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### Generic Magic Item Variants | Variant | Cost | Rarity | Source | |:--------------------------|:----------|:----------|:-------------| | *Ammunition* | | | | {i} +1 | € 500 | Uncommon | DMG p. 150 | {i} +2 | € 5,000 | Rare | DMG p. 150 | {i} +3 | € 50,000 | Very Rare | DMG p. 150 | {i} Adamantine | € 500 | Uncommon | XGE p. 78 | {i} Silvered | € 100 | Common | PHB p. 148 | {i} of Slaying | € 50,000 | Very Rare | DMG p. 152 | {i} Unbreakable | € 100 | Common | XGE p. 139 | {i} Walloping | € 100 | Common | XGE p. 139 | | *Armor* | | | | {i} +1 | € 5,000 | Rare | DMG p. 150 | {i} +2 | € 50,000 | Very Rare | DMG p. 150 | {i} +3 | € 500,000 | Legendary | DMG p. 150 | {i} Adamantine | € 500 | Uncommon | DMG p. 150 | {i} Cast-Off | € 100 | Common | XGE p. 136 | {i} Dragon Scale +1 | € 50,000 | Very Rare | DMG p. 165 | {i} of Gleaming | € 100 | Common | XGE p. 136 | {i} Last Stand +1 | € 50,000 | Very Rare | EGW p. 267 | {i} Living +1 | € 50,000 | Very Rare | ERLW p. 278 | {i} Mariner's | € 500 | Uncommon | DMG p. 181 | {i} Mind Carapace | € 500 | Uncommon | DMG p. 81 | {i} Mithral | € 500 | Uncommon | DMG p. 182 | {i} Mizzium | € 5,000 | Rare | GGR p. 179 | {i} Molten Bronze | € 5,000 | Rare | MOT p. 197 | {i} of Resistance | € 5,000 | Rare | DMG p. 152 | {i} Smoldering | € 100 | Common | XGE p. 139 | | *Shields* | | | | {i} +1 | € 500 | Uncommon | DMG p. 200 | {i} +2 | € 5,000 | Rare | DMG p. 200 | {i} +3 | € 50,000 | Very Rare | DMG p. 200 | {i} Animated | € 50,000 | Very Rare | DMG p. 151 | {i} Arrow-Catching +2 | € 5,000 | Rare | DMG p. 152 | {i} Battering | € 5,000 | Rare | EGW p. 266 | {i} of Expression | € 100 | Common | XGE p. 139 | {i} of Far Sight | € 5,000 | Rare | VGM p. 81 | {i} of Missile Attraction | € 5,000 | Rare | DMG p. 200 | {i} Sentinel | € 500 | Uncommon | DMG p. 199 | {i} of the Silver Dragon +2 | € 5,000 | Rare | CoS p. 68 | {i} Spellguard | € 50,000 | Very Rare | DMG p. 201 | \columnbreak ### Generic Magic Item Variants | Variant | Cost | Rarity | Source | |:--------------------------|:----------|:----------|:-------------| | *Weapons* | | | | {i} +1 | € 500 | Uncommon | DMG p. 150 | {i} +2 | € 5,000 | Rare | DMG p. 150 | {i} +3 | € 50,000 | Very Rare | DMG p. 150 | {i} Acheron +1 | € 5,000 | Rare | EGW p. 265 | {i} Adamantine | € 500 | Uncommon | XGE p. 78 | {i} Armblade | € 100 | Common | ERLW p. 276 | {i} of Blindsight | € 5,000 | Rare | WDMM p. 86 | {i} Bob +1 | € 500 | Uncommon | ToA p. 89 | {i} Bonecounter +2 | € 5,000 | Rare | SDW p. 25 | {i} Candle | € 100 | Common | BGDIA p. 39 | {i} of Certain Death | € 5,000 | Rare | EGW p. 270 | {i} Corpse Slayer +1 | € 5,000 | Rare | EGW p. 266 | {i} Dancing | € 50,000 | Very Rare | DMG p. 161 | {i} Defender +3 | € 500,000 | Legendary | DMG p. 164 | {i} of Disruption | € 5,000 | Rare | DMG p. 179 | {i} Draconic | € 100 | Common | ToA p. 173 | {i} Dragon Sensing +1 | € 500 | Uncommon | PotA p. 90 | {i} Dragon Slayer +1 | € 5,000 | Rare | DMG p. 166 | {i} Flame Tongue | € 5,000 | Rare | DMG p. 170 | {i} Frost Brand | € 50,000 | Very Rare | DMG p. 171 | {i} Giant Slayer +1 | € 5,000 | Rare | DMG p. 172 | {i} of Guitar Solos | € 100 | Common | WDMM p. 228 | {i} Hellfire | € 500 | Uncommon | BGDIA p. 223 | {i} Hew +1 | € 500 | Uncommon | LMoP p. 33 | {i} of Life Stealing | € 5,000 | Rare | DMG p. 206 | {i} Luck +1 | € 500,000 | Legendary | DMG p. 179 | {i} Macuahuitl +1 | € 5,000 | Rare | TftYP p. 70 | {i} Mind Blade | € 5,000 | Rare | VGM p. 81 | {i} Moon-Touched | € 100 | Common | XGE p. 138 | {i} Nine-Lives Stealer +2 | € 50,000 | Very Rare | DMG p. 183 | {i} Pathfinder's +1 | € 500 | Uncommon | PotA p. 175 | {i} Piercer +1 | € 5,000 | Rare | AI p. 121 | {i} of Sharpness | € 50,000 | Very Rare | DMG p. 206 | {i} Shatterspike +1 | € 500 | Uncommon | TftYP p. 229 | {i} Silvered | € 100 | Common | PHB p. 148 | {i} of Smiting +1 | € 5,000 | Rare | DMG p. 179 | {i} of Speed +2 | € 50,000 | Very Rare | DMG p. 199 | {i} Treebane | € 5,000 | Rare | CoS p. 198 | {i} Vicious | € 5,000 | Rare | DMG p. 209 | {i} Vorpal +3 | € 500,000 | Legendary | DMG p. 209 | {i} of Warning | € 500 | Uncommon | DMG p. 213 | {i} of Wounding | € 5,000 | Rare | DMG p. 207 |
#### Ammunition **{i} +1/+2/+3.** You have a +1/+2/+3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical. **Adamantine.** Ammunition made of or coated with adamantine is unusually effective when used to break objects. Whenever a piece of adamantine ammunition hits an object, the hit is a critical hit. **Silvered.** Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their ammunition in silver. **of Slaying.** An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one. **Unbreakable.** This ammunition can't be broken, except when it is within an antimagic field. **Walloping.** This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. \pagebreakNum #### Armor **{i} +1/+2/+3.** You have a +1/+2/+3 bonus to AC while wearing this armor. **Adamantine.** This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any critical hit against you becomes a normal hit. **Cast-Off.** You can doff this armor as an action. **Dragon Scale +1.** While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one type of damage. Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon of the scale's type within 30 miles of you. This special action can't be used again until the next dawn. **of Gleaming.** This armor never gets dirty. **Last Stand +1.** You have a +1 bonus to AC while wearing this armor, which shimmers softly. If you die while wearing the armor, it is destroyed, and each celestial, fey, and fiend with 30 feet of you must succeed on a DC 15 Charisma saving throw or be banished to its home plane of existence, unless it is already there. **Living +1.** While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic. The armor requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the armor (round up) or take 1 level of exhaustion. **Mariner's.** While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. **Mind Carapace.** This armor grants advantage on Intelligence, Wisdom, and Charisma saving throws and makes its wearer immune to the frightened condition. **Mithral.** Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. **Mizzium.** While you're wearing the armor, any critical hit against you becomes a normal hit. In addition, when you are subjected to a magical effect that allows you to make a Strength or Constitution saving throw to take only half damage, you instead take no damage if you succeed on the saving throw. **Molten Bronze.** This magical armor appears as a jug of molten bronze. When you attune to it, the bronze adheres and contours to your skin. The armor can be worn under normal clothes, but it doesn't impede bodily functions. Once you put it on, it can't be removed unless you choose to do so. While wearing the armor, you have resistance to fire damage. The armor also doesn't impose disadvantage on Dexterity (Stealth) checks. **of Resistance.** You have resistance to one type of damage while you wear this armor. **Smoldering.** Wisps of harmless, odorless smoke rise from this armor while it is worn. \columnbreak #### Shields **{i} +1/+2/+3.** While holding this shield, you have a +1/+2/+3 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. **Animated.** While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free. **Arrow-Catching +2.** You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead. **Battering.** While holding this iron tower shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, the shield has 3 charges, and it regains 1d3 expended charges daily at dawn. If you are holding the shield and push a creature within your reach at least 5 feet away, you can expend 1 charge to push that creature an additional 10 feet, knock it prone, or both. **of Expression.** The front of this shield is shaped in the likeness of a face. While bearing the shield, you can use a bonus action to alter the face's expression. **of Far Sight.** As long as the shield is on the same plane of existence as its creator, the mind flayer can see through the shield's eye, which has darkvision out to a range of 60 feet. While peering through this magical eye, the mind flayer can use its Mind Blast action as though it were standing behind the shield. **of Missile Attraction.** While holding this shield, you have resistance to damage from ranged weapon attacks. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead. **Sentinel.** While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye. **of the Silver Dragon +2.** While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The shield whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated. **Spellguard.** While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you. \pagebreakNum #### Weapons **{i} +1/+2/+3.** You have a +1/+2/+3 bonus to attack and damage rolls made with this magic weapon. **Acheron +1.** The black blade of this sword is crafted from a mysterious arcane alloy. You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you are immune to effects that turn undead.
Dark Blessing.
While holding the sword, you can use an action to give yourself 1d4 + 4 temporary hit points. This property can't be used again until the next dusk.
Disheartening Strike.
When you hit a creature with an attack using this weapon, you can fill the target with unsettling dread: the target has disadvantage on the next saving throw it makes before the end of your next turn. The creature ignores this effect if it's immune to the frightened condition. Once you use this property, you can't do so again until the next dusk. **Adamantine.** Melee weapons made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon hits an object, the hit is a critical hit. **Armblade.** As a bonus action, you can retract the armblade into your forearm or extend it from there. While it is extended, you can use the weapon as if you were holding it, and you can't use that hand for other purposes. **of Blindsight.** This rare magic item requires attunement. A creature attuned to it gains blindsight out to a range of 30 feet. **Bob +1.** This +1 weapon floats on water and other liquids, and grants its bearer advantage on Strength (Athletics) checks made to swim. **Bonecounter +2.** You gain a +2 bonus to attack and damage rolls made with this magic weapon. Whenever this weapon is used to destroy an undead creature, a single silver piece appears in the wielder's pocket. **Candle.** The head of this weapon sheds bright light in a 5-foot-radius and dim light for an additional 5 feet. When you wield this weapon, you can extinguish or ignite its light as an action. **of Certain Death.** When you damage a creature with an attack using this magic weapon, the target can't regain hit points until the start of your next turn. **Corpse Slayer +1.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit an undead creature with an attack using this weapon, the attack deals an extra 1d8 damage of the weapon's type, and the creature has disadvantage on saving throws against effects that turn undead until the start of your next turn. **Dancing.** You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it. **Defender +3.** You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it. **of Disruption.** When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet. **Draconic.** This weapon has a dragon-shaped hilt. While you carry it, you gain the ability to speak and understand the Draconic language. **Dragon Sensing +1.** This +1 weapon is made of dragon bone and with a dragon-leather grip. The sword grows warm and the rubies glow slightly when the sword is within 120 feet of a dragon. **Dragon Slayer +1.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon's type. For the purpose of this weapon, "dragon" refers to any creature with the dragon type, including dragon turtles and wyverns. **Flame Tongue.** You can use a bonus action to speak this magic sword's command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword. **Frost Brand.** When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. **Giant Slayer +1.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, "giant" refers to any creature with the giant type, including ettins and trolls. **of Guitar Solos.** This weapon magically plays a fragment of a guitar solo when struck or used to strike a foe. **Hew +1.** This +1 weapon deals maximum damage when the wielder hits a plant creature or an object made of wood. \pagebreakNum **{i} Hellfire.** This weapon is fashioned from infernal iron and traced with veins of hellfire that shed dim light in a 5-foot-radius. Any humanoid killed by an attack made with this weapon has its soul funneled into the River Styx, where it's reborn instantly as a lemure devil. **of Life Stealing.** When you attack a creature with this magic weapon and score a critical hit, that target takes an extra 10 (3d6) necrotic damage if it isn't a construct or an undead. You also gain that many temporary hit points. **Luck +1.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck.
If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can't be used again until the next dawn. **Macuahuitl +1.** You have a +1 bonus to attack and damage rolls made with this longsword. It deals an extra 2d6 damage to any creature of the plant type. **Mind Blade.** In the hands of its intended wielder, the mind blade is a magic weapon that deals an extra 2d6 psychic damage to any target it hits. **Moon-Touched.** In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. **Nine Lives Stealer +2.** You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property. **Pathfinder's +1.** When you wield this +1 weapon, you always know the way to the nearest passage leading from underground toward the surface, as well as the approximate depth the weapon is underground. **Piercer +1.** You have a +1 bonus to attack and damage rolls made with this magic weapon. A character attuned to the sword regains the maximum possible number of hit points from expended Hit Dice. However, the attuned character must eat twice as much food each day (a minimum of 2 pounds) to avoid exhaustion. **of Sharpness.** When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a critical hit, that target takes an extra 14 (4d6) slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target's limbs, with the effect of such loss determined by the DM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword's command to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light. **Shatterspike +1.** You have a +1 bonus to attack and damage rolls made with this magic weapon. If it hits an object, the hit is automatically a critical hit, and it can deal bludgeoning or slashing damage to the object (your choice). Damage from nonmagical sources can't harm the weapon. **Silvered.** Some monsters that have immunity or resistance to nonmagical weapons are susceptible to silver ammunition, so cautious adventurers invest extra coin to plate their weapons in silver. **of Smiting +1.** You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 (2d6) bludgeoning damage, or an extra 14 (4d6) bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed. **of Speed +2.** You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns. **Treebane.** This weapon weighs half as much as a normal weapon. When the weapon hits a plant, whether an ordinary plant or a plant creature, the target takes an extra 1d8 slashing damage. When a creature of non-good alignment wields the weapon, it sprouts thorns whenever its wielder makes an attack with it. These thorns prick the wielder for 1 piercing damage after the attack is made, and this damage is considered magical. **Vicious.** When you roll a critical hit with this magic weapon, the target takes an extra 7 (2d6) damage of the weapon's type. **Vorpal +3.** You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a critical hit on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit. **of Warning.** This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can't be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins. **of Wounding.** Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each time you've wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.