Magic items (5E): Difference between revisions

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|Very rare ||11th or higher ||5,000–50,000 gp
|Very rare ||11th or higher ||5,000–50,000 gp
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|Legendary ||17th or higher ||50,001+ gp
|Legendary ||17th or higher ||> 50,000 gp
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Revision as of 19:35, 12 August 2018

Rarity

Rarity Character Level Value
Common 1st or higher 50–100 gp
Uncommon 1st or higher 100–500 gp
Rare 5th or higher 500–5,000 gp
Very rare 11th or higher 5,000–50,000 gp
Legendary 17th or higher > 50,000 gp

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.

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.

circlet of blasting

Wondrous item, uncommon (DMG-158)}}

While wearing this circlet, you can use an action to cast the Template:D53 spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.

cloak of 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-137)

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.

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.

Weapons

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

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.

elven blade

{{hatnote|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.

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 neutral good alignment) (DMG-217)

...

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.

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 Med. 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 (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.