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# Monte's Guide to Magic Items This guide is a conversion of various magical items from the 3.5e Dungeon Master's Guide that, as of the writing of this guide, have not been officially updated to 5e. Magical items in 3.5e have much greater variety and customization than they do in 5e, so a certain amount of standardization was necessary. ## Armor #### Shield of Arrow Deflection --- *Armor (shield), uncommon (requires attunement)* --- When a ranged weapon attack hits you while you're holding this shield, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier. #### Bashing Shield --- *Armor (shield), uncommon* --- While holding this shield, you can attack with it as if it were a melee weapon with the Light property, dealing 1d6 damage on a hit. You are proficient with this attack if you are proficient with all simple or martial melee weapons. #### Blinding Shield --- *Armor (shield), rare (requires attunement)* --- This shield has 3 charges. While holding it, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You can use your action to expend 1 of its charges to cause the shield to flash with a blinding light in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The shield regains 1d3 expended charges daily at dawn. #### Reflecting Shield --- *Armor (shield), very rare (requires attunement)* --- While holding this shield, you can use your reaction to cause a spell that targets only you (not in an area of effect) to have no effect on you and instead target the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. This property of the shield can't be used again until the next dawn. #### Shadow Leather --- *Armor (leather armor), uncommon* --- While wearing this armor, you have advantage on Dexterity (Stealth) checks made to hide. \columnbreak #### Slick Armor --- *Armor (light, medium, or heavy), common* --- This armor is coated at all times with a slightly greasy oil. While wearing it, you have advantage on ability checks made to resist or escape a grapple. #### Armor of Spell Resistance --- *Armor (light, medium, or heavy), very rare (requires attunement)* --- While wearing this armor, you have advantage on saving throws against spells, and spell attacks have disadvantage against you. #### Half Plate of Undead Control --- *Armor (half plate), very rare (requires attunement)* --- This armor has 5 charges. While wearing the armor, you gain a +1 bonus to AC. In addition, you can use your action to expend 1 or more charges to assert control over zombies and skeletons as if you had cast the *animate dead* spell, except the undead do not have to have been animated by you. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The armor regains all expended charges daily at midnight. #### Armor of the Wild --- *Armor (hide), rare (requires attunement by a druid)* --- While wearing this armor, you gain a +1 bonus to AC. When you use your Wild Shape class feature while wearing the armor, your AC is 13 + Dex modifier (max 2) or the beast's AC, whichever is higher. The armor still merges with your form when you transform, and cannot be seen. #### Lucky Splint --- *Armor (splint), rare (requires attunement)* --- While wearing this armor, you gain a +1 bonus to AC. When a creature that you can see hits you with an attack, you can use your reaction to force that creature to reroll. The creature must use the new roll. This property of the armor can't be used again until the next dawn. #### Celestial Armor --- *Armor (chainmail), legendary (requires attunement)* --- While wearing this armor, you gain a +2 bonus to AC. The armor can be worn under normal clothes, and does not impose disadvantage on Dexterity (Stealth) checks or have a Strength requirement. Additionally, you can use an action to speak the armor's command word. This causes a pair of white angel wings to sprout from the back of the armor for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again until the next dawn. \pagebreakNum #### Plate Armor of Speed --- *Armor (plate), legendary (requires attunement)* --- While wearing this armor, you gain a +2 bonus to AC. It does not have a Strength requirement. Additionally, at the start of each of your turns, you can choose to expend 1 of 10 charges to act with extraordinary haste until the start of your next turn. While hasted in this manner, your speed is doubled, you gain an additional +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The armor regains all charges daily at dawn. #### Plate Armor of the Deep --- *Armor (plate), rare (requires attunement)* --- While wearing this armor, you gain a +1 bonus to AC. Additionally, you have a swim speed equal to your walking speed, and can breathe underwater. You can communicate with any creature that knows a language and can breathe water. #### Rhino Hide --- *Armor (hide), rare* --- While wearing this armor, you gain a +1 bonus to AC. Additionally, once per turn when you move at least 20 feet towards a target and hit it with a melee weapon attack on the same turn, you deal an additional 2d8 damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone. #### Absorbing Shield --- *Armor (shield), very rare (requires attunement)* --- While holding this shield, you can use your action to touch it to a target. The target must succeed on a DC 17 Dexterity saving throw or take 8d10 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. This property of the shield can't be used again until the next dawn. #### Caster's Shield --- *Armor (shield), rare* --- While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You are considered proficient with this shield even if you lack proficiency with shields. This shield has a small leather strip on the back on which a spellcaster can inscribe a single spell of 3rd level or lower, as on a scroll (see Xanathar's Guide to Everything page 133 for rules on scribing scrolls). A scroll scribed in this way has half the normal cost. There is a chance that the shield already contains an inscribed spell, as shown in the following table: |1d20 | Spell Level | Save DC | Attack Bonus | |:---:|:---:|:-----------:|:---:| | 1-10 | None | N/A | N/A | | 11-13 | Cantrip | 13 | +5 | | 14-16 | 1st | 13 | +5 | | 17-18 | 2nd | 13 | +5 | | 19-20 | 3rd | 15 | +7 | #### Darkwood Shield --- *Armor (shield), uncommon* --- Darkwood is as hard as normal wood but very light. You are considered proficient with this shield even if you lack proficiency with shields. #### Lion's Shield --- *Armor (shield), rare (requires attunement)* --- While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. As a bonus action, you can expend 1 of 3 charges to speak the shield's command word, causing it to make a melee weapon attack against a creature within 5 feet. You have a +5 bonus to hit with this attack, which deals 2d6 piercing damage. The shield regains 1d3 expended charges daily at dawn. #### Spined Shield --- *Armor (spiked shield), uncommon (requires attunement)* --- This shield has three outward-facing spines. As an action, you can speak the shield's command word, causing the shield to fire one of its magical spines. Make a ranged weapon attack for the spine, which has a range of 80/320 feet and deals 1d6 piercing damage plus your Dexterity modifier. You are proficient in this attack. The shield regrows 1d3 fired spines daily at dawn. #### Winged Shield --- *Armor (shield), very rare (requires attunement)* --- While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You can speak the shield's command word as an action to make the shield hover and fly until you are more than 30 feet away from the shield or repeat the command word as an action. It moves according to your telepathic commands, provided you are within 30 feet of it. It has a flying speed of 60 feet. It can carry up to 300 pounds, but its flying speed becomes 40 feet while carrying over 150 pounds. \pagebreakNum ## Weapons #### Aligned Weapon --- *Weapon (any), uncommon (requires attunement by a creature of the weapon's alignment)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. Each *aligned weapon* is associated with a particular alignment: good (*holy*), law (*axiomatic*), chaos (*anarchic*), or evil (*unholy*). When you hit a creature that has an alignment opposed to that of the weapon (for example, when you hit an evil creature with a *holy weapon*), the creature takes an additional 1d6 damage. This damage is radiant for *holy* and *axiomatic* weapons, and necrotic for *anarchic* and *unholy* weapons. When you hit a fiend (for a *holy weapon*), aberration (for an *axiomatic weapon*), construct (for an *anarchic weapon*), or celestial (for an *unholy weapon*) with the weapon, you deal an additional 1d6 radiant or necrotic damage. #### Brilliant Energy Weapon --- *Weapon (any), very rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon's significant portion (such as a blade, axe head, or arrowhead) is made of light and deals radiant damage. The light ignores nonliving matter. You have advantage on attack rolls with this weapon against creatures wearing armor. Your attacks with this weapon are ineffective against undead, constructs, and objects. In addition, the weapon emits bright light in a 20-foot radius and dim light for an additional 20 feet. This light can be covered, but it can't be turned off. #### Distance Bow --- *Weapon (any bow or crossbow), common* --- Your range is doubled with attacks with this magic weapon. #### Keen Weapon --- *Weapon (any weapon that deals piercing or slashing damage), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you score a critical hit on a roll of 19 or 20 on attacks made with this weapon.
> ##### Bane Weapons > For a weapon that is especially powerful against a single creature type, use the *dragon slayer* but change the creature type to the desired type. A bane weapon does not have to be a sword. \columnbreak #### Weapon of Ki Focus --- *Weapon (any melee weapon), rare (requires attunement by a monk)* --- You gain +2 bonus to attack and damage rolls made with this magic weapon, which you are automatically considered proficient with. It is also considered a monk weapon for you. #### Merciful Weapon --- *Weapon (any), common* --- When you reduce a creature to 0 hit points with this weapon, they are unconscious but stable. #### Axe of Mighty Cleaving --- *Weapon (any axe), rare* --- Once per turn, when you reduce a creature to 0 hit points with this magic weapon, you can immediately make an attack against another creature within range. #### Returning Weapon --- *Weapon (any thrown weapon), common (requires attunement)* --- After you use this magic weapon to make a ranged weapon attack, it returns to your hand at the start of your next turn if you aren't incapacitated and have a free hand to catch it. If you can't catch the weapon, it falls to the ground at your feet. #### Seeking Bow --- *Weapon (any bow or crossbow), rare* --- You gain a +1 bonus to attack and damage rolls with this magic weapon. You do not have disadvantage on attack rolls against creatures you can't see. #### Weapon of Spell Storing --- *Weapon (any), rare (requires attunement)* --- This weapon can store a spell cast into it, holding it until the wielder releases it against a target hit by the weapon. Any creature can cast a spell into the weapon by touching the weapon as the spell is cast. The spell must be of 1st through 5th level, require an action to cast, and target only one creature. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect. When you hit a creature with this weapon, you can choose to cast the stored spell as part of the attack, with the target of the attack as the target of the spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space. #### Thundering Weapon --- *Weapon (any), rare (requires attunement)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d8 thunder damage, and must succeed on a DC 15 Constitution saving throw or become deafened for 1 minute. \pagebreakNum #### Throwing Weapon --- *Weapon (any melee weapon), common* --- This magic weapon has the Thrown property with a range of 30/120 feet. #### Assassin's Dagger --- *Weapon (dagger), rare (requires attunement by an assassin)* --- You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit with this weapon against a surprised creature, you can reroll a number of dice equal to your Intelligence modifier. In addition, when you hit a creature with this weapon and use your Death Strike class feature, the target has disadvantage on their saving throw. #### Life-Drinker --- *Weapon (greataxe), legendary (requires attunement)* --- You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, both you and it must make a DC 17 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save has its hit point maximum reduced by an amount equal to the necrotic damage taken. Undead and constructs are immune to the necrotic damage. #### Rapier of Puncturing --- *Weapon (rapier), very rare (requires attunement)* You gain a +1 bonus to attack and damage rolls with this magic weapon, which has all the properties of a *sword of wounding*. In addition, you can expend 1 of 3 charges as part of an attack to sap the target's vitality. The target must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage dealt by the weapon. The sword regains 1d3 expended charges daily at dawn. #### Screaming Bolt --- *Weapon (bolt), rare* --- When fired, each creature within 20 feet of the path of the bolt must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.
> ##### Vicious Weapon > When you roll a 20 on your attack roll with a *vicious weapon* and deal the extra 7 damage, you take 3 necrotic damage. This damage ignores resistance and immunity. \columnbreak #### Shifter's Sorrow --- *Weapon (two-bladed sword), rare (requires attunement)* --- This blades of this magic weapon are silvered. When you hit a shapechanger with this weapon, it takes an extra 2d6 damage. Additionally, when you hit a creature that is in a form other than its original one, it must succeed on a DC 15 Wisdom saving throw or return to its original form. #### Sleep Arrow --- *Weapon (arrow), uncommon* --- When you hit a creature with this piece of magic ammunition, it must succeed on a DC 13 Wisdom saving throw or fall unconscious. If the damage dealt by the arrow reduces the creature to 0 hit points, it falls unconscious but is stable. A creature that fails their Wisdom saving throw and falls unconscious but is not at 0 hit points wakes up if they take any damage, or if another creature uses their action to shake them awake. #### Sword of the Planes --- *Weapon (longsword), very rare* --- You gain a bonus to attack and damage rolls with this magic weapon depending on the plane you are currently occupying and the native plane of the target creature. If the target creature is native to a plane other than the one you are currently occupying, use the higher bonus. | Bonus | Plane | |:---:|:-----------:| | +0 | Material Plane | | +1 | Elemental Plane | | +2 | Astral or Ethereal Plane | | +3 | any other plane | #### Sword of Subtlety --- *Weapon (shortsword), very rare (requires attunement by a rogue)* --- You gain a +3 bonus on attack and damage rolls made with this magic weapon if the attack is a sneak attack. #### Sylvan Scimitar --- *Weapon (scimitar), very rare* You gain a +2 bonus on attack and damage rolls made with this magic weapon. When used outdoors in a temperate climate, you deal an extra 1d6 damage of the weapon's type when you hit with it. When you reduce a creature to 0 hit points with this weapon on your turn, you can use your bonus action to make an attack against another creature within range. #### Trident of Warning --- *Weapon (trident), uncommon* --- While holding this magic weapon, you can use your action to point it in a direction to detect aquatic predators. You learn the species and location of each aquatic predator in a 600-foot cone. \pagebreakNum ## Potions #### Potion of Adaptation --- *Potion, uncommon* --- When you drink this potion, you and everything you wear and carry are unharmed by temperatures as low as –50 degrees Fahrenheit and as high as 150 degrees Fahrenheit for the next 24 hours. #### Potion of Invisibility from Undead --- *Potion, uncommon* --- When you drink this potion, you become invisible to undead creatures for 1 hour. Anything you wear or carry is invisible with you. Other creatures perceive you normally. The effect ends early if you attack, cast a spell, or turn undead. #### Potion of Springing --- *Potion, common* --- When you drink this potion, your jump distance is tripled for 1 hour. #### Potion of Arcane Armor --- *Potion, uncommon* --- When you drink this potion, you are surrounded in a protective magical force, granting you an AC of 13 plus your Dexterity modifier for the next 8 hours as long as you are not wearing any armor. #### Potion of Magic Strikes --- *Potion, varies* --- When you drink this potion, your unarmed strikes and natural weapons become magical and gain a bonus on attack and damage rolls for 1 hour. This bonus depends on the potion's rarity. | Potion of... | Rarity | Bonus | |:---|:-----------|:---:| | Magic Strikes | Uncommon | +1 | | Greater Magic Strikes | Rare | +2 | | Superior Magic Strikes | Very Rare | +3 |
> ##### Oil of Sharpness > > Some *oils of sharpness* aren't as powerful as others, and grant enhancement bonuses less than +3. > > | Oil of... | Rarity | Bonus | > |:---|:-----------|:---:| > | Minor Sharpness | Uncommon | +1 | > | Lesser Sharpness | Rare | +2 | > | Sharpness | Very Rare | +3 | \columnbreak #### Oil of Magic Stones --- *Potion, uncommon* --- This oil can coat up to three small stones. Applying the oil takes an action. For 1 hour, the coated stones become magical and gain a +1 bonus on attack and damage rolls made with them. They can be slung from a sling as magical ammunition, or can be thrown. If thrown, they have the Thrown property, a range of 20/60 feet, and deal 1d4 damage. All creatures are considered proficient when throwing the stones. #### Potion of Passing Without Trace --- *Potion, rare* --- When you drink this potion, you gain a +10 bonus to Dexterity (stealth) checks and cannot be tracked except by magical means. You leave behind no tracks or other traces of your passage. #### Potion of Protection from Evil and Good --- *Potion, rare* --- When you drink this potion, you gain the effect of the *protection from evil and good* spell for 1 hour (no concentration required). #### Potion of Courage --- *Potion, rare* --- When you drink this potion, you become immune to being Frightened for 1 hour. If you are Frightened when you drink the potion, you are no longer Frightened. #### Potion of Sanctuary --- *Potion, uncommon* --- When you drink this potion, any creature who targets you with an attack or harmful spell in the next minute must make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This potion doesn't protect the drinker from area effects, such as the explosion of a *fireball*. If the drinker makes an attack or casts a harmful spell that affects an enemy creature, the effect ends. #### Potion of Faith Shielding --- *Potion, rare* --- When you drink this potion, you gain a +2 bonus to AC for the next 10 minutes as you are surrounded by a shimmering field. #### Oil of Shillelagh --- *Potion, uncommon* --- This oil can coat one club or quarterstaff. Applying the oil takes 1 minute. For 1 minute, you can use your Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks using the coated weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already. \pagebreakNum #### Oil of Align Weapon --- *Potion, rare* --- This oil can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. Each vial of oil is associated with a particular alignment: good (*holy*), law (*axiomatic*), chaos (*anarchic*), or evil (*unholy*). For 10 minutes, the coated weapon gains the properties of an *aligned weapon* of the same type. #### Potion of Aid --- *Potion, uncommon* --- When you drink this potion, your hit point maximum and current hit points increase by 5 for the next 8 hours. #### Potion of Barkskin --- *Potion, uncommon* --- When you drink this potion, your skin gains a rough, bark-like appearance, and your AC can't be less than 16 for the next hour regardless of what kind of armor your are wearing. #### Potion of Ability Enhancement --- *Potion, rare* --- These potions come in six varieties, each of which affects a different ability score: *potion of boar's strength* (Strength), *cat's grace* (Dexterity, *bear's endurance* (Constitution), *fox's cunning* (Intelligence), *owl's wisdom* (Wisdom), and *eagle's splendour* (Charisma). When you drink this potion, you have advantage on ability checks made with that ability for the next hour. #### Potion of Blurring --- *Potion, uncommon* --- When you drink this potion, you gain the effect of the *blur* spell for 1 minute (no concentration required). #### Oil of Darkness --- *Potion, uncommon* --- This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. Magical darkness spreads from the object to fill a 15-foot radius sphere for 10 minutes. Covering the object with an opaque object blocks the darkness. #### Potion of Darkvision --- *Potion, rare* --- When you drink this potion, you gain darkvision with a radius of 60 feet for the next 8 hours. If you already have darkvision with a radius of at least 60 feet, the range of your darkvision increases by 30 feet for the duration. #### Potion of Swimming --- *Potion, uncommon* --- When you drink this potion, you gain a swimming speed of 40 feet for the next hour. \columnbreak #### Potion of Poison Protection --- *Potion, very rare* --- When you drink this potion, you become immune to poison damage and the poisoned condition for 1 hour. If you are poisoned when you drink the potion, the poison is neutralized. #### Oil of Invisibility --- *Potion, rare* --- This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. The object becomes invisible for 24 hours. #### Potion of Hiding and Sneaking --- *Potion, uncommon* --- When you drink this potion, you gain a +10 bonus on Dexterity (Stealth) checks for 1 hour. #### Potion of Levitation --- *Potion, rare* --- When you drink this potion, you gain the effect of the *levitate* spell for 10 minutes. You can change your altitude as if you had cast the spell. #### Oil of Levitation --- *Potion, uncommon* --- This oil can coat a single object with a surface area of up to 10 square feet that weighs 500 pounds or less. Applying the oil takes 1 minute. The object rises 5 feet into the air and floats there for 10 minutes. The object can be moved freely by physical labor, and continues to float in place for the duration. #### Potion of Misdirection --- *Potion, rare* --- When you drink this potion, choose another creature or object within 30 feet. Whenever you are subjected to any divination spell or other effect which would sense your properties, the effect instead targets the other creature or object as long as it is within 30 feet. #### Potion of Protection from Arrows --- *Potion, very rare* --- When you drink this potion, you ignore the first 50 damage dealt by nonmagical ranged weapon attacks made within the next 10 minutes. #### Potion of Undetectable Alignment --- *Potion, rare* --- When you drink this potion, you become immune to any effect that would sense your alignment. #### Potion of Vision --- *Potion, uncommon* --- When you drink this potion, you gain advantage on Intelligence (Investigation) checks for 1 hour. \pagebreakNum #### Oil of Light --- *Potion, common* --- This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. The object radiates bright light in a 60-foot radius and dim light for an additional 60 feet. Covering the object with an opaque object blocks the light. #### Potion of Displacement --- *Potion, very rare* --- When you drink this potion, you project an illusion that makes you appear to be standing in a place near your actual location for 1 minute. Creatures have disadvantage on attack rolls against you. If you take damage, this effect ceases to function until the start of your next turn. The effect also does not function if you are incapacitated, restrained, or otherwise unable to move. #### Oil of Flame --- *Potion, uncommon* --- This oil can coat one melee weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated weapon deals an additional 1d6 fire damage. A flammable object hit by this weapon ignites if it isn't being worn or carried. #### Oil of Keen Edge --- *Potion, very rare* --- This oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated weapon is magical and scores a critical hit on a roll of 19 or 20. #### Potion of Magic Circle --- *Potion, legendary* --- When you drink this potion, 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 drank the potion. 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. #### Elixer of Truth --- *Potion, very rare* --- When you drink this potion, you must succeed on a DC 17 Wisdom saving throw or be forced to speak nothing but the truth for 10 minutes. You are compelled to answer any questions asked of you during that time, but for each question you can make a DC 17 Wisdom saving throw, ending the effect on a successful save. \columnbreak #### Oil of Magic Vestment --- *Potion, varies* --- This oil can coat one set of armor or clothing. Applying the oil takes 10 minutes. For 8 hours, the coated item is magical and grants a bonus to AC depending on its rarity. Coated clothing is treated as armor that grants an AC of 10 plus the target's Dexterity bonus. | Oil of... | Rarity | Bonus | |:---|:-----------|:---:| | Magic Vestment | Rare | +1 | | Greater Magic Vestment | Very Rare | +2 | | Superior Magic Vestment | Legendary | +3 | #### Potion of Nondetection --- *Potion, rare* --- When you drink this potion, you gain the effect of the *nondetection* spell for 8 hours. #### Potion of Rage --- *Potion, very rare* --- When you drink this potion, you fly into a berserk rage. For the next minute, you have advantage on Strength checks and Strength saving throws, you gain a +2 bonus when you roll for damage with a melee weapon attack using Strength, and you have resistance to bludgeoning, piercing, and slashing damage. **Curse.** Additionally, while the potion is in effect, you are cursed. As long as you remain cursed, you must take the Attack action on each of your turns to attack a creature. #### Potion of Remove Curse --- *Potion, rare* --- When you drink this potion, all curses affecting you end. If the curse is caused by a magic item, the curse remains on the object, but the potion breaks the drinker's attunement to the object so it can be removed or discarded. #### Potion of Tongues --- *Potion, very rare* --- When you drink this potion, you gain the effect of the *tongues* spell for 1 hour. #### Potion of Water Walk --- *Potion, common* --- When you drink this potion, you gain the effect of the *water walk* spell for 1 hour. #### Potion of Hope --- *Potion, legendary* --- When you drink this potion, you gain advantage on all attack rolls, ability checks, and saving throws, and a +2 bonus to all damage rolls, for the next minute. \pagebreakNum ## Rings #### Ring of Blinking --- *Ring, very rare (requires attunement)* --- While wearing this ring, you can use your action to gain the effects of the *blink* spell for 1 minute or until you end the effect as a bonus action. #### Ring of Chameleon --- *Ring, rare (requires attunement)* --- While wearing this ring, you can blend into your surroundings as a bonus action. You gain a +10 bonus to Dexterity (Stealth) checks made to hide until you move, attack, or cast a spell. You can use your action to cast the *diguise self* spell from it at will. The spell ends if the ring is removed. #### Ring of Climbing --- *Ring, common (requires attunement)* --- While wearing this ring, you gain a climb speed equal to your walking speed and have advantage on any Strength (Athletics) check made to climb. #### Ring of Counterspells --- *Ring, rare (requires attunement)* --- This ring can store a single spell slot cast into it, using it to counterspell spells cast at the wearer. The ring can store a spell slot of up to 5th level. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, and is converted into a *counterspell* spell of the same level. If the ring can't hold the spell, the spell is expended without effect. While wearing the ring, you can use your reaction to cast a *counterspell* spell stored in the ring. It can only be used to counterspell a spell that targets you or includes you as a target.
> ##### Ring of Protection > > Some rings of protection are more powerful than others, and grant AC and saving throw bonuses of more than +1. > > | Ring of... | Rarity | Bonus | > |:---|:-----------|:---:| > | Protection | Rare | +1 | > | Greater Protection | Very Rare | +2 | > | Superior Protection | Legendary | +3 | \columnbreak #### Ring of Force Shield --- *Ring, uncommon* --- While wearing this ring, you can use a bonus action to cause a shield-sized surface of force to emanate from it, or to dismiss it. The ring functions as an ordinary shield, granting a +2 bonus to AC. You are considered proficient with this shield even if you lack proficiency with shields. #### Ring of Friends --- *Ring, rare (requires attunement)* --- These rings always come in pairs. While wearing this ring, you can use a bonus action to cast the *warding bond* spell on the wearer of the other ring. The spell can be cast and functions as long as the both wearers are on the same plane of existence. #### Ring of Sustenance --- *Ring, rare (requires attunement)* --- While wearing this ring, you only need to rest for 2 hours to gain the benefits of a long rest. You must be attuned to the ring for 10 days before you can benefit from this effect. #### Ring of Wizardry --- *Ring, varies (requires attunement by a Bard, Sorcerer, or Wizard)* --- While wearing this ring, you have two additional spell slots of a level depending on the ring's rarity. You must already have at least one spell slot of the same level to gain this benefit. These spell slots regenerate along with your own spell slots when you take a long rest. | Ring of... | Rarity | Slot Level | |:---|:-----------|:---:| | Wizardry I | Uncommon | 1st | | Wizardry II | Rare | 2nd | | Wizardry III | Very Rare | 3rd | | Wizardry IV | Legendary | 4th | \pagebreakNum ## Rods #### Metamagic Rod --- *Rod, varies (requires attunement by a spellcaster)* --- This rod has 3 charges. When you cast a spell while holding this rod, you can expend 1 charge to add an additional effect to the spell. The exact effect depends on the type of rod. Each rod can only affect spells cast with slots up to a maximum of a certain level, depending on the rod's rarity. A spell can benefit from the effect of one of these rods only once. The rod regains 1d3 expended charges daily at dawn. **Empower.** When you roll damage for the spell, you can reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls. **Enlarge.** The spell's range is doubled. If the spell has an area (such as a line, cube, or sphere), all of its dimensions are doubled. **Extend.** If the spell has a duration of 1 minute or longer, its duration is doubled. **Maximize.** The spell deals maximum damage. **Quicken.** If the spell has a casting time of 1 action, you change the casting time to 1 bonus action. **Subtle.** The spell has no somatic or verbal components. | Rod of... | 1st-2nd | 3rd-4th | 5th-6th | |:---|:---:|:---:|:---:| | Empower | Uncommon | Rare | Very Rare | | Enlarge | Uncommon | Rare | Very Rare | | Extend | Common | Uncommon | Rare | | Maximize | Rare | Very Rare | Legendary | | Quicken | Rare | Very Rare | Legendary | | Subtle | Common | Uncommon | Rare | #### Rod of Cancellation --- *Rod, very rare* --- While holding this rod, you can touch it to a magic item to drain the item of its magical properties. If the object is being worn or carried by a creature that is not incapacitated, that creature can make a DC 17 Dexterity saving throw. On a failed save, the item is touched by the rod. An unattended item is touched automatically. A touched item must succeed on a DC 17 Wisdom saving throw or become permanently nonmagical. The item gains a bonus on this saving throw depending on its rarity (Common, +1; Uncommon, +3; Rare, +5; Very Rare, +7; Legendary, +9). If the item is being worn or carried by a creature, the item uses that creature's Wisdom saving throw modifier if it is higher. After the rod is used in this way, it becomes nonmagical and cannot be used again. \columnbreak #### Rod of Flailing --- *Rod, very rare (requires attunement)* --- While holding this rod, you can use a bonus action to transform it into a magic dire flail that grants a +2 bonus to attack and damage rolls made with it, or back into rod form. Additionally, you can use a bonus action to cause the rod to grant you advantage on saving throws and impose disadvantage on attack rolls made against you for 1 minute. The rod need not be in dire flail form to grant this benefit. Once you have used this effect, it can't be used again until the next dawn. #### Rod of Flame Extinguishing --- *Rod, rare* --- This rod has 10 charges. While holding this rod, you can use your action to touch the rod to a fire, potentially extinguishing it. To extinguish an instantaneous fire spell, you must ready your action to activate the rod. Continual magical flames, such as those of a *flame tongue* or a salamander, are suppressed for 1 minute and return after that time. If a fire is larger than a 512,000 cubic feet, the rod only extinguishes a 40-foot radius sphere centered on the point it touches. Touching the rod to a Medium or smaller nonmagical fire automatically extinguishes it without expending charges. Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a *flame tongue* or a *burning hands* spell), expends 1 charge. Extinguishing a Large or larger magical fire (such as that of a *fireball* spell) expends 2 charges. You can also attempt to touch the rod to a fire elemental, or other creature made of fire. The creature must succeed on a DC 15 Dexterity saving throw or take 6d8 cold damage. Using the rod in the way expends 3 charges. The rod regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod turns to ash and is destroyed. #### Rod of Metal and Mineral Detection --- *Rod, uncommon (requires attunement)* --- While holding this rod, the rod points to the largest mass of metal within 30 feet. You can use your action to concentrate on a specific metal or mineral (such as gold, platinum, quartz, beryl, etc.). The rod points to each concentration of the metal or mineral within range, and you know the approximate quantity of each location. \pagebreakNum #### Rod of Splendour --- *Rod, legendary (requires attunement)* --- While holding this rod, you double your proficiency bonus on any Charisma checks you make. It has the following additional properties: **Noble Garb.** While holding the rod, you can use your action to garb yourself in expensive clothing and jewelry. You choose the appearance of the apparel, though it must cost no more than 10,000 gp. If any piece of the apparel leaves your possession, or if you use this property again, all of the apparel immediately disappears. **Palatial Tent.** While holding the rod, you can use your action to cause a huge silk pavilion up to 60 feet wide to appear centered on a point of your choice within 120 feet. Inside the tent are temporary furnishings and food sufficient to entertain as many as 100 people for a day. The tent lasts for 24 hours, at the end of which the tent and all objects associated with it (including any items removed from the tent) disappear. Once you have used a property, it can't be used again until the next dawn. ## Staffs #### Staff of Abjuration --- *Staff, very rare (requires attunement by a cleric, druid, sorcerer, or wizard)* --- You gain a +1 bonus to AC and saving throws while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *mage armor* (1 charge), *protection from energy* (2 charges), *dispel magic* (3 charges), *banishment* (3 charges), *globe of invulnerability* (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to rust and is destroyed. #### Staff of Conjuration --- *Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard)* --- While you hold this staff, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. Once you use this effect, it can't be used again until the next dawn. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *unseen servant* (1 charge), *stinking cloud* (3 charges), *dimension door* (4 charges), *conjure elemental* (4 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff disappears, teleporting to a random, unknown location. \columnbreak #### Staff of Defense --- *Staff, rare (requires attunement by a bard, cleric, or druid)* --- This staff has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *mage armor* (1 charge), *shield of faith* (1 charge), *warding bond* (2 charges), *magic circle* (3 charges). When you are hit by an attack, you can use your reaction to expend 2 charges to cast the *shield* spell. The staff regains 1d4 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed. #### Staff of Divination --- *Staff, very rare (requires attunement by a bard, cleric, or wizard)* --- While you hold this staff, you can cast the *detect magic* spell at will. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *comprehend languages* (1 charge), *find traps* (2 charges), *locate object* (2 charges), *arcane eye* (4 charges), *locate creature* (4 charges), *true seeing* (6 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Earth and Stone --- *Staff, rare (requires attunement by a cleric, druid, sorcerer, or wizard)* --- While holding this staff, you can use an action to expend 1 of its 4 charges to cast *move earth* or *passwall* from it using your spell save DC. The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to stone and becomes nonmagical. #### Staff of Enchantment --- *Staff, rare (requires attunement by a bard, druid, sorcerer, warlock, or wizard)* --- While holding this staff, you double your proficiency bonus on any Charisma check made against a creature that is charmed by you. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *hideous laughter* (1 charge), *sleep* (1 charge), *suggestion* (2 charges), *confusion* (4 charges), *mass suggestion* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. \pagebreakNum #### Staff of Evocation --- *Staff, very rare (requires attunement by a druid, sorcerer, or wizard)* --- When you roll for damage for an evocation spell while holding this staff, you can treat any 1 on a damage die as a 2. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *magic missile* (1 charge), *shatter* (2 charges), *fireball* (3 charges), *ice storm* (4 charges), *wall of force* (5 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes, dealing 5 fire damage to each creature within 5 feet. #### Staff of Illusion --- *Staff, rare (requires attunement by a bard, druid, sorcerer, warlock, or wizard)* --- While holding the staff, you can cast the *minor illusion* spell at will. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *disguise self* (1 charge), *mirror image* (2 charges), *hypnotic pattern* (3 charges), *major image* (3 charges), *mislead* (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Illumination --- *Staff, rare (requires attunement by a cleric, druid, or wizard)* --- While holding the staff, you can use a bonus action to cause it to emit bright light in a 15-foot radius and dim light for an additional 15 feet. You can use a bonus action again to snuff out the light. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *dancing lights* (1 charge), *daylight* (3 charges), *sunburst* (8 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Necromancy --- *Staff, very rare (requires attunement by a cleric, sorcerer, warlock, or wizard)* --- When you reduce a creature to 0 hp with a spell from the staff, you regain a number of hit points equal to the charges expended to cast the spell. You can only regain hit points in this way once per spell. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *inflict wounds* (1 charge), *ray of enfeeblement* (2 charges), *enervation* (5 charges), *circle of death* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Passage --- *Staff, very rare (requires attunement by a bard, sorcerer, warlock, or wizard)* --- This staff has 20 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *dimension door* (4 charges), *passwall* (5 charges), *teleport* (7 charges), *astral projection* (9 charges) The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Size Alteration --- *Staff, rare (requires attunement by a bard, druid, sorcerer, or wizard)* --- While holding this staff, you can use an action to expend 1 of its 5 charges to cast *enlarge/reduce* from it using your spell save DC. The staff regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Swarming Insects --- *Staff, rare (requires attunement by a cleric, druid, or warlock)* --- While holding this staff, you can use an action to expend 1 of its 4 charges to cast *insect plague* from it using your spell save DC. The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. #### Staff of Transmutation --- *Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)* --- This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: *expeditious retreat* (1 charge), *alter self* (2 charges), *blink* (3 charges), *polymorph* (4 charges), *disintegrate* (6 charges) The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed. \pagebreakNum ## Wands #### Wand of Light --- *Wand, common* --- While holding this wand, you can use an action to cast the *light* spell (save DC 11) from it. #### Wand of Burning --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *burning hands* spell from it (save DC 13). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Charming --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *charm person* spell from it (save DC 13). For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Alternatively, you can expend 4 charges to cast the *charm monster* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Colors --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *color spray* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
> ##### Monster Summoning > > Summoning spells in 5e aren't as generalized as they are in 3.5e; while there's *conjure celestial*, *conjure fey*, *conjure greater demon*, etc., they all summon different CRs for their levels and there's no list of "approved creatures" available for summoning like the 3.5e *summon monster* tables. > > For a *wand of summon monster*, I would advise creating a small list of monsters of different CRs that are available for the wand to summon. For example, an evil wizard's *wand of summon monster I* might be able to summon Dretches, Shadows, Imps, Spined Devils, and Nightmares. \columnbreak #### Wand of Cure Wounds --- *Wand, varies (requires attunement by a spellcaster)* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the *cure wounds* spell from it using your spellcasting ability. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Charges Per Day | Charges Regained | |:---|:-----------|:---:|:---:| | Cure Light Wounds | Uncommon | 7 | 1d6 + 1 | | Cure Moderate Wounds | Rare | 9 | 1d8 + 1 | | Cure Serious Wounds | Rare | 11 | 1d10 + 1 | | Cure Critical Wounds | Very Rare | 13 | 2d6 + 1 | #### Wand of Summon Monster --- *Wand, varies (requires attunement by a spellcaster)* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to summon an extraplanar creature to an unoccupied space you can see within 60 feet. The summoned creature follows your commands and remains for 1 hour, or until you dismiss it as an action. For 1 charge, you can summon a creature with a CR of 1/4; for 2 charges, CR 1/2; 3 charges, CR 1; 4 charges, CR 2; and so on. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Charges Per Day | Charges Regained | |:---|:-----------|:---:|:---:| | Summon Monster I | Uncommon | 5 | 1d4 + 1 | | Summon Monster II | Rare | 7 | 1d6 + 1 | | Summon Monster III | Rare | 9 | 1d8 + 1 | | Summon Monster IV | Very Rare | 11 | 1d10 + 1 | \pagebreakNum #### Wand of Ability Enhancement --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *enhance ability* spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. There are six other varieties of *wands of ability enhancement* (*bear's endurance*, *bull's strength*, *cat's grace*, *eagle's splendour*, *fox's cunning*, and *owl's wisdom*), each of which can only create one of the effects of the *enhance ability* spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Darkness --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *darkness* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Daylight --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *daylight* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Poison Protection --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *protection from poison* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
> ##### Consumable Wands > > If you want to capture how wands were used in 3.5e, you might decide to use the Wands That Don't Recharge variant rule on page 141 of the DMG. > > Using that rule, instead of having a recharging pool of charges that can be used without waste every day, a wand under this system is a limited resource. A charge used is gone forever, and a wand is a temporary item - like a multi-use potion - rather than an item a character might find at 1st level and keep until 20th. \columnbreak #### Wand of False Life --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *false life* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Invisibility --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *invisibility* spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Alternatively, you can expend 4 charges to cast the *greater invisibility* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Levitation --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *levitation* spell from it (save DC 13). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Acid Arrows --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *acid arrow* spell from it (+5 to hit). For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Mirror Image --- *Wand, uncommon (requires attunement by a spellcaster)* --- This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the *mirror image* spell from it. The wand regains 1d3 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. \pagebreakNum #### Wand of Shattering --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *shatter* spell from it (save DC 13). For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Silence --- *Wand, uncommon* --- This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the *silence* spell from it (save DC 13). The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Calling Lightning --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the *call lightning* spell from it (save DC 15). For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Contagions --- *Wand, rare (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 *contagion* spell from it (save DC 15). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Dispel Magic --- *Wand, rare (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 *dispel magic* spell from it using your spellcasting ability. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \columnbreak #### Wand of Keen Edge --- *Wand, rare (requires attunement)* --- This wand has 3 charges. While holding it, you can use your action to expend one of its charges and touch it to a slashing or piercing weapon, or up to 5 pieces of slashing or piercing ammunition. For 1 hour, the weapon is magical and scores a critical hit on a roll of 19 or 20. The wand regains 1d3 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Illusion --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *major image* spell from it (check DC 13). Alternatively, you can expend 3 charges to cast the 6th-level version of the spell. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Slowing --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the *slow* spell from it (save DC 15). The wand regains 1d4 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Suggestions --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *suggestion* spell from it (save DC 13). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Searing Light --- *Wand, rare (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 fire a ray of light from it. Make a ranged spell attack using your spellcasting ability. For 1 charge, the ray deals 4d8 radiant damage. The ray deals an extra 1d8 radiant damage for each additional charge you expend. It deals maximum damage to undead creatures. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \pagebreakNum #### Wand of Anchoring --- *Wand, rare (requires attunement by a spellcaster)* --- This wand has 7 charges. While holding it, you can use an action to expend 1 charge and anchor a creature within 60 feet to its current plane of existence. The target creature must succeed on a DC 15 Charisma saving throw or become unable to use teleportation or interplanar travel for 1 hour. Alternatively, you can expend 4 charges to target a 20-foot radius sphere centered on a point you can see within 60 feet. All teleportation or interplanar travel into, out of, or within the area is blocked. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Ice Storms --- *Wand, rare (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 *ice storm* spell from it (save DC 15). For 1 charge, you cast the 4th-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Inflict Wounds --- *Wand, varies* --- This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the *inflict wounds* spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains a number of expended charges depending on its rarity daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. | Wand of... | Rarity | Attack Bonus | Charges Per Day | Charges Regained | |:--------------|:------|:---:|:---:|:---:| | Inflict Light Wounds | Uncommon | +3 | 7 | 1d6 + 1 | | Inflict Moderate Wounds | Rare | +5 | 9 | 1d8 + 1 | | Inflict Serious Wounds | Rare | +5 | 11 | 1d10 + 1 | | Inflict Critical Wounds | Very Rare | +7 | 13 | 2d6 + 1 | \columnbreak #### Wand of Poison --- *Wand, rare (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 and touch it to a creature within 5 feet. The target creature must make a Constitution saving throw against your spell save DC. For 1 charge, the target creature takes 4d10 poison damage immediately and 2d10 damage at the end of its next turn. For each additional charge you expend, the damage (both initial and later) increases by 1d10. On a successful save, the target takes half of the initial damage and no damage at the end of its next turn. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Enfeeblement --- *Wand, uncommon* --- This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the *ray of enfeeblement* spell from it (save DC 13, +5 to hit). The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Walls --- *Wand, rare* --- This wand has 13 charges. While holding it, you can use an action to expend 4 or more of its charges to cast the *wall of fire* spell from it or 6 or more of its charges to cast the *wall of ice* spell from it (spells save DC 15). For the base cost (4 charges for *wall of fire*, 6 charges for *wall of ice*), you cast the spell at its lowest level. You can increase the spell slot level by one for each additional charge you expend. The wand regains 2d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. #### Wand of Stoneskin --- *Wand, rare* --- This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the *stoneskin* spell from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. \pagebreakNum ## 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 |
\pagebreakNum #### 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 | \columnbreak #### 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 | \pagebreakNum #### 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. \columnbreak #### 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 these gloves. They have 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. \pagebreakNum #### 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 create 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. \columnbreak #### 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. \pagebreakNum #### 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, 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](https://www.gmbinder.com/share/-L3ZcUuXVydFYZAHPAg- "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. \columnbreak #### 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 are 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 you 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. \pagebreakNum #### 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 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) | \columnbreak #### 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. \pagebreakNum #### 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 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**](https://www.gmbinder.com/share/-L3ZcUuXVydFYZAHPAg-#p79 "Skip's Guide to Monsters") * [Small zombie (use the **kobold zombie** statblock)](https://www.gmbinder.com/share/-L3ZcUuXVydFYZAHPAg-#p95 "Skip's Guide to Monsters") * **Zombie** * [**Bugbear zombie**](https://www.gmbinder.com/share/-L3ZcUuXVydFYZAHPAg-#p95 "Skip's Guide to Monsters") #### Salve of Slipperiness --- *Wondrous item, very rare* --- As an action, you can coat 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. \columnbreak #### 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. \pagebreakNum #### 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)* --- When you regain expended used of Wild Shape while wearing this robe, you gain one extra use of that ability. \pagebreakNum ## Intelligent Items This section requires at least a small disclaimer. The special abilities available to intelligent weapons in 3.5e have mostly been repurposed for use with randomly generating artifact properties. As such, I won't be reprinting them here. However, the various intelligent items I'm converting from the 3.5e DMG do use results from these tables and have relatively few special abilities aside from these. #### Arcola, Watchful Tooth of Ashardalon --- *Weapon (dagger), legendary (requires attunement by a creature of non-evil alignment)* --- You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional magical properties.