Magic items (5E): Difference between revisions
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===bag of holding=== | ===bag of holding=== | ||
''Wondrous item, uncommon'' {{ref|DMG|153}} | ''Wondrous item, uncommon'' {{ref|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. | 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. | ||
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===boots of elvenkind=== | ===boots of elvenkind=== | ||
''Wondrous item, uncommon'' {{ref|DMG|155}} | ''Wondrous item, uncommon'' {{ref|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. | 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. | ||
===cloak of elvenkind=== | ===cloak of elvenkind=== | ||
''Wondrous item, uncommon (requires attunement)'' {{ref|DMG|158}} | ''Wondrous item, uncommon (requires attunement)'' {{ref|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. | 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. | ||
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===<span id="Quiver_of_ehlonna"></span><span id="Quiver_of_mielikki"></span>efficient quiver=== | ===<span id="Quiver_of_ehlonna"></span><span id="Quiver_of_mielikki"></span>efficient quiver=== | ||
''Wondrous item, uncommon'' {{ref|DMG|189}} | ''Wondrous item, uncommon'' {{ref|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. | 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. | ||
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===handy haversack=== | ===handy haversack=== | ||
''Wondrous item, rare'' <small>(Heward’s)</small> {{ref|DMG|174}} | ''Wondrous item, rare'' <small>(Heward’s)</small> {{ref|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. | 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. | ||
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===instant fortress=== | ===instant fortress=== | ||
''Wondrous item, rare'' <small>(Daern’s)</small> {{ref|DMG|160}} | ''Wondrous item, rare'' <small>(Daern’s)</small> {{ref|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. | 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. | ||
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===dragontooth dagger=== | ===dragontooth dagger=== | ||
''Weapon, rare'' {{ref|ROT|93}} | ''Weapon, rare'' {{ref|ROT|93}} | ||
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. | 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. | ||
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===unbreakable arrow=== | ===unbreakable arrow=== | ||
''Weapon (arrow), common'' {{ref|XGE|139}} | ''Weapon (arrow), common'' {{ref|XGE|139}} | ||
This arrow can’t be broken, except when it is within an {{d20|spell|antimagic field}}. | This arrow can’t be broken, except when it is within an {{d20|spell|antimagic field}}. | ||
===walloping ammunition=== | ===walloping ammunition=== | ||
''Weapon (any ammunition), common'' {{ref|XGE|139}} | ''Weapon (any ammunition), common'' {{ref|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. | This ammunition packs a wallop. A creature hit by the ammunition must succeed on a DC 10 Strength saving throw or be knocked prone. | ||
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===adamantine armor=== | ===adamantine armor=== | ||
''Armor (medium or heavy, but not hide), uncommon'' {{ref|DMG|150}} | ''Armor (medium or heavy, but not hide), uncommon'' {{ref|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. | 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. | ||
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===elven chain=== | ===elven chain=== | ||
''Armor (chain shirt), rare'' {{ref|DMG|168}} | ''Armor (chain shirt), rare'' {{ref|DMG|168}} | ||
You gain a +1 bonus to AC while you wear this {{abbr|chain shirt|…worn between layers of clothing or leather. This armor… allows the sound of the rings rubbing against one another to be muffled by outer layers}}. You are considered proficient with this armor even if you lack proficiency with medium armor. <ins>''Elven chain''—being an improved ''mithral chain shirt''—may be easily worn under normal clothes.</ins> | You gain a +1 bonus to AC while you wear this {{abbr|chain shirt|…worn between layers of clothing or leather. This armor… allows the sound of the rings rubbing against one another to be muffled by outer layers}}. You are considered proficient with this armor even if you lack proficiency with medium armor. <ins>''Elven chain''—being an improved ''mithral chain shirt''—may be easily worn under normal clothes.</ins> | ||
===mithral armor=== | ===mithral armor=== | ||
''Armor (medium or heavy, but not hide), uncommon'' {{ref|DMG|182}} | ''Armor (medium or heavy, but not hide), uncommon'' {{ref|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. | 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. | ||
Revision as of 20:18, 30 July 2018
Attunement
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 it has spell slots and uses that class’s spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
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.
Wondrous items
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 Heward’s 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.
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.
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 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.
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.
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 the quiver of Ehlonna on Oerth, and the quiver of Mielikki on Faerûn.
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.
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-13_)
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend l 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.
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.
Weapons
dragontooth dagger
Weapon, rare (RoT-93)
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.
moonblade
Weapon (longsword), legendary (requires attunement by an elf or half-elf of neutral good alignment) (DMG-217)
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.
Armor
| Armor | Type | Cost | AC (Armor Class) | Strength | Stealth | Weight |
|---|---|---|---|---|---|---|
| Padded | Light | 5 gp | 11 + Dex mod. | — | Disad. | 8 lb. |
| Leather | Light | 10 gp | 11 + Dex mod. | — | — | 10 lb. |
| Studded leather | Light | 45 gp | 12 + Dex mod. | — | — | 13 lb. |
| Hide | Med. | 10 gp | 12 + Dex (max 2) | — | — | 12 lb. |
| Chain shirt | Med. | 50 gp | 13 + Dex (max 2) | — | —— | 20 lb. |
| Chain shirt, mithral | Med. | 500 gp | 13 + Dex (max 2) | — | —— | 15 lb. |
| Elven chain | 5,000 gp | 14 + Dex (max 2) | — | —— | 15 lb. | |
| Scale mail | Med. | 50 gp | 14 + Dex (max 2) | — | Disad. | 45 lb. |
| Breastplate | Med. | 400 gp | 14 + Dex (max 2) | — | — | 20 lb. |
| Breastplate, mithral | Med. | 900 gp | 14 + Dex (max 2) | — | —— | 15 lb. |
| Half plate | Med. | 750 gp | 15 + Dex (max 2) | — | Disad. | 40 lb. |
| Half plate, mithral | Med. | 1,000 gp | 15 + Dex (max 2) | — | — | 30 lb. |
| Ring mail | Heavy | 30 gp | 14 | — | Disad. | 40 lb. |
| Chain mail | Heavy | 75 gp | 16 | Str 13 | Disad. | 55 lb. |
| Chain mail, mithral | Heavy | 500 gp | 16 | — | — | 40 lb. |
| Splint | Heavy | 200 gp | 17 | Str 15 | Disad. | 60 lb. |
| Plate | Heavy | 1,500 gp | 18 | Str 15 | Disad. | 65 lb. |
| Plate, mithral | Heavy | 2,000 gp | 18 | — | — | 50 lb. |
| Shield | Shield | 10 gp | +2 | — | — | 6 lb. |
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)
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. Elven chain—being an improved mithral chain shirt—may be easily worn under normal clothes.
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)
Missing
- belt of many pockets(d20 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.