand. An item stored within the glove is held in stasis.
Hand of Glory
Wondrous item, rare (requires attunement)
This mummified hand hangs by a leather cord. Rings placed on the hand's fingers while you are wearing it around your neck function as if you are the wearer.
Up to two rings that you attune to that are worn by the hand don't count against your normal limit of attuned items.
Hand of the Mage
Wondrous item, common (requires attunement)
This mummified elf hand hangs by a golden chain. While wearing it around your neck, you can cast the mage hand spell at will.
Harp of Charming
Wondrous item, rare (requires attunement)
When you play this harp for 10 minutes, you can attempt to influence the minds of the audience. You must make a DC 13 Charisma (Performance) or Charisma (harp) check. On a success, each creature of your choice within 120 feet that can hear your performance is subjected to the effects of the mass suggestion spell (save DC 13), except the spell can affect more than twelve creatures.
On a failure, each of the creatures is immune to the effects of the harp for the next 24 hours.
Helm of Underwater Action
Wondrous item, uncommon (requires attunement)
While wearing this helm underwater, you can see in darkness within 120 feet of you as if it were dim light, and your sight bypasses water conditions which obstruct vision (but not solid objects, such as weeds).
As an action, you can speak the helm's command word to creature a globe of air around your head, allowing you to breathe air while underwater. The globe disappears if you use your action to speak the command word again, or take off the helmet.
Horn of Fog
Wondrous item, common
While holding this horn, you can use an action to blow it, causing a cloud of fog to appear in a 10-foot cube next to you. The cloud moves 10 feet away from the point where you blew the horn to create it each round on your turn. The cloud's area is heavily obscured, and it lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
Horn of Goodness/Evil
Wondrous item, rare (requires attunement by a creature of evil or good alignment)
This item changes its nature to match yours. If you are good, it is a horn of goodness while you are attuned to it. If you are evil, it is a horn of evil. A horn of goodness only protects against creatures of evil alignment, while a horn of evil only protects against those of good alignment.
While holding the horn, you can use your action to blow it, protecting you with a magical ward. You and each creature within 10 feet of you gain the effect of the protection from evil and good spell for 1 hour (no concentration required). A creature only gains this effect while they remain within 10 feet of you, and a creature that moves within 10 feet of you gains the effect even if they were not within range when you blew the horn.
In addition, aberrations, celestials, elementals, fey, fiends, and undead cannot willingly move to a space within 10 feet of you. If they enter the area unwillingly (such as if you move towards them, or if they are pushed into the area), they are not forced to move away.
If the horn is blown, it can't be used again until the next dawn.
Horn of the Tritons
Wondrous item, very rare (requires attunement)
This horn has 3 charges, and regains 1d3 expended charges daily at dawn. While holding the horn, you can use your action to blow it, expending a charge and activating one of the following properties:
Calm Waters. You calm all rough waters within 1 mile of you.
Summon Sharks. If you are in a body of water where such creatures dwell, you attract aquatic predators to your location. The creatures arrive in 1d10 minutes. They are friendly towards you and do their best to obey your commands. Roll on the following table.
| d% | Shark Type | Number of Sharks |
|---|---|---|
| 01-50 | Reef Shark | 5d6 |
| 51-80 | Hunter Shark | 3d6 |
| 81-100 | Sea Lion | 1d6 |
Fear. Aquatic creatures with an Intelligence score of 3 or lower within 500 feet must succeed on a DC 15 Wisdom saving throw or be affected as though by the fear spell. A creature that succeeds on the saving throw is frightened of you for 1 minute. It can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Incense of Meditation
Wondrous item, legendary
If you take a long rest while this incense is burning nearby, for the next 24 hours when you would normally roll one or more dice to restore hit points with a spell, you instead use the highest number possible for each die.
The incense must be burning for the entire rest. After burning for 8 hours, or if it is ever snuffed out, the incense is destroyed.
Ioun Stone, Greater Sustenence
Wondrous item, very rare (requires attunement)
This item is an ioun stone, and has all of the properties common to ioun stones.
You don't need to breathe while this iridescent spindle orbits your head.
Lens of Detection
Wondrous item, uncommon
While this circular prism is held over the eye, you have advantage on Intelligence (Investigation) checks that rely on sight, and on Wisdom (Survival) checks made to follow tracks.
Lyre of Building
Wondrous item, legendary
While holding this lyre, you can use your action to strike the proper chords, warding nearby objects against harm. Each object within 300 feet becomes immune to the disintegrate spell and to all damage for 1 hour. Once you use this property of the lyre, it can't be used again until the next dawn.
Additionally, you can strum the lyre to build structures. Each hour of playing is the equivalent of 100 average humans laboring for 10 days. The lyre cannot only construct aboveground buildings, but dig ditches and mines. You must supply any raw resources required for the construction. For each hour played after the first, you must succeed on a DC 15 Charisma (Performance) or Charisma (lyre) check or the effect ends. You must use your action each round to maintain the effect. If the effect ends, either because you failed the ability check or stopped playing, and this property of the lyre cannot be used again until 10 days have passed.
Mantle of Faith
Wondrous item, very rare (requires attunement)
You have resistance to radiant damage and nonmagical bludgeoning, piercing, and slashing damage while you wear this cloak.
Manual of Greater Stone Golems
Skip's Guide to Monsters contains statistics for a Greater Stone Golem. If you use these constructs in your game, using a manual to create one takes 180 days and costs 135,000 gp.
Mask of the Skull
Wondrous item, very rare (requires attunement)
While wearing this ivory mask, you can speak its command word to have it fly up to 60 feet away and make a melee weapon attack against a creature within that range with a +7 bonus to hit. On a hit, the creature must make a DC 15 Constitution saving throw, taking 10d10 necrotic damage on a failed save, or half as much on a successful save. Once the mask has been used in this way, it can't be used again until the next dawn.
Mattock of the Titans
Wondrous item, rare
This magical digging tool is sized for use by Huge creatures. Any creature of at least that size can use the mattock to loosen earth (10-foot cube every 10 minutes) or break stone (10-foot cube every hour).
Additionally, the mattock can be used as a weapon. It functions as a Huge warhammer, and you have a +2 bonus to attack and damage rolls made with it. Any attack made with it against an object is a critical hit.
Maul of the Titans
Weapon (maul), very rare
You gain a +2 bonus to attack and damage rolls made with this magic weapon. However, unless you have a Strength score of 18 or higher, you have disadvantage on attack rolls made with it.
Additionally, the weapon deals triple damage against objects.
Mirror of Mental Prowess
Wondrous item, legendary (requires attunement)
This mirror is 5 feet tall and 2 feet wide. While you are attuned to the mirror, you can use the following properties:
Detect Thoughts. You can automatically read the surface thoughts of any creature with an Intelligence score higher than 3 whose image is reflected in the mirror, as long as you are within 30 feet of it.
Clairvoyance. You can use an action to create an invisible sensor, as in the clairvoyance spell, except the target location can be outside of the usual range, or even on another plane, as long as you are familiar with it.
Transport. While you a viewing a location through the Clairvoyance property of the mirror, you can use an action to turn the mirror into a portal to that location and step through. The other side of the portal is invisible. The portal closes when you return through it, or after 24 hours have passed.
Lore. You can ask a question of the mirror about a creature whose image is shown on its surface. The answers your receive are similar to those of the legend lore spell, but the target creature need not be of legendary importance. Once this property is used, it can't be used again for 10 days.
Mirror of Opposition
Wondrous item, legendary
This mirror can be activated or deactivated by speaking its command word. If a creature sees its reflection in the mirror's surface while it is active, the mirror expends a charge to create an exact duplicate of that creature, including its possessions. The duplicate immediately attacks its original to the best of its ability, and doesn't stop until either it or the original is dead. When either the duplicate or the original is killed or destroyed, the duplicate and all of its items disappear.
The mirror has 4 charges. It regains all expended charges daily at dawn.
Murlynd's Spoon
Wondrous item, uncommon
When you place this unremarkable spoon into an empty container, the container fills with a thick, pasty gruel. The gruel tastes of warm, wet cardboard, but is highly nourishing. The spoon can produce enough gruel to feed up to four humans each day, refilling each day at dawn.
Orb of Storms
Wondrous item, very rare (requires attunement)
While this 8 inch diameter sphere is on your person, you can tolerate temperatures as low as -50 degrees or as high as 140 degrees. While you are holding it, you can use the following properties:
Control Weather. You cast the control weather spell from the orb. You can't do so again until the next dawn.
Storm of Vengeance. You cast the storm of vengeance spell from the orb. You can't do so again for one month.
Pearl of the Sirines
Wondrous item, uncommon (requires attunement)
While holding this pearl, you have a swim speed of 60 feet. In addition, you can breathe underwater, and your weapon attacks are not hindered by water.
Pearls of Power of Higher Spell Levels
Some pearls of power are more powerful than others, and grant allow you to regain spell slots of higher than 3rd level, or an extra spell slot.
...Pearl of Power Rarity Highest Spell Level — Uncommon 3rd Greater Rare 5th Superior Very Rare 7th Supreme Legendary 9th Dual Very Rare 3rd (two slots)
Phylactery of Faithfulness
Wondrous item, common
This small box contains religious scripture and is affixed to a leather cord. While you are wearing it around your forehead, whenever you are about to commit an action or attune to a magic item that might change your alignment, harm your standing with your deity, or break some other code you must keep to use class features or other abilities, you are aware of these consequences.
Phylactery of Undead Turning
Wondrous item, uncommon (requires attunement by a Cleric)
While this item is in your possession, creatures have disadvantage on saving throws against your Turn Undead class feature. Additionally, your Cleric level is treated as three levels higher for the purpose of what CR of undead creatures you can destroy with Turn Undead.
Pipes of Pain
Wondrous item, very rare (requires attunement)
You must be proficient with wind instruments to use these pipes. You can use an action to play them to create a wondrous melody. Each creature within 30 feet of you that hears you play must succeed on a DC 17 Wisdom saving throw or become charmed by you for 1 minute, until you stop playing, or until anyone does anything harmful to them.
If a creature is charmed for 1 minute, they become permanently cursed when you stop playing. For the next minute, unless the cursed creature is in a totally silent area, it takes 1d4 thunder damage at the start of each of its turns and is vulnerable to thunder damage. After this minute of pain, the cursed creature becomes hypersensitive to sound. Unless the creature is in a totally silent area, any noise causes the creature to become frightened until the noise stops.
Pipes of Sounding
Wondrous item, common
You must be proficient with wind instruments to use these pipes. You can use an action to play them. The volume can range from a whisper to a scream, and it can be any sound you choose. The sound can continue unabated as long as you use your action each round to play the pipes.
Ring Gates
Wondrous item, very rare
Ring gates come in pairs, each one an 18 inch diameter ring designed to match the other. The rings must be on the same plane of existence and within 100 miles of each other to function. Anything put through one ring comes out the other, and up to 100 pounds of material can be transfered each day. Things only partially pushed through and then retracted do not count against this limit.
A creature might reach through the ring to grab at things on the other side, stab a weapon through to make attacks, or even cast spells through the gate. The ring is considered a Tiny space. A Tiny creature can pass through with ease, a Small character must squeeze through the ring, and a Medium or larger creature cannot pass through the ring.
Robe of Blending
Wondrous item, rare (requires attunement)
While wearing this robe, you gain a +10 bonus to Dexterity (Stealth) checks made to hide. Additionally, you can you can use an action to cast the disguise self spell from it at will. The spell ends if the robe is removed.
Robe of Bones
Wondrous item, rare
This robe appears to be unremarkable, but while wearing it you can see various patches that resemble undead creatures. While wearing the robe, you can use an action to detach one of the patches, causing it to become the undead creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
- Small skeleton (use the skeleton statblock, but Small size and 11 hit points)
- Skeleton
- Wolf skeleton
- Small zombie (use the kobold zombie statblock)
- Zombie
- Bugbear zombie
Salve of Slipperiness
Wondrous item, very rare
As an action, you can coat one a creature of Large size or smaller, or a surface or object of up to 100 square feet, with this salve.
Creature. Whenever a creature coated with this salve makes a Dexterity check to escape or resist a grapple, squeeze though a small space, or escape from bonds, they can treat the number rolled on the die as a 20.
Surface. A surface coated with this salve becomes slippery, as if a grease spell was cast on it.
Scabbard of Keen Edges
Wondrous item, very rare
While holding a weapon sheathed in this scabbard, you can use a bonus action to expend a charge to magically enhance the weapon for 1 minute. You score a critical hit on a roll of 19 or 20 on attacks made with the enhanced weapon.
The scabbard has 3 charges, and regains all expended charges daily at dawn.
Golembane Scarab
Wondrous item, uncommon
While wearing this beetle-shaped pin, you can use your action to sense the presence and location of any construct within 60 feet. Additionally, your weapon attacks count as magical for the purposes of overcoming a construct's resistance or immunity to nonmagical attacks and damage.
Shrouds of Disintegration
Wondrous item, uncommon
If a corpse is placed inside these fine, embroidered burial wrappings, you can speak the shrouds' command word to cause the corpse to turn to dust. The shrouds then become nonmagical. These shrouds cannot be used under any circumstances to disintegrate a living or undead creature, or a construct.
Silversheen
Potion, uncommon
This oil can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the weapon counts as silver for the purposes of overcoming resistance and immunity to nonmagical attacks and damage.
Stone of Alarm
Wondrous item, common
While holding this cube, you can use your action to speak its command word to affix it to an object, or to detach it. When the object is touched by a creature that does not first speak the command word, the object emits a piercing screech for the next hour.
Stone Horse
Wondrous item, very rare
While within 30 feet of this full-sized horse statue, you can use a bonus action to speak its command word and cause it animate, using the statistics of a warhorse, or return to its immobile stone form. The horse is a construct, is immune to poison and psychic damage, and it cannot be poisoned or become exhausted. Its carrying capacity is doubled (1,080 lbs), and the horse suffers no penalties for being partially encumbered. The horse does not regain hit points after completing a short or long rest.
If you cast a greater restoration spell (or use a similar effect that cures petrification) on the horse while it is below maximum hit points, you can choose to have it become a normal, flesh-and-blood warhorse. Its type changes to beast, and it can spend hit dice and heal over long rests as a normal creature. When it reaches maximum hit points, it reverts to its stone form.
Alternatively, you can feed the horse gems to heal it while in its stone form. It must use its action to eat the gems, and it heals 1 hit point for every 10 gp worth of gems it eats.
Stone Salve
Potion, rare
This glass vial contains 2 doses of gray ointment. As an action, one dose can be applied to the skin of a petrified creature, ending the petrified condition. Alternatively, if applied to the flesh of a non-petrified creature, they gain the effect of the stoneskin spell for 1 minute.
Strand of Prayer Beads
Wondrous item, varies (requires attunement by a cleric, druid, paladin, or ranger)
While holding this strand of small beads, you can use your action to activate one of the following properties, each of which is tied to a particular bead. If a bead is removed from the strand, it becomes nonmagical. Once a bead is used, it can't be used again until the next dawn.
Bead of Blessing. You cast the bless spell.
Bead of Healing. You cast the lesser restoration spell, or the cure wounds spell as a 3rd-level spell.
Bead of Karma. When you cast a spell that deals damage or restores hit points, you add your spellcasting ability modifier to the damage or healing.
Bead of Smiting. You cast the flame strike spell (save DC 17)
Bead of Summons. You summon a deva, glabrezu, or horned devil. The chosen creature apears in an unoccupied space you can see within 30 feet of you. The summoned creature is friendly to you and your companions and follows your commands, and it disappears after 1 hour or when it drops to 0 hit points (if you use this bead frivolously, or use it to summon a creature opposed to your own alignment, the deity that the summoned creature served punishes you by confiscating your equipment and preventing you from using a bead of summon ever again. This can only be reversed by the intervention of a deity)
Bead of Wind Walking. You cast the wind walk spell.
A strand of prayer beads has the following beads on it, depending on its rarity. Other strands with different assortments of beads might exist.
| ... of Prayer Beads | Rarity | Beads |
|---|---|---|
| Lesser Strand | Rare | Blessing, Healing |
| Strand | Very Rare | Healing, Karma, Smiting |
| Greater Strand | Legendary | Healing, Karma, Summons, Wind Walking |
Vest of Escape
Wondrous item, uncommon
While you are wearing this vest, you can use your action to retrieve magical lockpicks from an invisible pocket that only you can use. While using these tools, you have advantage on Dexterity (Thieves' Tools) checks made to pick locks. If you take off the vest or the picks leave your possession, they disappear back into the pocket. Additionally, you have advantage on Dexterity (Acrobatics) checks made to escape or resist a grapple, squeeze though a small space, or escape from bonds.
Druid's Vestments
Wondrous item, rare (requires attunement by a druid)
While you are wearing these robes and regain expended uses of Wild Shape, you gain one extra use of that ability.