Wondrous Items (5.5)

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Wondrous Items

Alchemy Jug Item

Wondrous Item, Uncommon, 12lbs.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid Max Amount
Acid 8 ounces
Basic Poison 1/2 ounce
Beer 4 gallons
Honey 1 gallon
Mayonnaise 2 gallons
Liquid Max Amount
Oil 1 quart
Vinegar 2 gallons
Water, fresh 8 gallons
Water, salt 12 gallons
Wine 1 gallon
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.

Amulet of Nondetection Item

Wondrous Item, Uncommon, 1 lb, (requires attunement).

While wearing this amulet, you can't be targeted by divination magic or perceived through magical scrying sensors.

Amulet of the Planes Item

Wondrous Item, Very Rare, 1 lb, (requires attunement).

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the Plane Shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a dlOO. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.

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 Devouring Item

Wondrous Item, Very Rare, 15 lbs.

This bag resembles a bag of holding made of black leather. When opened, it is revealed to be a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.

The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.

Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.

If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Bag of Holding Item

Wondrous Item, Uncommon (tier 1), Rare (tier 2), Very Rare (tier 3), or Legendary (tier 4), 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
1 250lbs 30 cubic feet
2 500lbs 65 cubic feet
3 1,000lbs 150 cubic feet
4 1,500lbs 250 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.

Bag of Tricks Item

Wondrous Item, Uncommon, 0.5 lbs.

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. See the Monster Manual for the creature's statistics. The creature vanishes at the next dawn or when it is reduced to 0 hit points.

The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature.

Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
d8 Creature
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk
Rust Bag of Tricks
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
d8 Creature
5 Giant Goat
6 Giant Boar
7 Lion
8 Brown Bear
Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
d8 Creature
5 Black Bear
6 Giant Weasel
7 Giant Hyena
8 Tiger
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.

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.

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 Giant Strength Item

Wondrous Item, rarity varies, 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
Stone/Frost Giant 23 Very Rare
Fire Giant 25 Very Rare
Cloud Giant 27 Legendary
Storm Giant 29 Legendary
Book of Spells Item

Wondrous item, Very Rare, 6 lbs, (requires attunement by a Wizard)

Arcane Battery. When you cast a spell of 5th level or lower, you can choose to do so without expending a spell slot.


Once you use this trait, you must complete a long rest to do so again.

Boots of Elvenkind Item

Wondrous Item, Uncommon, 3 lbs, (requires attunement).

While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.

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 Quickness Item

Wondrous Item, Uncommon (requires attunement)

While wearing these boots, you can use your bonus action to Dash.

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.

When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Boots of Striding and Springing Item

Wondrous Item, Uncommon, 1 lb, (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn't reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining movement would allow.

Boots of the Winterlands Item

Wondrous Item, Uncommon, 1 lb, (requires attunement)

These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:

  • You have resistance to cold damage.
  • You ignore difficult terrain created by ice or snow.
  • You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Bracers of Archery Item

Wondrous Item, Uncommon, 1 lb, (requires attunement)

While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.

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.

Brooch of Shielding Item

Wondrous Item, Uncommon, 1 lb, (requires attunement)

While wearing this brooch, you have resistance to Force damage, and you have immunity to damage from the Magic Missile spell.

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.

Cap of Water Breathing Item

Wondrous Item, Uncommon, 2 lbs

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

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.

Carpet of Flying Item

Wondrous Item, Very Rare, variable weight

You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.


Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

d100 Size Capacity Flying Speed
01-20 3 ft. × 5 ft. 200 lb. 80 feet
21-55 4 ft. × 6 ft. 400 lb. 60 feet
56-80 5 ft. × 7 ft. 600 lb. 40 feet
81-100 6 ft. × 9 ft. 800 lb. 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal capacity.

Caustic Pendant Item

Wondrous item, Uncommon, 0.05 lbs

You can cast the Acid Splash cantrip as an action, spitting the acid from your mouth. You use your Constitution as the spellcasting ability for it, or your spellcasting ability modifier (whichever is higher).

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.

Circlet of Blasting Item

Wondrous Item, Uncommon, 2 lbs

While wearing this circlet, you can use an action to cast the Scorching Ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5.


The circlet can't be used this way again until the next dawn.

Cloak of Arachnida Item

Wondrous Item, Very Rare, 1 lb (requires attunement)

This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:

  • You have resistance to Poison damage.
  • You have a climbing speed equal to your walking speed.
  • You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Cloak of Billowing Item

Wondrous Item, Common, 1 lb

While wearing this cloak, you can use a bonus action to make it billow dramatically.

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 Elvenkind Item

Wondrous Item, Uncommon, 1 lb, (requires attunement)

While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.

Cloak of Invisibility Item

Wondrous Item, Legendary, 3 lbs, (requires attunement)

While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.

Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.

Cloak of Protection Item

Wondrous Item, Uncommon, 3 lbs, (requires attunement)

You gain a +1 bonus to AC and saving throws while you wear this cloak.

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.

Cloak of the Manta Ray Item

Wondrous Item, Uncommon, 3 lbs, (requires attunement)

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

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.

Cubic Gate Item

Wondrous Item, Legendary, 10 lbs

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM.


You can use an action to press one side of the cube to cast the Gate spell with it, opening a portal to the plane keyed to that side. When cast in this way, the portal lasts for 1 minute, instead of until dispelled.

Alternatively, if you use an action to press one side twice, you can cast the Plane Shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.


The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d4-1 expended charges daily at dawn.

Daern's Instant Fortress Item

Wondrous Item, Very Rare, 40 lbs

You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.


The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the Knock spell and similar magic, such as that of a chime of opening.


Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 Bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.


The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. No spell can repair the tower.

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.

Decanter of Endless Water Item

Wondrous Item, Uncommon, 2 lbs, (requires attunement)

This stoppered flask sloshes when shaken, as if it contains water.


You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:

  • Stream produces 1 gallon of water.
  • Fountain produces 5 gallons of water.
  • Geyser produces 30 gallons of water that gushes forth in a line 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
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.

Driftglobe Item

Wondrous Item, Uncommon, 1 lb.

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the Light or Daylight spell. Once used, the daylight effect can't be used again until the next dawn.


You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Dust of Disappearance Item

Wondrous Item, Uncommon, 1 lb.

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.

Dust of Dryness Item

Wondrous Item, Uncommon, 1 lb.

This small packet contains 1d6+4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a 15 foot cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible.


Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet's magic.


An Elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save, or half as much damage on a successful one.

Dust of Sneezing and Coughing Item

Wondrous Item, Uncommon, 1 lb.

Found in a small container, this powder resembles very fine sand. You can use an action to throw a handful of the dust into the air. When you do so, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is Incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The Lesser Restoration spell can also end the effect on a creature.

Efficient Quiver Item

Wondrous Item, Uncommon, 2 lbs.

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears.

You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Efreeti Bottle Item

Wondrous Item, Very Rare, 1 lb.

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.

The first time the bottle is opened, the GM rolls to determine what happens.

d100 Effect
01-10 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-100 The efreeti grants you three wishes, as if by the Wish epic spell. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
Elemental Gem Item

Wondrous Item, Uncommon, 0.1 lbs.

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the Conjure Minor Elementals spell, and the gem's magic is lost. The type of gem determines the elemental summoned by the spell.

Gem Summoned Elemental
Blue sapphire Air elemental
Yellow diamond Earth elemental
Red corundum Fire elemental
Emerald Water elemental
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.

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.

Eversmoking Bottle Item

Wondrous Item, Uncommon, 1 lb.

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud's area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.

The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Eyes of Charming Item

Wondrous Item, Uncommon, 0.01 lbs, (requires attunement).

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the Charm Person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Eyes of Minute Seeing Item

Wondrous Item, Uncommon, 0.01 lbs.

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Eyes of the Eagle Item

Wondrous Item, Uncommon, 0.01 lbs, (requires attunement).

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

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.

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.

Gauntlets of Ogre Power Item

Wondrous Item, Uncommon, 4 lbs, (requires attunement).

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Gem of Brightness Item

Wondrous Item, Uncommon, 0.3 lbs.

This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:


The first command word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you use a bonus action to repeat the command word or until you use another function of the gem.


The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.


The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second command word.


When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

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.

Gloves of Missile Snaring Item

Wondrous Item, Uncommon, 0.5 lbs, (requires attunement).

These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you're wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Gloves of Swimming and Climbing Item

Wondrous Item, Uncommon, 0.5 lbs, (requires attunement).

While wearing these gloves, climbing and swimming don't cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Gloves of Thievery Item

Wondrous Item, Uncommon, 0.5 lbs.

These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.

Goggles of Night Item

Wondrous Item, Uncommon, 0.5 lbs.

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

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.

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.

Hat of Disguise Item

Wondrous Item, Uncommon, 2 lbs, (requires attunement).

While wearing this hat, you can use an action to cast the Disguise Self spell from it at will. The spell ends if the hat is removed.

Headband of Intellect Item

Wondrous Item, Uncommon, 2 lbs, (requires attunement).

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Heels of the Charlatan Item

Wonderous Item, Uncommon, 0.5 lbs, (requires attunement)

While wearing these heels, you have a +1 bonus to all Charisma checks you make.

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 Comprehend Languages Item

Wonderous item, Uncommon, 0.5 lbs.

While wearing this helm, you can use an action to cast the Comprehend Languages spell from it at will.

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 Telepathy Item

Wonderous Item, Uncommon, 3 lbs, (requires attunement)

While wearing this helm, you can use an action to cast the Detect Thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply- using a bonus action to do so- while your focus on it continues.


While focusing on a creature with detect thoughts, you can use an action to cast the Suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can't be used again until the next dawn.

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.

Holy Avenger Weapon

Wonderous Weapon (any sword), Legendary, variable weight, (requires attunement by a good-aligned paladin).

You gain a +3 bonus to attack and damage rolls made with this weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage.


While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

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 Item

Wonderous Item, Rare (silver or brass), Very Rare (bronze), or Legendary (iron), 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
76-90 Bronze 4d4+4 Proficiency with all medium armor
91-00 Iron 5d4+5 Proficiency with all martial 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 a Zephyr Item

Wonderous Item, Very 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 allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

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.

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.

Instrument of the Bards Item

Wondrous Item, Rarity Varies, 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
Anstruth harp Very Rare Control Weather, Cure Wounds (5th level), Wall of Thorns
Canaith mandolin Rare Cure Wounds (3rd level), Dispel Magic, Protection from Energy (Lightning only)
Cli lyre Rare Stone Shape, Wall of Fire, Wind Wall
Doss lute Uncommon Animal Friendship, Protection from Energy (Fire only), Protection from Poison
Fochlucan bandore Uncommon Entangle, Faerie Fire, Shillelagh, Speak with Animals
Mac-Fuirmidh cittern Uncommon Barkskin, Cure Wounds, Fog Cloud
Ollamh harp Legendary Confusion, Control Weather, Fire Storm
Ioun Stone 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.


Absorption (Very Rare). While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.


Agility (Very Rare). Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.


Awareness (Rare). You can't be surprised while this dark blue rhomboid orbits your head.


Fortitude (Very Rare). Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.


Greater Absorption (Legendary). While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.


Insight (Very Rare). Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.


Intellect (Very Rare). Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Leadership (Very Rare). Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.


Mastery (Legendary). Your proficiency bonus increases by 1 while this pale green prism orbits your head.


Protection (Rare). You gain a +1 bonus to AC while this dusty rose prism orbits your head.


Regeneration (Legendary). You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.


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.


Strength (Very Rare). Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.


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.

Iron Flask Item

Wondrous Item, Legendary, 1 lb.

This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.


You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.


An Identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the GM or determined randomly.

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.

Lantern of Revealing Item

Wondrous Item, Uncommon, 2 lbs.

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.

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.

Manual of Bodily Health Item

Wondrous Item, Very Rare, 5 lbs (requires attunement).

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Gainful Exercise Item

Wondrous Item, Very Rare, 5 lbs (requires attunement).

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Manual of Golems Item

Wondrous Item, Very Rare, 5 lbs (requires attunement).

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.

d20 Golem Time Cost
1-5 Clay 30 days 65,000 gp
6-17 Flesh 60 days 50,000 gp
18 Iron 120 days 100,000 gp
19-20 Stone 90 days 80,000 gp

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.


Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. The Golem is under your control, and it understands and obeys your spoken commands.

Manual of Quickness of Actions Item

Wondrous Item, Very Rare, 5 lbs (requires attunement).

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Marvelous Pigments Item

Wondrous Item, Very Rare, 1 lb.

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.


Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features-such as a door, a pit, flowers, trees, cells, rooms, or weapons - that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.


When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.


Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.


If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Medallion of Thoughts Item

Wondrous Item, Uncommon, 5 lbs (requires attunement).

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Detect Thoughts spell (save DC 13) from it. The medallion regains 1d4-1 expended charges daily at dawn.

Mirror of Life Trapping Item

Wondrous Item, Very Rare, 50 lbs.

When this 4-foot tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.


If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.


Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.


An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.

If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.


While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.

In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Necklace of Adaptation Item

Wondrous Item, Uncommon, 1 lb (requires attunement).

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as the Cloudkill and Stinking Cloud spells, inhaled poisons, and the breath weapons of some dragons).

Necklace of Binding Item

Wonderous Item, Uncommon, 1 lb.

While wearing this item, you can't be teleported or be transported to another plane against your will.

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
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.

Pearl of Power Item

Wondrous Item, Uncommon, 0.01 lbs, (requires attunement by a spellcaster).

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can't be used again until the next dawn.

Periapt of Health Item

Wondrous Item, Uncommon, 1 lb.

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

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.

Periapt of Wound Closure Item

Wondrous Item, Uncommon, 1 lb.

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

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 Haunting Item

Wonderous Item, Uncommon, 3 lbs

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become Frightened of you for 1 minute. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d4-1 expended charges daily at dawn.

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.

Pipes of the Sewers Item

Wonderous Item, Uncommon, 2 lbs

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.


The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. The pipes regain 1d4-1 expended charges daily at dawn.

Whenever a swarm of rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm's Wisdom check. If you lose the contest, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes' music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can't hear the pipes' music, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

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.

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.

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.

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.

Robe of Scintillating Colors Item

Wonderous Item, Very Rare, 1 lb, (requires attunement)

This robe has 3 charges, and it regains 1d4-1 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become Stunned until the effect ends.

Robe of Stars Item

Wonderous Item, Very Rare, 1 lb, (requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.

Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast Magic Missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Robe of Archmagi Item

Wonderous Item, Legendary, 1 lb, (requires attunement by a sorcerer, warlock, or wizard)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.


You gain these benefits while wearing the robe:

  • If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
  • You have advantage on saving throws against spells and other magical effects.
  • Your spell save DC and spell attack bonus each increase by 2.
Robe of Useful Things Item

Wonderous Item, Uncommon, 1 lb

This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.

The robe has two of each of the following patches:

  • Dagger
  • Bullseye lantern (filled and lit)
  • Steel mirror
  • 10-foot pole
  • Hempen rope (50 feet, coiled)
  • Sack

In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly.

d100 Patch
01-08 Bag of 100 gp
09-15 Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 10 gems worth 100 gp each
31-44 Wooden ladder (24 feet long) 45-51 A riding horse with saddle bags
52-59 Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 4 potions of healing
69-75 Rowboat (12 feet long)
76-83 Spell scroll containing one spell of 1st to 3rd level
84-90 2 mastiffs
91-96 Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-100 Portable ram
Rope of Climbnig Item

Wonderous Item, Uncommon, 3 lbs.

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying.

If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Rope of Entanglement Item

Wonderous Item, Uncommon, 3 lbs.

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become Restrained.

You can release the creature by using a bonus action to speak a second command word. A target Restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer Restrained by the rope.

The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Saddle of the Cavalier Item

Wondrous Item, Uncommon, 25 lb (requires attunement).

While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.

Scarab of Protection Item

Wondrous Item, Legendary, 1 lb (requires attunement).

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:

  • You have advantage on saving throws against spells.
  • The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an Undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Sending Stones Item

Wondrous Item, Uncommon, 1 lb.

Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the Sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don't cast the spell.

Once Sending is cast through the stones, they can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

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.

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.

Slippers of Spider Climbing Item

Wonderous Item, Uncommon, 0.5 lbs, (requires attunement).

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

Sovereign Glue Item

Wonderous Item, Legendary, 1 lb.

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6+1 ounces.

One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness.

Sphere of Annihilation Item

Wonderous Item, Legendary, 1 lb.

This 2-foot diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.


The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.


The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 × your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.


If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.


If the sphere comes into contact with a planar portal, such as that created by the Gate spell, or an extradimensional space, such as that within a portable hole, the GM determines randomly what happens, using the following table.

d100 Result
01-50 The sphere is destroyed.
51-85 The sphere moves through the portal or into the extradimensional space.
86-00 A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Stasis Cube Item

Wonderous Item, Uncommon, 2 lbs

As an action, you can throw this pulsating cube of gelatin at a point within 30ft. The cube explodes on that point, creating a 30ft cube of glowing energy centered on that point, which lasts for 1 minute before disappearing.


Creatures within this zone gain a 10ft flyign speed. If a creature within that zone already has a flying speed, it is instead reduced to a 10ft fly speed in this zone.

Liquids that enter this zone fall towards the outside of the cube.


Once the effect of this item ends, the cube reverts to its original form, then disintegrates.

Stone of Good Luck (Luckstone) Item

Wonderous Item, Uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Talisman of Pure Good Item

Wondrous Item, Legendary, 2 lbs, (requires attunement by a creature of good alignment).

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.


If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.


The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

Talisman of the Sphere Item

Wondrous Item, Legendary, 1 lb, (requires attunement).

When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

Talisman of Ultimate Evil Item

Wondrous Item, Legendary, 2 lbs, (requires attunement by a creature of evil alignment).

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.


If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.


The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

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.

Thorn Bulb Item

Wondrous Item, Uncommon, 0.5 lbs

As an action, you throw this bulb at a point within 30ft, which explodes in a 10ft radius. Creatures within this zone must make a DC 14 Dexterity saving throw or begin Bleeding.

Tome of Clear Thought Item

Wonderous Item, Very Rare, 5 lbs.

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Tome of Leadership and Influence Item

Wonderous Item, Very Rare, 5 lbs.

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Tome of the Stilled Tongue Item

Wonderous Item, Legendary, 5 lbs (requires attunement by a wizard).

This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.


If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can't be used again until the next dawn.


While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.


Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

Tome of Understanding Item

Wonderous Item, Very Rare, 5 lbs.

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Universal Solvent Item

Wonderous Item, Legendary, 0.5 lbs.

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.

Well of Many Worlds Item

Wonderous Item, Legendary, 0.5 lbs

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 and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.

Wind Fan Item

Wonderous Item, Uncommon, 1 lb

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn't be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Winged Boots Item

Wonderous Item, Uncommon, 1 lb (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.


The boots regain 2 hours of flying capability for every 12 hours they aren't in use.

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.

 

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