Rare Magic Items
Adamantine Armor Armor
Wondrous Armor (medium or heavy, but not hide), Rare, variable weight.
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, and all damage you take is reduced by 2.
Adamantine Weapon Weapon
Wondrous Weapon (any metal), Rare, variable weight.
This weapon counts as a +1 weapon.
This weapon ignores resistances to it's damage type, and if it hits an object, the hit is always critical.
Ambrosia of Aid Potion
Wondrous item, Rare, 1 lb
As an action, you drink this fizzy drink and gain divine health. Until you complete a long rest, your hit point maximum and current hit points are increased by 10, as if by the Aid spell.
Ammunition +2 Weapon
Wondrous Weapon (any ammunition), Rare, variable weight.
You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Amulet of Health Item
Wondrous Item, Rare, 1 lb, (requires attunement).
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Armor +1 Armor
Wondrous Armor (light, medium, or heavy), Rare, variable weight.
You have a +1 bonus to AC while wearing this armor.
Armor of Resistance Armor
Wondrous Armor (light, medium, or heavy), Rare, variable weight, (requires attunement).
You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.
d10 Damage Type 1 Acid 2 Cold 3 Fire 4 Force 5 Lightning
d10 Damage Type 6 Necrotic 7 Poison 8 Psychic 9 Radiant 10 Thunder
Armor of Vunlerability Armor
Wondrous Armor (plate), Rare, 65 lbs, (requires attunement).
While wearing this armor, you have resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The DM chooses the type or determines it randomly.
Curse
This armor is cursed. Attuning to the armor curses you until you are targeted by the Remove Curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).
Arrow-Catching Shield Armor
Wondrous Armor (shield), Rare, 6 lbs, (requires attunement).
You gain a +2 bonus to AC against ranged attacks while you wield this shield in addition to the shield's normal bonus to AC.
Interpose. 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.
Bag of Beans Item
Wondrous Item, Rare, variable weight.
Inside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 Effect 01 Sd4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take Sd6 Poison damage and become Poisoned for 1 hour. On an even roll, the eater gains Sd6 temporary hit points for 1 hour. 02-10 A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds. 11-20 A treant sprouts (see the Monster Manual for statistics). There's a 50 percent chance that the treant is chaotic evil and attacks. 21-30 An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours. 31-40 A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished). 41-50 ld6 + 6 shriekers sprout (see the Monster Manual for statistics). 51-60 l d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke 61-70 A hungry bulette (see the Monster Manual for statistics) burrows up and attacks. 71-80 A fruit tree grows. It has 1dlO + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days. 81-90 A nest of l d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 Force damage from an internal magical explosion. 91-99 A pyramid with a GO-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord (see the Monster Manual for statistics). The pyramid is treated as the mummylord's lair, and its sarcophagus contains treasure of the DM's choice. 00 A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.
Bag of Holding (Tier 2) Item
Wondrous Item, Rare, 15 lbs.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold much more weight than normal in a small extradimensional space, the exact amount of which is determined by its rarity. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
Four sizes of bag of holding exist. The GM chooses the size of a given carpet or determines it randomly.
Tier Maximum Weight Volume Maximum 2 500lbs 65 cubic feet
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a rift to the Astral Plane. The rift originates where the one item was placed inside the other. Any creature within 10 feet of the rift is sucked through it to a random location on the Astral Plane. The rift then closes. The rift is one-way only and can't be reopened.
Band of Greed Ring
Wondrous Ring, Rare, 0.05 lbs, (requires attunement).
This ring has a slot that can fit any standard coin. While a coin is in the slot, you can choose to add a bonus to one Charisma (Persuasion) or Charisma (Deception) check equal to the type of coin. Once you add this bonus, the coin in the slot is consumed by the ring.
Coin Type Bonus Copper Immediately consumed to no benefit Silver +1 Gold +3 Platinum +5 Curse
This ring is cursed. Once you don this cursed ring, you can't doff it unless you are targeted by the Remove Curse spell or similar magic. While wearing this ring, you must sacrifice at least 100gp to it each week. For every week you go without sacrificing at least 100gp to it, you gain 1 level of Exhaustion. These levels of Exhaustion can't be removed by any means other than sacrificing gp to the ring.
Bead of Force Item
Wondrous Item, Rare, 1 ounce.
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, ld4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Belt of Dwarvenkind Item
Wondrous Item, Rare, 1 lb, (requires attunement).
While wearing this belt, you gain the following benefits:
- Your Constitution score increases by 2, to a maximum of 20.
- You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
- You have advantage on saving throws against Poison, and you have resistance to Poison damage.
- You have darkvision out to a range of 60 feet.
- You can speak, read, and write Dwarvish.
Belt of Hill Giant Strength Item
Wondrous Item, Rare, 1 lb, (requires attunement).
While wearing this belt, your Strength score changes to a score granted by the belt. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Six varieties of this belt exist, corresponding with and having rarity according to the six kinds of true giants. (The belt of stone giant strength and the belt of frost giant strength look different, but they have the same effect.)
Type Strength Rarity Hill Giant 21 Rare
Berserker Axe Weapon
Wondrous Weapon (any axe), Rare, variable weight, (requires attunement).
You gain a +l bonus to attack and damage rolls made with this weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse
This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Boots of Levitation Item
Wondrous Item, Rare, 1 lb, (requires attunement).
While you wear these boots, you can use an action to cast the Levitate spell on yourself at will.
Boots of Speed Item
Wondrous Item, Rare, 1 lb, (requires attunement)
While wearing these boots, you can use your bonus action click your heels, doubling your movement speed. When you do so, opportunity attacks against you are made at disadvantage. If you click your heels together again, you end the effect.
Bracers of Defense Item
Wondrous Item, Rare, 1 lb, (requires attunement)
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Broom of Flying Item
Wondrous Item, Rare, 3 lbs, (requires attunement)
This wooden broom functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Candle of Invocation Item
Wondrous Item, Rare, 3 lbs, (requires attunement)
This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the Detect Evil and Good spell. The GM chooses the god and associated alignment or determines the alignment randomly.
d20 Alignment 1-2 Chaotic evil 3-4 Chaotic neutral 5-7 Chaotic good 8-9 Neutral evil 10-11 Neutral 12-13 Neutral good 14-15 Lawful evil 16-17 Lawful neutral 18-20 Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells they have prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the Gate spell with it. Doing so destroys the candle.
Cape of the Mounteback Item
Wondrous Item, Rare, 3 lbs
This cape smells faintly of brimstone. While wearing it, you can use it to cast the Dimension Door spell as an action.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
The cape can't be used this way again until the next dawn.
Chains of Hel Weapon
Wondrous weapon (whip), Rare, 20 lbs, (requires attunement).
This whip is made of metal chain links. It deals 2d6 Cold damage instead of its normal damage, + your Strength or Dexterity modifier (your choice).
Enanglement of Ice. As an action, you can attempt to grapple a creature within 10 feet of you with this whip. If you grapple a creature in this way, it takes 2 Cold damage each turn it is grappled by you.
Chime of Opening Item
Wondrous Item, Rare, 1 lb
This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time, it cracks and becomes useless.
Cloak of Displacement Item
Wondrous Item, Rare, 1 lb, (requires attunement)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are Incapacitated, restrained, or otherwise unable to move.
Cloak of the Bat Item
Wondrous Item, Rare, 3 lbs, (requires attunement)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast the Polymorph spell on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Colossal Onslaught Weapon
Wondrous Weapon (greatsword), Rare, 6 lbs, (requires attunement)
This greatsword counts as a +1 weapon.
Colossal Onslaught. As an action, you can slam this sword in a 5 foot x 15 foot line in front of you. Creatures in this zone must make a DC 16 Dexterity saving throw, taking 2d6 Slashing + 1d6 Thunder damage on a failed save, or half as much on a success.
Once you use this ability, you must complete a short or long rest to do so again.
Crystal Ball Item
Wondrous Item, Very Rare or Legendary, 7 lbs, (requires attunement)
The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the Scrying spell (save DC 17) with it.
The following crystal ball variants are legendary items and have additional properties.
Crystal Ball of Mind Reading
You can use an action to cast the Detect Thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this Detect Thoughts to maintain it during its duration, but it ends if scrying ends.
Crystal Ball of Telepathy
While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the Suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this Suggestion to maintain it during its duration, but it ends if Scrying ends.
Once used, the Suggestion power of the Crystal ball can't be used again until the next dawn.
Crystal Ball of True Seeing
While Scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Dagger of Venom Weapon
Wondrous Weapon (dagger), Rare, 1 lb
This item counts as a +1 weapon.
Black Venom. As an action, you can cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute.
The dagger can't be used this way again until the next dawn.
Deathstalker Cloak Item
Wondrous Item, Rare, 3 lbs, (requires attunement)
While wearing this cloak, once per turn when you deal the killing blow to a creature, you become invisible until the end of your next turn.
Deck of Illusions Item
Wondrous Item, Rare, 0.5 lbs.
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20-1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can't be used again.
Playing Card Illusion Ace of hearts Red dragon King of hearts Knight and four guards Queen of hearts Succubus or incubus Jack of hearts Druid Ten of hearts Cloud giant Nine of hearts Ettin Eight of hearts Bugbear Two of hearts Goblin Ace of diamonds Beholder King of diamonds Archmage and mage apprentice Queen of diamonds Night hag Jack of diamonds Assassin Ten of diamonds Fire giant Nine of diamonds Ogre mage Eight of diamonds Gnoll
Playing Card Illusion Two of diamonds Kobold Ace of spades Lich King of spades Priest and two acolytes Queen of spades Medusa Jack of spades Veteran Ten of spades Frost giant Nine of spades Troll Eight of spades Hobgoblin Two of spades Goblin Ace of clubs Iron golem King of clubs Bandit captain and three bandits Queen of clubs Erinyes Jack of clubs Berserker Ten of clubs Hill giant Nine of clubs Ogre Eight of clubs Orc Two of clubs Kobold Jokers (2) You (the deck's owner)
Dimensional Shackles Item
Wondrous Item, Rare, 5 lbs.
You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Dragon Slayer Weapon
Wondrous Weapon (lance), Rare, variable weight (requires attunement).
This weapon counts as a +1 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.
Elixir of Health Item
Wondrous Potion, Rare, 0.5 lbs.
The clear red liquid has tiny bubbles of light in it. When you drink this potion, it instantly cures any disease afflicting you, and it removes the Blinded, Deafened, Paralyzed, and Poisoned conditions.
Elixir of Luck Potion
Wondrous Potion, Rare, 0.05 lbs
As an action, you drink this potion and gain divine luck. For the next minute, you are under the effects of the Bless spell.
Elixir of Arcane Cultivation Potion
This terrible smelling brown potion is known to grant additional magical power, but tastes terrible and is often poisonous.
Wondrous Item, Rare, 2 lbs
You can drink this potion as an action. When drunk, you regain 1 of your lowest level spell slots, if any. Additionally, you become Poisoned for the next minute, and can't gain the benefits of this elixir again until you complete a long rest.
Elixir of Bloodlust Potion
This volatile red brew imbues an unnatural speed in its users and often makes them bloodthirsty and ruthless.
Wondrous Item, Rare, 2 lbs
You can drink this potion as a bonus action. Once drunk, the effects of this potion last until you complete a long rest, until you go unconscious, or you die.
Once per turn while under the effects of this potion, you can make an additional attack with a melee weapon when you deal the killing blow to a creature with a melee weapon.
This potion replaces all other potion effects when drunk.
Elven Chain Armor
Wondrous Armor (chain shirt), Rare, 20 lbs.
You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Falcon Paper Item
Wondrous Item, Rare, 0.01 lbs.
This piece of paper can hold a written message of up to 100 words, which can be erased by crossing them out. By speaking a command word, the paper folds itself into the shape of a bird, and it can unfold itself by repeating the command word. As a bird, you can command it to fly to a spoken location, provided you have been to that location before. The falcon paper can fly up to 5 miles per day.
Feather Token Item
Wondrous Item, Rare, 0.01 lbs.
This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.
d100 Feather Token 01-20 Anchor 21-35 Bird 36-50 Fan 51-65 Swan boat 66-90 Tree 91-100 Whip
Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot long, 20-foot wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot diameter trunk, and its branches at the top spread out in a 20-foot radius.
Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6+5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Figurine of Wondrous Power Item
Wondrous Item, Rare, 1 lb.
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description.
Bronze Griffon (Rare). This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Ebony Fly (Rare). This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
Giant Fly
Large beast, unaligned
Armor Class 11 Hit Points 19 (3d10+3) Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA 14 (+2) 13 (+1) 13 (+1) 2 (-4) 10 (+0) 3 (-4)
Senses darkvision 60 ft., passive Perception 10 Languages
Golden Lions (Rare). These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
Ivory Goats (Rare). These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
- The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
- The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
- The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Marble Elephant (Rare). This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
Obsidian Steed (Very Rare). This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Onyx Dog (Rare). This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Serpentine Owl (Rare). This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Silver Raven (Uncommon). This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can't be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Flame Tongue Weapon
Wondrous Weapon (any sword), Rare, variable weight, (requires attunement).
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.
Folding Boat Item
Wondrous Item, Rare, 4 lbs.
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Gem of Seeing Item
Wondrous Item, Rare, 1 lb, (requires attunement).
This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d4-1 expended charges daily at dawn.
Giant Slayer Weapon
Wondrous Weapon (any axe or sword), Rare, variable weight.
This item counts as a +1 weapon.
When you hit a Giant with this weapon, 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.
Glamored Studded Leather Armor
Wondrous Armor (studded leather), Rare, 13 lbs.
This studded leather armor counts as +1 armor
Illusory Appearance. As a bonus action, you ca speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Handy Haversack Item
Wondrous Item, Rare, 5 lbs.
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Heels of Health Conduit Item
Wonderous item, Rare, 0.5 lbs, (requires attunement by a creature capable of casting at least one spell)
While wearing these heels, you gain 8 Temporary hit points when you cast a spell that requires concentration.
Helm of Brilliance Item
Wonderous item, Rare, 3 lbs, (requires attunement).
This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
- You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
- As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 Radiant damage.
- As long as the helm has at least one ruby, you have resistance to Fire damage.
- As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 Fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take Fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Helm of Invisibility Item
Wonderous Item, Rare, 3 lbs, (requires attunement).
Once per day while wearing this helm, you can use your action to turn Invisible for 1 minute. This invisibility ends early if you remove the helm (no action required) or you die.
Helm of Teleportation Item
Wonderous Item, Rare, 3 lbs, (requires attunement)
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Teleport spell from it. The helm regains 1d4-1 expended charges daily at dawn.
Horn of Blasting Item
Wonderous Item, Rare, 2 lbs.
You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 Thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 Thunder damage instead of 5d6.
Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Fire damage to the blower and destroys the horn.
Horn of Valhalla (Silver/Brass) Item
Wonderous Item, Rare (silver or brass) 2 lbs.
You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many berserkers answer its summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly.
d100 Horn Type Berserkers Summoned Requirement 01-40 Silver 2d4+2 None 41-75 Brass 3d4+3 Proficiency with all simple weapons
If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Horseshoes of Speed Item
Wonderous Item, Rare, 4 lbs.
These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Immovable Rod Item
Wondrous Item, Rare, 5 lbs.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Instrument of the Bards Item
Wondrous Item, Rare, variable weight (requires attunement by a bard).
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as welt as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can't be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.
Instrument Rarity Spells All — Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument Canaith mandolin Rare Cure Wounds (3rd level), Dispel Magic, Protection from Energy (Lightning only) Cli lyre Rare Stone Shape, Wall of Fire, Wind Wall
Ioun Stone (Rare) Item
Wondrous Item, Rarity Varies, negligible weight (requires attunement).
An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1-3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.
Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Reserve (Rare). This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4-1 levels of stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. 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 stone is no longer stored in it, freeing up space.
Sustenance (Rare). You don't need to eat or drink while this clear spindle orbits your head.
Iron Bands of Binding Item
Wondrous Item, Rare, 1 lb.
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Javelin of Lightning Weapon
Wondrous Weapon (javelin), Rare, 2 lbs.
When you hurl this javelin and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin can't be used this way again until the next dawn.
Keoghtom's Ointment Item
Wondrous Item, Rare, 0.5 lbs.
This glass jar, 3 inches in diameter, contains ld4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be Poisoned, and is cured of any disease.
Mace of Disruption Weapon
Wondrous Weapon (mace), Rare, 4 lbs, (requires attunement).
When you hit a Fiend or an Undead with this 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 instantly 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.
Mace of Smiting Weapon
Wondrous Weapon (mace), Rare, 4 lbs.
This mace counts as a +1 weapon. It counts as a +3 weapon when you use it to attack a Construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 Bludgeoning damage, or 4d6 Bludgeoning damage if it's a Construct. If a Construct has 25 hit points or fewer after taking this damage, it is instantly destroyed.
Mace of Terror Weapon
Wondrous Weapon (mace), Rare, 4 lbs (requires attunement).
This mace has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d4-1 expended charges daily at dawn.
Mantle of Spell Resistance Item
Wondrous Item, Rare, 1 lb (requires attunement).
You have advantage on saving throws against spells while you wear this cloak.
Necklace of Fireballs Item
Wonderous Item, Rare, 1 lb.
This necklace has 1d6+3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level Fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Necklace of Prayer Beads Item
Wonderous Item, Rare, 1 lb, (requires attunement by a cleric, druid, or paladin).
This necklace has 1d4+2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 Bead of ... Spell 1-6 Blessing Bless 7-12 Curing Cure Wounds (2nd level) or Lesser Restoration 13-16 Favor Greater Restoration 17-18 Smiting Branding Smite 19 Summons Planar Ally 20 Wind walking Wind Walk
Nine Lives Stealer Weapon
Wonderous Weapon (any sword), Rare, variable weight, (requires attunement).
This weapon counts as a +2 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 instantly killed 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.
Oil of Etherealness Potion
Wondrous Potion, Rare, 0.5 lbs.
Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the Etherealness spell for 1 hour.
Periapt of Proof Against Poison Item
Wondrous Item, Rare, 1 lb.
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You can't be Poisoned, and you have immunity to Poison damage.
Portable Hole Item
Wonderous Item, Rare, negligible weight.
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Potion of Angelic Reprieve Potion
Wondrous Item, Rare, 0.5 lbs
This calming violet brew is known to put creatures into a quick, restorative slumber. This potion can be drunk as an action. When this potion is drunk, you fall into a 1 minute slumber, becoming Unconscious until the effect is complete. Unless you take damage in this state or the slumber is otherwise interrupted, you gain the benefits of a short rest when you awaken.
Potion of Blur Potion
Wondrous Potion, Rare, 0.5 lbs
The sides of this potion's bottle always appear blurry to your eyes. As an Action, you drink this poition and gain the effects of Blur for the next minute. When the effect ends, you become Blinded until after your next turn, as your vision is blurred by the after effects.
Potion of Clairvoyance Potion
Wondrous Potion, Rare, 0.5 lbs
An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. When you drink this potion, you gain the effect of the Clairvoyance spell.
Potion of Clairvoyance Potion
Wondrous Potion, Rare, 0.5 lbs
An eyeball bobs in this yellowish liquid but vanishes when the potion is opened. When you drink this potion, you gain the effect of the Clairvoyance spell.
Potion of Diminution Potion
Wondrous Potion, Rare, 0.5 lbs
The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process. When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no concentration required).
Potion of Flying Potion
Wondrous Potion, Very Rare, 0.5 lbs
This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it. When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
Potion of Giant Strength (Rare) Potion
Wondrous Potion, Rare, 0.5 lbs
This potion's transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect. When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
Type of Giant Strength Rarity Frost/stone giant 23 Rare Fire giant 25 Rare
Potion of Superior Healing Potion
Wondrous Potion, Rare, 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 Superior healing Rare 8d4+8
Potion of Heroism Potion
Wondrous Potion, Rare, 0.5 lbs
This blue potion bubbles and steams as if boiling. For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no concentration required).
Potion of Invulnerability Potion
Wondrous Potion, Rare, 0.5 lbs
The potion's syrupy liquid looks like liquified iron. For 1 minute after you drink this potion, you have resistance to all damage.
Potion of Mind Reading Potion
Wondrous Potion, Rare, 0.5 lbs
The potion's dense, purple liquid has an ovoid cloud of pink floating in it. When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13).
Potion of Speed Potion
Wondrous Potion, Rare, 0.5 lbs
This milky white brew grants creatures a quick burst of speed, but often leaves them overly tired afterwards. When this potion is drunk, you can take an additonal action on your turns for the next 3 turns. When the effect ends, you can’t move or take actions until after your next turn, as a wave of lethargy sweeps over you.
This potion replaces all other potion effects when drunk.
Potion of Sunlight Potion
Wondrous Potion, Rare, 0.5 lbs
This glowing yellow drink tastes like how sunlight feels. As an action, you drink this potion that tastes like pure sunlight, gaining divine potential. You regain 1d6 hit points, and your next melee or ranged attack deals an additional 1d6 Radiant damage.
Resonant Crystal Necklace Item
Wonderous Item, Rare, 1 lb, (requires attunement)
This necklace' crystal has strange healing properties. While wearing this item, you gain an additional 1d8 hit points when you regain hit points.
Ring of Animal Influence Ring
Wondrous Ring, Rare, 0.01 lbs.
This ring has 3 charges, and it regains 1d4-1 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
- Animal Friendship (save DC 13)
- Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
- Speak with Animals
Ring of Evasion Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
This ring has 3 charges, and it regains 1d4-1 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Ring of Feather Falling Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Ring of Free Action Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be Paralyzed or Restrained.
Ring of Protection Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring of Resistance Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the GM chooses or determines randomly.
d10 Damage Type Gem 1 Acid Pearl 2 Cold Tourmaline 3 Fire Garnet 4 Force Sapphire 5 Lightning Citrine 6 Necrotic Jet 7 Poison Amethyst 8 Psychic Jade 9 Radiant Topaz 10 Thunder Spinel
Ring of Seeing Ring
Wonderous Ring, Rare, 0.01 lbs, (requires attunement).
While wearing this ring, you are under the effects of the See Invisibility spell.
Ring of Spell Storing Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the GM.
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, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. 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.
Ring of the Ram Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
This ring has 3 charges, and it regains 1d4-1 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of Three Wishes Ring
Wondrous Ring, Rare, 0.01 lbs (requires attunement).
While wearing this ring, you can use an action to expend 1 of its 3 charges to speak a wish, as if using the Wish epic spell. The ring becomes nonmagical when you use the last charge.
Ring of the Viper Ring
Wonderous Ring, Rare, 0.01 lbs, (requires attunement).
While wearing this ring, your weapon attacks deal an additional 1d8 Poison damage.
Ring of Wrath Ring
Wonderous Item, Rare, 0.01 lbs, (requires attunement).
While wearing this ring, you gain a second Reaction. This special reaction can only be used to make opportunity attacks.
Ring of X-Ray Vision Ring
Wonderous Ring, Rare, 0.01 lbs, (requires attunement)
While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of Exhaustion.
Robe of Eyes Item
Wonderous Item, Rare, 1 lb, (requires attunement)
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
- The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
- You have darkvision out to a range of 120 feet.
- You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A Light cantrip cast on the robe or a Daylight spell cast within 5 feet of the robe causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the blindness on a success.
Rod of Rulership Rod
Wonderous Rod, Rare, 8 lbs (requires attunement).
You can use an action to present this rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be Charmed by you for 8 hours. While Charmed in this way, the creature regards you as its trusted leader, and follows your commands to the best of its ability. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. The rod can't be used again until the next dawn.
Scroll of Protection Scroll
Wondrous Scroll, Rare, 0.5 lbs.
Each scroll of protection works against a specific type of creature chosen by the DM or determined randomly by rolling on the following table.
d100 Creature Type 01-10 Aberrations 11-20 Beasts 21-30 Celestials 31-40 Elementals
d100 Creature Type 41-50 Fey 51-75 Fiends 76-80 Plants 81-00 Undead Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-footradius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Shadow Scalemail Armor
Wonderous Armor (scale mail), Rare, 45 lbs, (requires attunement).
You have advantage on Stealth checks from wearing this armor. Additionally, while wearing this armor you have resistance to Necrotic damage.
Shield +2 Armor
Wondrous Armor (any shield), Rare, variable weight.
While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.
Shield of the Fathomless Armor
Wonderous Armor (any shield), Rare (requires attunement)
While wielding this item, you have a swim speed equal to your walking speed, and you can breath underwater.
To the Depths. Once per day, you can cast Banishment (4th level, save DC 15) as an action, requiring no spell slot or material components. If the target fails its save, it takes 4d10 Bludgeoning damage as it is sent to the deepest depths of the ocean for the duration of the spell.
Shield of Missile Attraction Armor
Wondrous Armor (any shield), Rare, variable weight, (requires attunement).
While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse
This shield is cursed. Attuning to it curses you until you are targeted by the Remove Curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Shoes of Mobility Item
Wonderous Item, Very Rare, 2 lbs, (requires attunement).
While wearing these shoes, you are immune to difficult terrain, and you can't be Paralyzed or Restrained.
Shroud of Flames Item
Wonderous Item, Rare, 2 lbs, (requires attunement).
While wearing this cloak of fire, you emanate bright light in a 30 foot radius, and dim light in a 30 foot radius beyond that.
Flaming Twirl. As an action, you spin the cape in a circle around you, causing flames to billow from it in a 10ft radius around you. Creatures other than you within this zone must make a DC 15 Dexterity saving throw, taking 2d6 Fire damage on a failed save, or half as much on a success.
Singing Sword Weapon
Wonderous Weapon (longsword), Rare, 2 lbs, (requires attunement).
This longsword counts as a +1 weapon.
Melody. This drow blade hums in anticipation, ready to Sing or Shriek in harmony with the songs of the world. As an action, you can cause one of the following effects. The effect lasts for 1 minute, or until you dismiss it as a bonus action, you drop the sword, you fall Unconscious, or you die.
- Sing. The sword sings a melody. All allies within 20 feet you have a 1d4 bonus to Attack rolls and Saving throws.
- Shriek. The sword shrieks. All enemies within 20 feet of you take an extra 1d4 Thunder damage when hit by a melee or ranged attack.
Spectre Bow Weapon
Wonderous Weapon (longbow), Rare, 2 lbs, (requires attunement).
This longbow counts as a +1 weapon.
Phasic Arrow. As an action, you fire a spectral arrow in a 5ft x 120ft line. Creatures within this zone must make a DC 15 Dexterity saving throw, taking 2d8 Force damage on a failed save, or half as much on a success.
Once you use this ability, you must complete a short or long rest to do so again.
Spell Scroll (4th-5th) Scroll
Wonderous Item, Rare, 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 4th Rare 15 +7 5th Rare 17 +9
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 Charming Staff
Wonderous Staff, Rare, 4 lbs, (requires attunement by a druid, sorcerer, warlock, or wizard).
While holding this staff, you can use an action to expend 1 of its 10 charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Staff of Healing Staff
Wonderous Staff, Rare, 4 lbs, (requires attunement by a bard, cleric, or druid).
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: Cure Wounds (1 charge per spell level, up to 4th), Lesser Restoration (2 charges), or Mass cure Wounds (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 vanishes in a flash of light, lost forever.
Staff of Swarming Insects Staff
Wonderous Staff, Rare, 5 lbs, (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard).
This staff has 10 charges and regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: Giant Insect (4 charges) or Insect Plague (5 charges).
Insect Cloud. While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Staff of the Magi Staff
Wonderous Staff, Rare, 4 lbs, (requires attunement).
This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6+2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12+1 charges.
Spell Absorption. While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells. While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: Conjure Elementals (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), Knock (2 charges), Lightning bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or Web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: Arcane Lock, Detect Magic, Enlarge/Reduce, Light, Mage Hand, or Protection from Evil and Good.
Retributive Strike. You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot radius sphere centered on it.
You have a 50 percent chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take Force damage equal to 16 × the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of Force damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin Damage 10 ft. away or closer 8 × the number of charges in the staff 11 to 20 ft. away 6 × the number of charges in the staff 21 to 30 ft. away 4 × the number of charges in the staff
Staff of the Necromancer Staff
Wonderous Staff, Rare, 4 lbs, (requires attunement).
This item counts as a +1 spellcasting focus.
No Rest for the Wicked. Once per day, you can cast the Animate Dead spell as a bonus action.
Staff of Withering Staff
Wonderous Staff, Rare, 4 lbs, (requires attunement by a cleric, druid, or warlock).
This staff has 3 charges and regains 1d4-1 expended charges daily at dawn.
On a hit, this quarterstaff deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Sun Blade Weapon
Wonderous Weapon (longsword), Rare, 3 lbs, (requires attunement)
This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Sword of Life Stealing Weapon
Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)
When you attack a creature with this sword and roll a 20 on the attack roll, that target takes an extra 3d6 Necrotic damage, provided that the target isn't a construct or an Undead. You gain temporary hit points equal to the extra damage dealt.
Sword of Minor Warning Weapon
Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)
Once per short or long rest while wielding this sword, you can cast the Augury spell without expending a spell slot or material components.
Sword of Wounding Weapon
Wonderous Weapon (any sword), Rare, variable weight, (requires attunement)
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.
Necrotic Laceration. Once per turn, when you hit a creature with an attack using this sword, you can magically 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.
Tentacle Rod Rod
Wonderous Rod, Rare, 4 lbs, (requires attunement).
Made by the draw, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals ld6 Bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Thunderstrike Glaive Weapon
Wonderous Weapon (glaive), Rare, 6 lbs, (requires attunement)
Thunderstrike. As an action, you can slam the butt of the glaive against the ground, causing a shockwave to ripple out from it. When you do so, all creatures within 15ft of you must make a Dexterity saving throw, where the DC equals 8 + your Proficiency Bonus + your Strength modifier. Creatures take 2d6 Thunder damage on a failed save, or half as much on a success.
Once you use this ability, you must complete a short or long rest to do so again.
Titan of Vitality Armor
Wonderous Armor (plate armor), Rare, 65 lbs, (requires attunement).
While wearing this armor, you regain an additional 1d8 hit points when you regain hit points, and when you heal another creature with a spell of 1st level or higher, that creature regains an additional 1d8 hit points.
Till Death Do Us Part Ring
Wonderous Ring, Rare, 0.01 lbs, (requires attunement).
This ring comes in pairs. While you and another creature wear these rings, when one of you regains hit points, the other regains the same amount.
Viscious Weapon Weapon
Wonderous Weapon (any), Rare, variable weight
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon's type.
Wand of Binding Wand
Wondrous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): Hold Monster (5 charges) or Hold Person (2 charges).
Assisted Escape. While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Wand of Enemy Detection Wand
Wondrous Wand, Rare, 0.5 lbs, (requires attunement).
This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
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 Fear Wand
Wondrous Wand, Rare, 0.5 lbs, (requires attunement).
This wand has 7 charges for the following properties. It regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Command. While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the Command spell (save DC 15).
Cone of Fear. While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. While it is Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Wand of Fireballs Wand
Wondrous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. 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 Lightning Bolts Wand
Wondrous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Lightning Bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the 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 Luck Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement)
This item counts as a +1 spellcasting focus.
Lucky Swish. Once per day, you can use this wand to reroll one Ability Check, Attack Roll, or Saving Throw.
Wand of Magic Missiles Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement)
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Magic Missile 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 Paralysis Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be Paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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 the War Mage (+2) Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
While holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Wand of Web Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the Web spell (save DC 15) from it.
The wand regains 1d6+1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Wonder Wand
Wonderous Wand, Rare, 0.5 lbs, (requires attunement by a spellcaster).
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the GM randomly determines which ones are affected.
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 dust and is destroyed.
d100 Effect 01-05 You cast the Slow spell. 06-10 You cast the Faerie Fire spell. 11-15 You are Stunned until the start of your next turn, believing something awesome just happened. 16-20 You cast the Gust of Wind spell. 21-25 You cast Detect Thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 Psychic damage. 26-30 You cast the Stinking Cloud spell. 31-33 Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn. 34-36 An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears. 37-46 You cast the Lightning Bolt spell. 47-49 A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes. 50-53 You enlarge the target as if you had cast Enlarge/Reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target. 54-58 You cast the Darkness spell. 59-62 Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
d100 Effect 63-65 An object of the GM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension. 66-69 You shrink yourself as if you had cast the Enlarge/Reduce spell on yourself. 70-79 You cast the Fireball spell. 80-84 You cast the Invisibility spell on yourself. 85-87 Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours. 88-90 A stream of 1d4 × 10 gems, each worth 1 gp, shoots from the wand's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line. 91-95 A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 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. 96-97 The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected. 98-100 If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly Petrified. On any other failed save, the target is Restrained and begins to turn to stone. While Restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming Petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the Greater Restoration spell or similar magic.
Weapon, +2 Weapon
Wonderous Weapon (any), Rare, variable weight
You have a +2 bonus to attack and damage rolls made with this magic weapon.
Wings of Flying Item
Wonderous Item, Rare, 1 lb (requires attunement)
While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.