Common Magic Items
Armor of Gleaming Armor
Wondrous Armor (any medium or heavy), Common, variable weight.
This armor never gets dirty.
Bead of Refreshment Item
Wondrous Item, Common, 0.01 lb.
This spongy, flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.
Cloak of Billowing Item
Wondrous Item, Common, 1 lb
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Enduring Spellbook Item
Wondrous Item, Common, 2 lbs.
This spellbook, along with anything written on its pages, can't be damaged by fire or immersion in water. In addition, the spellbook doesn't deteriorate with age.
Handy Spice Pouch Item
Wondrous Item, Common, 1 lb.
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Illusory Quill Item
Wondrous Item, Common, 0.01 lb
Words written with this quill appear invisible to all creatures except those who hold this quill. After you write 100 words with this quill, it runs out of ink and becomes mundane.
Orb of Direction Item
Wondrous Item, Common, 1 lb.
While holding this orb, you can use an action to determine which way is north. This property functions only on the Material Plane.
Orb of Timekeeping Item
Wondrous Item, Common, 1 lb.
While holding this orb, you can use an action to learn whether it is morning, afternoon, evening, or nighttime outside. This property functions only on the Material Plane.
Perfume of Bewitching Item
Wondrous Item, Common, 1 lb.
This tiny vial contains magic perfume, enough for one use. You can use an action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the perfume's effect are not aware that they've been influenced by magic.
Pipes of Smoke Monsters Item
Wonderous Item, Common, 3 lbs
While smoking this pipe, you can use an action to exhale a puff of smoke that takes the form of a single creature, such as a dragon, a flumph, or a froghemoth. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.
Pole of Angling Item
Wonderous Item, Common, 7 lbs, (requires attunement).
While holding this 10-foot pole, you can speak a command word and transform it into a fishing pole with a hook, a line, and a reel. Speaking the command word again changes the fishing pole back into a normal 10-foot pole.
Potion of Climbing Potion
Wondrous Potion, Common, 0.5 lbs
The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors. When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb.
Potion of Healing Potion
Wondrous Potion, rarity varies, 0.5 lbs
You regain hit points when you drink this potion. The number of hit points depends on the potion's rarity, as shown in the following table. Whatever its potency, the potion's red liquid glimmers when agitated.
Potion of ... Rarity HP Regained Healing Common 2d4+2
Ring of Swords Ring
Wonderous Ring, Common, 0.01 lbs, (requires attunement).
While wearing this ring, as a bonus action, you can magically turn the ring into a Shortsword or Longsword (your choice) if you have a hand free. Alternatively, you can use your bonus action transform the sword back into a ring.
Skeleton Key Item
Wonderous Item, Common, 0.05 lbs.
This key with a skull imprinted on its handle has a 1d20 chance of fitting any mundane lock it's placed in. The first time this roll succeeds, the key becomes mundane and only works in that lock.
Spell Scroll (Cantrip-1st) Scroll
Wonderous Item, Common, 0.05 lbs.
A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class's spell list, you can use an action to read the scroll and cast its spell without having to provide any of the spell's components. Otherwise, you must succeed an Arcana check to discern how to use the scroll, where the DC equals 10 + the spell's level. On a failed save, the text is illegible to you.
If the spell is on your class's spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10+the spell's level. On a failed check, the spell disappears from the scroll with no other effect. Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the Spell Scroll table.
Spell Level Rarity Save DC Attack Bonus Cantrip Common 13 +5 1st Common 13 +5
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10+the spell's level (10th level spells and higher are impossible to learn). If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Staff of Flowers Staff
Wonderous Staff, Common, 4 lbs.
This wooden staff has 10 charges. While holding it, you can use an action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of you, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns into flower petals and is lost forever.
Talking Doll Item
Wondrous Item, Common, 1 lbs.
While this stuffed doll is within 5 feet of you, you can spend a short rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your attunement to the doll ends.
Wand of Conduction Wand
Wondrous Wand, Common, 0.5 lbs.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and create orchestral music by waving it around. The music can be heard out to a range of 60 feet and ends when you stop waving the wand.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, a sad tuba sound plays as the wand crumbles to dust and is destroyed.
Wand of Pyrotechnics Wand
Wonderous Wand, Common, 0.5 lbs,.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and create a harmless burst of multicolored light at a point you can see up to 60 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.
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 erupts in a harmless pyrotechnic display and is destroyed.
Wand of Scowls Wand
Wonderous Wand, Common, 0.5 lbs,.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to scowl for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Smiles.
Wand of Smiles Wand
Wonderous Wand, Common, 0.5 lbs,.
This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges and target a humanoid you can see within 30 feet of you. The target must succeed on a DC 10 Charisma saving throw or be forced to smile for 1 minute.
The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand transforms into a Wand of Scowls.