D&d enduring spellbook

D&d enduring spellbook DEFAULT

Does a Wizard's spellbook need to be a book?

From the "Your Spellbook" sidebar in the wizard's Spellcasting feature (PHB p. 114):

Your spellbook is a unique compilation of spells, with its own decorative flourishes and margin notes. It might be a plain, functional leather volume that you received as a gift from your master, a finely bound gilt-edged tome you found in an ancient library, or even a loose collection of notes scrounged together after you lost your previous spellbook in a mishap.

The loose collection of notes says to me that it doesn't have to be a book. I remember playing with a wizard who had a metal ring with thin sheets of metal attached as his "spellbook".

After playing for over 30 years, while the norm is the spellbook, there have been many characters that have a used different things to go along with the feel of the character. Empower the character, don't limit.

As @Rubiksmoose points out, the "Spellbook" section on Xanathar's Guide to Everything p. 58 lists some other examples of unusual spellbooks, including:

Small stones inscribed with spells and kept in a cloth bag

and

Long straps of leather on which spells are written, wrapped around a staff for ease of transport

\$\endgroup\$Sours: https://rpg.stackexchange.com/questions/131177/does-a-wizards-spellbook-need-to-be-a-book

Magic items (5E)

Properties

Rarity

See also Downtime: Buying a magic item
RarityChar. LevelValue (gp)† (DMG)Asking Price† (XGE)(fixed)
Common≥ 1st50–100 (1d6+1)×102d6×10
Uncommon≥ 1st100–500 1d6×1002d6×100
Rare≥ 5th500–5,000 2d10×1,0002d6×1,000
Very rare≥ 11th5,000–50,000 (1d4+1)×10,0001d6×10,000
Legendary≥ 17th> 50,000 2d6×25,0002d6×25,000

† Value / Asking Price is halved for consumable items like potions or scrolls.

Identifying a magic item

Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item’s appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item’s properties isn’t automatic, however.

The identify spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item during a short rest, while being in physica l contact with the item. At the end of the rest, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.

Sometimes a magic item carries a clue to its properties. The command word to activate a ring mighr be etched in tiny letters inside it, or a feathered design might suggest that it’s a ring of feather falling.

Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a ring of jumping, you could say, "Your steps fee strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

Variant: more difficult identification

If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the identify spell, experimentation, or both to reveal what a magic item does.

Attunement

DMG, pp.136, 138 & 184–185

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if that monster has spell slots and uses that class’s spell list.)

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can’t be the same short rest used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one ring of protection at a time.

A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Variants

Change the number of attuned items limit; from three to the character’s Proficiency bonus.

In older editions, one could not make use of more than one magic item in each of the “slots” listed below:

Head
circlet, crown, hat, headband, helmet, phylactery
Face
glasses, goggles, lens, mask, spectacles, third eye
Throat
amulet, badge, brooch, collar, medal, medallion, necklace, pendant, periapt, scarab, scarf, torc
Shoulders
cape, cloak, mantle, shawl
Body
armor, robe,
Torso
shirt, tunic, vest, vestments
Arms
armband, bracers, bracelet
Hands
gloves, gauntlets,
Waist
belt, girdle, sash,
Feet
boots, sandles, shoes, slippers

Cursed items

Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed.

Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the remove curse spell.

Wearing and wielding items

Using a magic item’s properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held in hand.

In most cases, a magic item that’s meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or the: magically adjust themselves to the wearer.

Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn’t adjust. For example, armor made by the drow might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped characters.

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear boots.

Multiple items of the same kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can’t normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of head wear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or be able to layer two cloaks.

Paired items

Items that come in pairs- such as boots, bracers, gauntlets, and gloves-impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either item.

Activating an item

Activating some magic items requires a user to do omething special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use one or more of the following rules for their activation.

If an item requires an action to activate, that action isn’t a function of the Use an Item action, so a feature such as the rogue’s Fast Hands can’t be used to activate the item.

Command word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can’t be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the , doesn’t expend any of the user’s spell slots, and requires no components, unless the item’s description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell’s effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don’t have a spellcasting ability—perhaps you’re a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic item resilience

Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.

Special features

You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made, and how was it originally used? What minor magical quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item, such as a +1 longsword, into a more flavorful discovery.

The tables that follow can help you come up with answers. Roll on as many of these tables as you like. Some of the table entries make more sense for certain items than for others. Some magic items are made only by certain kinds of creatures, for instance; a cloak of elvenkind is made by elves, rather than dwarves. If you roll something that doesn’t make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own.

d20Creator or Intended User
1Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving.
2–4Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages.
5Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item’s presence repulsive.
6Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon’s hoard. It grows slightly warm when within 120 feet of a dragon.
7Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.
8–9Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
10Elemental Air. The item is half the normal weight and feels hollow. If it’s made of fabric, it is diaphanous.
11Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.
12Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors.
13Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal.
14–15Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.
16Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel.
17Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item’s presence repulsive.
18Giant. The item is larger than normal and was crafted by giants for use by their smaller allies.
19Gnome. The item is crafted to appear ordinary, and it might look worn. It could also incorporate gears and mechanical components, even if these aren’t essential to the item’s function.
20Undead. The item incorporates imagery of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch.
d8History
1Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol.
2Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.
3Heroic. A great hero once wielded this item. Anyone who’s familiar with the item’s history expects great deeds from the new owner.
4Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.
5Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item’s bearer.
6Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god’s followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity.
7Sinister. This item is linked to a deed of great evil such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item’s history is likely to treat it and its owner with suspicion.
8Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person’s descendants might desire it, or someone might mistakenly assume its new owner is the item’s legitimate inheritor.
d20Minor Property
1Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional10 feet, or to extinguish the light.
2Compass. The wielder can use an action to learn which way is north.
3Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
4Delver. While underground, the bearer of this item always knows the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
5Gleaming. This item never gets dirty.
6Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated.
7Harmonious. Attuning to this item takes only 1 minute.
8Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
9Key. The item is used to unlock a container, chamber, vault, or other entryway.
10Language. The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person.
11Sentinel. Choose a kind of creature that is an enemy of the item’s creator. This item glows faintly when such creatures are within 120 feet of it.
12Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
13Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
14Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
15Unbreakable. The item can’t be broken. Special means must be used to destroy it.
16War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer’s next turn.
17Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
18Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer’s urge to do so.
19Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item’s appearance in minor ways. Such alterations don’t change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it’s made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.
20Roll twice, rerolling any additional 20s.
d12Quirk
1Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence.
2Confident. The item helps its bearer feel self-assured.
3Covetous. The item’s bearer becomes obsessed with material wealth.
4Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
5Hungry. This item’s magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
6Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.
7Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item’s use.
8Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
9Painful. The bearer experiences a harmless flash of pain when using the item.
10Possessive. The item demands attunement when first wielded or worn, and it doesn’t allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)
11Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it.
12Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.

Creating a magic item

Dungeon Master’s Guide, pp.184–185

Modifying an item

The easiest way to design a new item is to tweak an existing one. Such as, changing a sword into a flail, a ring into a wand, a cloak into a circlet, or the type of damage dealt—without altering the item’s other properties. For example, a potion of climbing can easily become a potion of stealth.

You can also modify an item by fusing it with properties from another item. For example, you could combine the effects of two existing helms into a single helmet. This makes the item more powerful (and probably should increases its rarity), but it won’t break your game.

Finally, remember the tools that are provided for modifying Treasure.(DMG-141–143) Giving an item an interesting minor property, a quirk, or sentience can alter its flavor significantly.

Creating a new item

If modifying an item doesn’t quite do the trick, you can create one from scratch. A magic item should either let a character do something they couldn’t do before, or improve their ability to do something they can do already. For example, the ring of jumping lets its wearer jump greater distances, thus augmenting what a character can already do. A ring of the ram, however, gives a character the ability to deal force damage.

The simpler your approach. the easier it is for a character to use the item in play. Giving the item charges is fine, especially if it has several different abilities, but simply deciding that an item is always active or can be used a fixed number of times per day is easier to manage.

Power level

The item’s power level should be related to rarity.

Max Spell Level
The highest-level spell effect the item should confer, in the form of a once-per-day or similarly limited property. For example, a common item might confer the benefit of a 1st-level spell once per day (or just once, if it’s consumable). A rare, very rare, or legendary item might allow its possessor to cast a lower-level spell more frequently.
Max Bonus
For static bonuses to AC, attack rolls, saving throws, or ability checks.

Add attunement

DMG, pp.136, 138 & 184–185

  • If party members passing an item around to gain its benefits would be disruptive, the item should require attunement.
  • If an item grants a bonus also granted by other items, attunement will limit collecting too many of the items just to stack bonuses.
  • Note that all of the example sentient items and artifacts require attunement.

Potions

Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid.

Potions are consumable magic items. Drinking a potion or administering a potion to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

elixir of health

When you drink this potion, it cures any disease fflicting you, and it removes the blinded, deafened, aralyzed, and poisoned conditions. The clear red liquid as tiny bubbles of light in it.

oil of etherealness

Beads of this cloudy gray oil form on the outside of its ontainer and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment t’s wearing and carrying (one additional vial is required or each size category above Medium). Applying the oil akes 10 minutes. The affected creature then gains the ffect of the etherealness spell for 1 hour.

oil of sharpness

potion, very rare(DMG-185)

This clear, gelatinous oil sparkles with tiny, ultrathin ilver shards. The oil can coat one slashing or piercing eapon or up to 5 pieces of slashing or piercing mmunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.

oil of slipperiness

potion, uncommon(DMG-185)

This sticky black unguent is thick and heavy in the ontainer, but it flows quickly when poured. The oil can over a Medium or smaller creature, along with the quipment it’s wearing and carrying (one additional ial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature hen gains the effect of a freedom of movement spell or 8 hours.

Alternatively, the oil can be poured on the ground as n action, where it covers a 10-foot square, duplicating he effect of the grease spell in that area for 8 hours.

philter of love

potion, uncommon(DMG-185)

The next time you see a creature within 10 minutes fter drinking this philter, you become charmed by hat creature for 1 hour. If the creature is of a species nd gender you are normally attracted to, you regard it s your true love while you are charmed. This potion’s ose-hued, effervescent liquid contains one easy-to-mis ubble shaped like a heart.

potion of animal friendship

potion, uncommon(DMG-187)

When you drink this potion, you can cast the animal riendship spell (save DC 13) for 1 hour at will. Agitating his muddy liquid brings little bits into view: a fish scale, hummingbird tongue, a cat claw, or a squirrel hair.

potion of clairvoyance

When you drink this potion, you gain the effect of the lairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.

potion of climbing

When you drink this potion, you gain a climbing speed qual to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks ou make to climb. The potion is separated into brown, ilver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

potion of diminution

When you drink this potion, you gain the "reduce" ffect of the enlarge/reduce spell for 1d4 hours (no oncentration required). The red in the potion’s liquid ontinuously contracts to a tiny bead and then expands o color the clear liquid around it. Shaking the bottle ails to interrupt this process.

potion of fire breath

potion, uncommon(DMG-187)

After drinking this potion, you can use a bonus action to xhale fire at a target within 30 feet of you. The target ust make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect t;nds after you exhale the ire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the op of the container and wafts out whenever it is opened.

potion of flying

potion, very rare(DMG-187)

When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you’re in the air when the potion wears off, you fall nless you have some other means of staying aloft. This otion’s clear liquid floats at the top of its container and as cloudy white impurities drifting in it.

potion of gaseous form

When you drink this potion, you gain the effect of he gaseous form spell for 1 hour (no concentration equired) or until you end the effect as a bonus action. This potion’s container seems to hold fog that moves and pours like water.

potion of giant strength

potion, rarity varies(DMG-187)

When you drink this potion, your Strength score hanges for 1 hour. The type of giant determines the core (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a liver of fingernail from a giant of the appropriate type. The potion of frost giant strength and the potion of stone giant strength have the same effect.

potion of growth

potion, uncommon(DMG-187)

When you drink this potion, you gain the "enlarge" ffect of the enlarge/reduce spell for 1d4 hours (no oncentration required). The red in the potion’s liquid ontinuously expands from a tiny bead to color the clear iquid around it and then contracts. Shaking the bottle ails to interrupt this process.

potion of healing

potion, rarity varies(DMG-187)

You regain hit points when you drink this potion. The number of hit points depends on the potion’s rarity, as shown in the table. Whatever its potency, the potion’s red liquid glimmers when agitated.

potion of heroism

For 1 hour after drinking it, you gain 10 temporary hit oints that last for 1 hour. For the same duration, you re under the effect of the bless spell (no concentration equired). This blue potion bubbles and steams as if boiling.

potion of invisibility

potion, very rare(DMG-188)

This potion’s container looks empty but feels as though t holds liquid. When you drink it, you become invisible or 1 hour. Anything you wear or carry is invisible with ou. The effect ends early if you attack or cast a spell.

potion of invulnerability

For 1 minute after you drink this potion, you have resistance to all damage. The potion’s syrupy liquid looks like liquified iron.

potion of longevity

potion, very rare(DMG-188)

When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion’s tail, an adder’s fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

potion of mind reading

When you drink this potion, you gain the effect of the etect thoughts spell (save DC 13). The potion’s dense, urple liquid has an ovoid cloud of pink floating in it.

potion of poison

potion, uncommon(DMG-188)

This concoction looks, smells, and tastes like a potion of ealing or other beneficial potion. However, it is actpally oison masked by illusion magic. An identify spell eveals its true nature.

If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or are poisoned. At the start of each of your turns while you’re poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the aving throw. On a successful save, the poison damage ou take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

potion of resistance

potion, uncommon(DMG-188)

When you drink this potion, you gain resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly from the table.

potion of speed

potion, very rare(DMG-188)

When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion’s yellow fluid is streaked with black and swirls on its own.

potion of vitality

potion, very rare(DMG-188)

When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

potion of water breathing

potion, uncommon(DMG-188)

You can breathe underwater for 1 hour after drinking his potion. Its cloudy green fluid smells of the sea and as a jellyfish-like bubble floating in it.

Scrolls

Dungeon Master’s Guide, p.139

Most scrolls are spells stored in written form, while a few bear unique incantations that produce potent wards. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood.

A scroll is a consumable magic item. Whatever the nature of the magic contained in a scroll, unleashing that magic to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read the arcane script on a scroll and attempt to activate it.

Variant: Scroll Mishaps

Dungeon Master’s Guide, p.140

A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

spell scroll

A spell scroll bears the words of a single spell, written in a mystical cipher.

If the spell is on your class’s spell list, you can read the scroll and cast its spell without components. Otherwise, the scroll is unintelligible.

If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect.

Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.

The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table.

A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.

Rings

Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring's description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring's magic to function.

ring of mind shielding

Ring, uncommon (requires attunement)(DMG-191)

While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the ring to become invisible until you use another action to make it visible, until you remove the ring, or until you die.

If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

rings of shared suffering

Wondrous item, common(WGE-117)

These rings come in linked pairs. It you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature suffers damage, they only suffer half of that damage and you take the rest. This effect continues until you end it as a bonus action or until you or the other creature removes their ring. This effect isn’t limited by range.

Rods, Staves & Wands

Rods

A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It's about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.

Staffs

A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

Unless a staff's description says otherwise, a staff can be used as a quarterstaff.

Wands

A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

[New] Rod of Lordly Might (p. 196) The following text is appended to the sentence on button 1:

[1.0] Wand of Paralysis (p. 211) The third and fourth sentences now read as follows:

immovable rod

Adventuring gear (rod), uncommon, weight 2 lbs.(DMG)

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.

spider staff

Staff, rare (requires attunement by a sorcerer or wizard)(LMP)

The top of this black, adamantine staff is shaped like a spider. The staff weighs 6 pounds. The staff can be wielded as a quarterstaff. It deals 1d6 extra poison damage on a hit when used to make a weapon attack.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: spider climb (1 charge) or web (2 charges).

The staff regains 1d6+4 expended charges each day at dusk. If you expend the last charge, roll a d20. On a 1, the staff crumbles to dust and is destroyed.

staff of defense

Staff, rare (requires attunement by a sorcerer or wizard)(LMP)

This slender, hollow staff is made of glass yet is as strong as oak. It weighs 3 pounds. The staff can be wielded as a quarterstaff. While holding the staff, you have a +1 bonus to your Armor Class.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: mage armor (1 charge) or shield (2 charges).

The staff regains 1d6+4 expended charges each day at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

staff of spell storing

Staff, very rare (requires attunement)(Silvesti)

This woodenstaff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it.

The staff stores spells cast into it, holding them until the attuned wielder uses them. The staff can store up to 10 levels worth of spells at a time. When found, it contains 1d10 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 5th level into the staff by touching the staff as the spell is cast. The spell has no effect, other than to be stored in the staff. If the staff 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 wielding this staff, 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 staff is no longer stored in it, freeing up space.

Weapons

Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.

Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly.

adamantine weapon

Armor (medium or heavy, but not hide), uncommon

Weapon (melee or ammunition, made of metal), uncommon(XGE-78)

Adamantine is an ultrahard metal found in meteorites and extraordinary mineral veins. In addition to being used to craft adamantine armor, the metal is also used for weapons.

Melee weapons and ammunition made of or coated with adamantine are unusually effective when used to break objects. Whenever an adamantine weapon or piece of ammunition hits an object, the hit is a critical hit.

The adamantine version of a melee weapon or of ten pieces of ammunition costs 500 gp more than the normal version, whether the weapon or ammunition is made of the metal or coated with it.

arrow of slaying

Weapon (arrow), very rare(DMG-152)

An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.

Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.

Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.

dragontooth dagger

A dagger fashioned from the tooth of a dragon. While the blade is obviously a fang or predator’s tooth, the handle is leather wrapped around the root of the tooth, and there is no cross-guard.

You gain a +1 bonus to attack rolls and damage rolls you make with this weapon. On a hit with this weapon, the target takes an extra 1d6 acid damage.

Draconic Potency: Against enemies of the Cult of the Dragon, the dagger’s bonus to attack rolls and damage rolls increases to +2, and the extra acid damage increases to 2d6.

kerumˀquess

Martial weapon, melee weapon, uncommon

This mithral sword is a masterwork of elven design, giving it the finesse and light properties, and allowing the wielder to choose to deal either piercing or slashing damage. You are considered proficient with this sword if you have the Elf Weapon Training racial trait.

  • Kerymˀquess (elven longsword) 150 gp, 2 lb. 1d8 piercing/slashing, finesse, light, versatile (1d10)
  • Nikerymˀquess (elven shortsword) 100 gp, 1 lb. 1d6 piercing/slashing, finesse, light

elven blade

Weapon (any sword or dagger), uncommon (+0), rare (+1), very rare (+2), or legendary (+3)Homebrew

You have a bonus to attack and damage rolls made with this weapon. The bonus is determined by the weapon’s rarity. If the weapon does not have the heavy property, it gains both the light and finesse properties. If the weapon would normally have the heavy property, this version of the weapon lacks it. You are considered proficient with this weapon even if you normally lack proficiency with it.

flame tongue

Weapon (any sword), rare (requires attunement)(DMG-170)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the Command Word again or until you drop or sheathe the sword.

holy avenger

Weapon (any sword), legendary (requires attunement by a paladin)(DMG-170)

You gain a +3 bonus to attack and damage rolls made with this magic 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.

Lightbringer

Weapon (mace), uncommon(LMP)

This +1 mace was made for a cleric of Lathander, the god of dawn. The head of the mace is shaped like a sunburst and made of solid brass. Named Lightbringer, this weapon glows as bright as a torch when its wielder commands. While glowing, the mace deals an extra 1d6 radiant damage to undead creatures.

moon-touched sword

Weapon (any sword), common(DMG-136–145)

In darkness, the unsheathed blade of this sword. sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet.

moonblade

Weapon (longsword), legendary (requires attunement by an elf or half-elf of good alignment)(DMG-217)

Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.

A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.

A moonblade won’t serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.

A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly.

d100 Property
01–40 Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.
41–80 The moonblade gains a randomly determined minor property (see “Special Features” in the DMG).
81–82 The moonblade gains the finesse property.
83–84 The moonblade gains the thrown property (range 20/60 feet).
85–86 The moonblade functions as a defender.
87–90 The moon blade scores a critical hit on a roll of 19 or 20.
91–92 When you hit with an attack using the moonblade, the attack an extra 1d6 slashing damage.
93–94 When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95–96 You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can’t be used again until you take a short rest while attuned to the weapon.
97–98 The moonblade functions as a ring of spell storing.
99 You can use an action to call forth an elfshadow, provided that you don’t already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow from the Monster Manual, except it is neutral, immune to effects that turn undead, and doesn’t create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00 The moonblade functions as a vorpal sword.
Sentience

A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder’s hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.

Personality

Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.

The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.

If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.

oathbow

Weapon (longbow), very rare (requires attunement)(DMG-183)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

unbreakable arrow

Weapon (arrow), common(XGE-139)

This arrow can’t be broken, except when it is within an antimagic field.

walloping ammunition

Weapon (any ammunition), common(XGE-139)

This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone.

warpwood bow

Weapon (longbow), rare (requires attunement)(JBO)

This longbow was crafted using wood-shaping magic rather than tools. It may be used as a +1 longbow, without attunement, by any proficient wielder.

†The bow may only be attuned by an elf—including half-elves and drow—and when attuned, arrows shot from the bow do double the normal maximum damage on a critical hit.

Waythe

Weapon (greatsword†), legendary(TFYP-229)

Waythe is a unique greatsword† most recently in the possession of a high-ranking cloud giant ambassador.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a creature of the giant type with it, the giant takes an extra 2d6 slashing damage, and it must succeed on a DC 15 Strength saving throw or fall prone.

When Waythe first bonds with a new user it can change itself to a weapon better suited to the wielder from the following list: battleaxe, greataxe, greatsword, longsword, maul, or warhammer.

The weapon also functions as a wand of enemy detection. It regains all of its expended charges at dawn and isn’t at risk of crumbling if its last charge is used.

Sentience.Waythe is a sentient weapon of lawful good alignment, with an Intelligence of 12, a Wisdom of 2, and a Charisma of 14. It has hearing and darkvision out to a range of 120 feet.

The weapon can speak and understand Giant and Common, and it can communicate telepathically with its wielder.

Personality. This sword believes in freedom and allowing others to live as they see fit. It is protective of its friends, and wants to be friends with a like-minded wielder. (It takes only 1 minute for a good-aligned character to gain attunement with the sword.) Waythe is courageous to the point of foolhardiness, however, and vocally urges bold action. It is likely to come into conflict with an evil or a timid wielder. (Against the Giants)

Armor

Unless an armor's description says otherwise, armor must be worn for its magic to function.

Some suits of magic armor specify the type of armor they are, such as chain mail or plate. If a magic armor doesn't specify its armor type, you may choose the type or determine it randomly.

adamantine armor

Armor (medium or heavy, but not hide), uncommon(DMG-150)

This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.

As a substance, adamantine has an object Armor Class of 23.(DMG-246)

dragon scale mail

Armor (scale mail), very rare (requires attunement)(DMG-165)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

Dragonguard

Armor (breastplate), uncommon(LMP)

This +1 breastplate has a gold dragon motif worked into its design. Created for a human hero of Neverwinter named Tergon, it grants its wearer advantage on saving throws against the breath weapons of creatures that have the dragon type.

dwarven plate

Armor (plate), very rare(DMG-167)

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

elven chain

Armor (chain shirt), rare(DMG-168)

You gain a +1 bonus to AC while you wear this chain shirt. You are considered proficient with this armor even if you lack proficiency with medium armor.

glamoured studded leather

Armor (studded leather), rare(DMG-172)

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor.

mithral armor

Armor (medium or heavy, but not hide), uncommon(DMG-182)

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

As a substance, mithral has an object Armor Class of 21.(DMG-246)

Sets

Regalia of the Elven Protector

ironwood longbow +3

This ironwood longbow (maultrilis athel in elvish) has a +3 bonus to attacks and damage. Due to being crafted from ironwood, the bow can also…

Orn Vara (1)

Elven finesse longsword “Orn Vara” Forest Defender (1) [chaotic good]

All Elves are proficient in these fine blades that are as powerful as a longsword, but swift as a rapier. Made of mithril and infused with magic this weapon does 1d8 damage and is considered a finesse weapon. This sentient sword was crafted to slay Aberrations that haunt the forest and does an extra 1d8 damage to any foe of the Aberrations type. Orn Vara has been imbued with speed so the wielder can make one extra attack with it as a bonus action on each of the wielders turns. It reads, writes and speaks elven and sylvan and conveys that ability to its wielder.

greater boots of elevenkind (1)

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. If you choose to you can leave the tracks of any woodland creature instead of your own. In addition, you can jump three times the normal distance, though you can't jump farther than your remaining Movement would allow.

ironwood leaf armor (1)

This elven leather armor is covered in alchemically treated ironwood leaves, resulting in a suit of light armor with the protection of scale mail, but as easy to use as studded leather.

This armor has 3 charges, and regains 1d3 expended charges daily at dawn. While wearing the armor you can use an action, to expend 1(?) charges to cast one of the following spells.

  1. feather fall
  2. locate plants
  3. speak with plants(save DC 13 )

Wondrous items

Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch-all category.

Errata

[1.0] Amulet of Health (p. 150) The last sentence now reads as follows:

[1.0] Bag of Tricks (p. 154) The second paragraph ends with a new sentence:

[1.0] Belt of Giant Strength (p. 155) The last sentence of the first paragraph now reads as follows:

[1.0] Gauntlets of Ogre Power (p. 171) The last sentence now reads as follows:

[1.0] Headband of Intellect (p. 173) The last sentence now reads as follows:

[2.0] Instrument of the Bards (p. 176) The final paragraph is replaced with the following:

[1.0] Pearl of Power (p. 184) The first sentence is now two sentences:

bag of bounty

Wondrous item, common(WGE-116)

This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts.

You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.

A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.

bag of holding

Wondrous item, uncommon(DMG-153)

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 up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.

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 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 to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.

bag of tricks

Wondrous item, uncommon (DMG)

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 ½ 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. 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, it can’t be used again until the next dawn.

band of loyalty

Wondrous item, common(WGE-115)

If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.

boots of elvenkind

Wondrous item, uncommon(DMG-155)

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 false tracks

Wondrous item, common(XGE-136)

Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.

boots of levitation

Wondrous item, rare (requires attunement)(DMG-155)

While you wear these boots, you can use an action to cast the levitate spell on yourself at will.

boots of speed

Wondrous item, rare (requires attunement)(DMG-155)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. 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

Wondrous item, uncommon (requires attunement)(DMG-156)

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 asperii

Wondrous item, rare (requires attunement)(Silvesti)

These duncamlet boots with a white fringe are snug and feel quite warm. While you wear them, you gain the following benefits:

  • Resistance to cold damage.
  • Ignore difficult terrain created by ice, snow, wind, or mountainous terrain.
  • Tolerate temperatures as low as −50°F without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100°F.
  • A flying speed equal to your walking speed. You can use the boots to fly for up to 240 minutes, 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 10 minutes of flight time for every hour they aren’t use for flying.

boots of the winterlands

Wondrous item, uncommon (requires attunement)(DMG-156)

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

  • Resistance to cold damage.
  • Ignore difficult terrain created by ice or snow.
  • Tolerate temperatures as low as −50°F without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100°F.

boots, winged

Wondrous item, uncommon (requires attunement)(DMG-214)

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 1 hour of flying capability for every 6 hours they aren’t in use.

bracers of archery

Wondrous item, uncommon (requires attunement)(DMG-156)

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.

candle of invocation

wondrous item, very rare (requires attunement)(DMG-157)

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 DM chooses the god and associated alignment or determines the alignment randomly.

The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.

While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells they have prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.

Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.

cape of the mountebank

wondrous item, rare(DMG-157)

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn.

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.

circlet of blasting

Wondrous item, uncommon(DMG-158)

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.

cleansing stone

Wondrous item, common(WGE-115)

A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns.

cloak of arachnida

Wondrous item, very rare (requires attunement)(DMG-158)

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

  • Resistance to poison damage.
  • A climbing speed equal to your walking speed.
  • Can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
  • Can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
  • 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

Wondrous item, common(XGE)

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

cloak of displacement

Wondrous item, rare (requires attunement)(DMG-158)

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

Wondrous item, uncommon (requires attunement)(DMG-158)

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

Wondrous item, legendary (requires attunement)(DMG-158)

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 many fashions

Wondrous item, common(XGE-136)

While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.

cloak of protection

Wondrous item, uncommon (requires attunement)(DMG-159)

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

cloak of the bat

Wondrous item, rare (requires attunement)(DMG-159)

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 polymorph 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 hell hound

Wondrous item, rare(TYP)

Let’s you transform into a hellhound for up to 1 hour as per the polymorph spell. This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hellhound for up to 1 hour. The transformation otherwise functions as a polymorph spell, but you can use a bonus action to revert to your normal form.

cloak of the manta ray

Wondrous item, uncommon(DMG-159)

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.

clothes of mending

Wondrous item, common(XGE-137)

This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.

dragonmark focus items

Wondrous item, common(WGE-116)

These items harness and expand the powers of a dragonmark, allowing the dragonmarked houses to provide a wide range of useful services. You must possess a particular dragonmark in order to use or attune to a dragonmark focus item.

Many dragonmark focus items have unique effects related to their marks, as described in this section. Alternately, a dragonmark focus item can duplicate the power of an existing magic item with a power closely related to the mark. For example:

  • A cape of the mountebank or boots of speed tied to the Mark of Passage, or horseshoes of speed that only function if the rider has the Mark of Passage.
  • A cloak of elvenkind or deck of illusions tied to the Mark of Shadows.
  • Dimensional shackles that can only be activated by someone with the Mark of Warding.
  • A gem of seeing that requires the Mark of Detection.

It’s easier to produce an item that amplifies an existing power than one that generates it on its own, and generally a focus item costs half as much as the standard version of that item. However, the Siberys shards required to make focus items are rare, and it’s always up to the DM to decide what focus items are available in the world.

efficient quiver

Wondrous item, uncommon(DMG-189)

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.

Known as a quiver of Ehlonna on Oerth, a quiver of Mielikki on Faerûn, and a quiver of Ehlenestra among elves.

efficient scroll case

Wondrous item, uncommon(Silvesti-MJB)

Functionally the same item as an efficient quiver—but looking like a regular scroll case rather than a quiver. The shortest compartment can hold up to sixty paper scrolls, wands, or similar sized objects. The midsize compartment holds up to eighteen parchment scrolls, rods, or similar sized objects. The longest compartment holds up to six staffs or similar sized objects.

You can withdraw any item the case contains as part of the same action you use, to use the item withdrawn.

Known as a scroll case of Boccob on Oerth, a scroll case of Azuth on Faerûn, a scroll case of Oghma among bards, and a scroll case of Alathrien among elves.

enduring spellbook

Wondrous item, common(XGE-137)

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.

everbright lantern

Wondrous item, common(WGE-115)

An everbright lantern contains a small gem imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out.

Falataer’s collegiate case

Wondrous item, rare(Silvesti-MJB)

This rugged musical instrument case is crafted from duskwood with mithral hardware. From the outside the case looks to be sized for a large lute. When opened, the extradimensional space revealed is big enough to hold any one large portable instrument, or a rack of seven small instruments (such as flutes), as desired by the opener. There are actually 14 such extradimensional spaces, and a 15th space which holds a folding stool, music stand, and up to 60 scrolls (sheet music, etc.). The case always weighs 7 pounds, regardless of its contents.

Placing an instrument in the case follows the normal rules for interacting with objects. Retrieving an item from the case requires you to use an action. When you open the case, it magically opens to the space holding the item desired. If something other than a musical instrument (or musical accoutrement) is placed in one of the extradimensional spaces, the item in question appears lying on the ground when the case is picked up.

feather token

Wondrous item, common(WGE-115)

This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides.

figurine of wondrous power

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.

black ____ spider

Wondrous item, ??Baldur’s Gate II

It can become a giant green spider, called Kitthix, for up to 5 minutes, once per day.

blue quartz eagle

Wondrous item, ?? • citation needed

This blue quartz statuette can become an eagle for up to 24 hours.

bronze griffon

Wondrous item, RareDungeon Master’s Guide, p.169

This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours.

coral dolphin

Wondrous item, ?? • citation needed

It can become an especially intelligent dolphin for up to 6 hours.

ebony fly

Wondrous item, RareDungeon Master’s Guide, p.169

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.

golden lions

Wondrous item, RareDungeon Master’s Guide, p.169

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.

ivory goats

Wondrous item, RareDungeon Master’s Guide, p.169

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.
  • The goat of travail becomes a giant goat for up to 3 hours.
  • 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′-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.

jasper spider

Wondrous item, RareUnderdark (2003) p.74

This jasper statuette is carved in the likeness of a spider. It can become a giant spider for up to 12 hours and can be ridden as a mount.

marble elephant

Wondrous item, RareDungeon Master’s Guide, p.170

Wondrous item, rare This marble statuette is about 4″ high and long. It can become an elephant for up to 24 hours.

obsidian Steed

Wondrous item, Very rareDungeon Master’s Guide, p.170

This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself.

If you have a good alignment, the figurine has a 10% 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

Wondrous item, RareDungeon Master’s Guide, p.170

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 dark vision out to a range of 60′ and can see invisible creatures and objects within that range.

onyx panther

Wondrous item, Very rare • citation needed

red ____ boar

Wondrous item, Rare • citation needed

This red ____ statuette of a boar can become an infernal boar for up to __ hours. It ma be used as war mount.

sardonyx stone flyer

Wondrous item, RareUnderdark (2003), p.74

This sardonyx statuette of a stone flyer can become an adult stone flyer for up to 1 hour, once per day. It can be ridden.

serpentine owl

Wondrous item, RareDungeon Master’s Guide, p.170

This serpentine statuette of an owl can become a giant owl for up to 8 hours. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

silver raven

Wondrous item, UncommonDungeon Master’s Guide, p.170

This silver statuette of a raven can become a raven for up to 12 hours. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

glamerweave

Wondrous item, common(WGE-115)

Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat.

handy haversack

Wondrous item, rare(Heward’s)(DMG-174)

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.

handy spice pouch

Wondrous item, common(Heward’s)(XGE-137)

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.

Harper pin, lessor

“Fashioned of silver and given to new members of the Harpers. Functions identically to a ring of mind shielding.” (MoF-159)

Wondrous item, rare(DMG-191)

While wearing this pin, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.

You can use an action to cause the pin to become invisible until you use another action to make it visible, until you remove the pin, or until you die.

If you die while wearing the pin, your soul enters it, unless it already houses a soul. You can remain in the pin or depart for the afterlife. As long as your soul is in the pin, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.

inquisitive’s goggles

Wondrous item, common(WGE-116)

The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits:

  • You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks.
  • When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.

instant fortress

Wondrous item, rare(Daern’s)(DMG-160)

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. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.

instant shelter

Wondrous item, rare(Daern’s)(Sil)

You can use an action to place this small statue—of a howdah equipped riding lizard—on the ground and speak its command word. A 10-foot-radius immobile dome of force springs into existence around and above the statue and remains until you use an action to speak the command word that dismisses it. Once deactivated, the statue may not be activated again until after the next sunrise or sunset

Ten creatures of Medium size or smaller can fit inside the dome. Creatures and objects within the dome when it came into existence can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.

keycharm

Wondrous item, common(WGE-116)

This simple object plays a vital role in the work of House Kundarak. If you possess the Mark of Warding, when you cast alarm, arcane lock, glyph of warding, or similar adjuration effects, you can tie the effect to the keycharm. Whoever holds the keycharm is considered to the owner of this enchantment; they receive the notification from alarm, they can safely avoid a glyph, and they can deactivate any associated effect.

mantle of spell resistance

Wondrous item, rare (requires attunement)(DMG)

You have advantage on saving throws against spells while you wear this cloak.

orb of shielding

Wondrous item, common (requires attunement)(WGE-114)

An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take damage of that type, reduce it by 1d4. The materials and their associated damage types are listed below.

  • Fernian basalt: Fire damage
  • Irian quartz: Radiant damage
  • Kythrian skarn: Acid or poison damage
  • Lamannian flint: Lightning or thunder damage
  • Mabaran obsidian: Necrotic damage
  • Quori celestine, Xorian marble: Psychic damage
  • Risian shale: Cold damage
  • Shavaran chert: Force damage

piwafwi

Wondrous item, Drowcraft, uncommon (requires attunement)(OOA)

piwafwi of fire resistance

Wondrous item, Drowcraft, rare (requires attunement)(OOA)

portable hole

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.

scribe’s pen

Wondrous item, common(WGE-117)

If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible—traced in glowing mystical lines—or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by detect magic, see invisibility, or true seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week.

shiftweave

Wondrous item, common(WGE-115)

Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. By taking an action and uttering a command word, you can transform your shiftweave cloth into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all the outfits it contains and add 25 gp to that amount.

slippers of spider climbing

Wondrous item, uncommon (requires attunement)(DMG-200)

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.

spellshard

Wondrous item, common(WGE-115)

A spellshard is a polished Eberron dragonshard, sized to fit in the palm of your hand, The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard.

An arcane caster can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard.

wheel of wind and water

Wondrous item, common(WGE-117)

When mounted at the helm of an elemental galleon or airship, this allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel.

If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.

Missing

belt of many pockets(3.5 CA)
This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, a total of sixty-four extradimensional pouches exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds. In addition, if the wearer has a familiar, any pouch can hold it no matter what its size or weight. The familiar has no need for food, water, or air while inside the pouch, but any other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates.
Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
Moderate conjuration; CL 9th; Craft Wondrous Item, familiar pocket, secret chest, locate object; Price 11,000 gp; Weight 1 lb.
girdle of many pouches(AD&D DMG)
This broad waistbelt seems to be nothing more than a well-made article of dress. However, if magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.
Examination will reveal that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, seven others behind each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.

External links

Sours: http://silvesti.wiki/wiki/Magic_items_(5E)
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(Juryrigged Spellbook) Arcane Gravity 5E D\u0026D

D&D 5E What is required to copy a spell into a spellbook?

Tony Vargas said:

'sucking chest wound,' but hey, it takes all kinds...

Click to expand...


I don't think this sort of game is badwrongfun but I do think springing it on players without warning is sort of cruel.

I once saw a painted miniature belonging to another player. The miniature had clearly had a hand removed. When I asked the player why, he told me that the character had lost a hand fighting a dragon. I thought (and still do) that was a cool thing to happen in a game, but I'd be livid if my DM tried to plop it on me out of the blue without a previous discussion that it was possible.

Edit:

Tony Vargas said:

I could imagine a world where items were /so/ rare...

Click to expand...


I'm less worried about this aspect, but still think that a player should be told if one of their character's abilities (item creation*) is going to be changed by the DM.

However, I singled out wizards in particular for a reason. They are a normally understood to be a studied tradition and are usually taught (as opposed to sorcerors or warlocks). I find it strange that you might be apprenticed to someone for long enough to learn how to cast spells but they never thought to tell you how wands work.

* I'm historically a 3.X and 4e player. I assume arcane casters can still create wands in 5e.

 

Sours: https://www.enworld.org/threads/what-is-required-to-copy-a-spell-into-a-spellbook.434069/

Enduring spellbook d&d

Thread: Oh that? That's just my spell book!

For merfolk, kuo-toa, or other aquatic races, Darkwater Phials: Several tiny vials that seem to be carved from shell or bone, in a padded case. They are filled with black liquid, and if opened underwater, this fluid drifts out like an ink cloud and settles into the arcane formula, suspended in the water. Placing the stopper near the mouth of the vial will draw the fluid back inside. In air, this fluid is (probably) inert, and pouring out the phial permanently destroys/deletes the spell.

In a half-buried ruin, deep in the desert, the party finds an ornate, narrow-necked pot with a tightly-sealed lid. Inside is a fine red-brown powder that resembles rust. If an arcane caster draws forth a handful of this dust and scatters it upon sand, it settles into ancient script that describes forbidden necromantic and summoning rituals. Once memorized, the runes blow away. The Red Sand Urn must receive a blood sacrifice of 1 hp/spell level to refill itself, and it if ever runs completely empty, the spells inside it are lost forever.

A certain noble family has an intricate, asymmetrical hedge maze, with multiple entry points. Within the maze, certain intersections have ornate stone columns supporting exquisite works of art. Beginning at the proper entry point, and following secret clues hidden within the plinths and their artwork, allows the mage to walk an arcane pattern that embodies the spell in their mind. It takes about 10 minutes per spell level to walk the Meandering Path, and the caster must then rest and meditate on the pattern(s) she walked.

Sours: https://forums.giantitp.com/
Spellbooks mechanics in D\u0026D 5E

Common Item Pricing Guide

Sometimes you just wanna buy things

These are all magic items from “Xanathar’s Guide to Everything.” All have little practical effect, but most are awesome. The following is prices I (u/dalarsian) use in my campaign. I kinda just did it by myself, but hey, it works I guess

Common magic item pricing guide

ItemPrice
Armor of Gleaming100 gold + price of armor
Bead of Nourishment5 gold each
Bead of Refreshment5 gold each
Boots of False Tracks300 gold
Candle of the Deep2 gold
Cast-Off Armor200 gold + armor
Charlatan’s Die100 gold
Cloak of Billowing250 gold
Cloak of Many Fashions300 gold
Bead of Nourishmen5 gold each
Clockwork Amulet400 gold
Clothes of Mending100 gold
Dark Shard Amulet500 gold
Dread Helm250 gold.
Ear Horn of Hearing300 gold
Enduring Spellbook150 gold
Ersatz Eye150 gold
Hat of Vermin450 gold
Hat of Wizardry500 gold
Heward’s Handy Spice Pouch75 gold
Horn of Silent Alarm350 gold
Instrument of Illusions:Instrument + 100 gold
Instrument of ScribingInstrument + 100 gold
Moon-Touched SwordWeapon + 150 gold
Mystery Key75 gold
Orb of Direction40 gold
Orb of Time40 gold
Perfume of Bewitching300 gold
Pipe of Smoke Monsters54 gold
Pole of Angling30 gold
Pole of Collapsing5 gold
Pot of Awakening500 gold
ItemPrice
Rope of Mending120 gold
Ruby of the War Mage80 gold
Shield of Expression90 gold
Smoldering Armor150 gold + price of armor
Staff of Adornment50 gold
Staff of Birdcalls200 gold
Staff of Flowers250 gold
Talking Doll150 gold
Tankard of Sobriety80 gold
Unbreakable Arrow100 gold
Veteran’s Cane60 gold
Walloping Ammunition25 gold
Wand of Conducting580 gold
Wand of Pyrotechnics380 gold
Wand of Scowls480 gold
Wand of Smiles480 gold

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