Magic items (5E): Difference between revisions
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{{hatnote|''Wondrous item, rare'' <small>(Daern’s)</small> {{ref|Sil|}}}} | {{hatnote|''Wondrous item, rare'' <small>(Daern’s)</small> {{ref|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. | 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. | 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. | ||
Revision as of 08:09, 1 June 2019
Properties
Rarity
| Rarity | Character Level | Value (DMG) | Value (XGE) |
|---|---|---|---|
| Common | 1st or higher | 50–100 gp | (1d6+1)×10 gp |
| Uncommon | 1st or higher | 100–500 gp | 1d6×100 gp |
| Rare | 5th or higher | 500–5,000 gp | 2d10×1,000 gp |
| Very rare | 11th or higher | 5,000–50,000 gp | (1d4+1)×10,000 gp |
| Legendary | 17th or higher | > 50,000 gp | 2d6×25,000 gp |
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.) 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.
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
DMG, pp.138–139
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.
Special features
DMG, pp.141–143
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.
| d20 | Creator or Intended User |
|---|---|
| 1 | Aberration. 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. |
| 2–4 | Human. 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. |
| 5 | Celestial. 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. |
| 6 | Dragon. 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. |
| 7 | Drow. 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. |
| 8–9 | Dwarf. 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. |
| 10 | Elemental Air. The item is half the normal weight and feels hollow. If it’s made of fabric, it is diaphanous. |
| 11 | Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock. |
| 12 | Elemental 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. |
| 13 | Elemental 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. |
| 14–15 | Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like. |
| 16 | Fey. 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. |
| 17 | Fiend. 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. |
| 18 | Giant. The item is larger than normal and was crafted by giants for use by their smaller allies. |
| 19 | Gnome. 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. |
| 20 | Undead. 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. |
| d8 | History |
|---|---|
| 1 | Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. |
| 2 | Bane. 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. |
| 3 | Heroic. A great hero once wielded this item. Anyone who’s familiar with the item’s history expects great deeds from the new owner. |
| 4 | Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface. |
| 5 | Prophecy. 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. |
| 6 | Religious. 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. |
| 7 | Sinister. 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. |
| 8 | Symbol 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. |
| d20 | Minor Property |
|---|---|
| 1 | Beacon. 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. |
| 2 | Compass. The wielder can use an action to learn which way is north. |
| 3 | Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience. |
| 4 | Delver. 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. |
| 5 | Gleaming. This item never gets dirty. |
| 6 | Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn’t incapacitated. |
| 7 | Harmonious. Attuning to this item takes only 1 minute. |
| 8 | Hidden 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. |
| 9 | Key. The item is used to unlock a container, chamber, vault, or other entryway. |
| 10 | Language. The bearer can speak and understand a language of the DM’s choice while the item is on the bearer’s person. |
| 11 | Sentinel. 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. |
| 12 | Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song. |
| 13 | Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
| 14 | Temperate. The bearer suffers no harm in temperatures as cold as −20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit. |
| 15 | Unbreakable. The item can’t be broken. Special means must be used to destroy it. |
| 16 | War 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. |
| 17 | Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim. |
| 18 | Wicked. 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. |
| 19 | Illusion. 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. |
| 20 | Roll twice, rerolling any additional 20s. |
| d12 | Quirk |
|---|---|
| 1 | Blissful. 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. |
| 2 | Confident. The item helps its bearer feel self-assured. |
| 3 | Covetous. The item’s bearer becomes obsessed with material wealth. |
| 4 | Frail. 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. |
| 5 | Hungry. 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. |
| 6 | Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used. |
| 7 | Metamorphic. 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. |
| 8 | Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful. |
| 9 | Painful. The bearer experiences a harmless flash of pain when using the item. |
| 10 | Possessive. 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.) |
| 11 | Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it. |
| 12 | Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest. |
Wondrous items
bag of bounty
| Quality | Difficulty |
|---|---|
| Poor | — |
| Modest | 10 |
| Comfortable | 13 |
| Wealthy | 15 |
| Aristocratic | 18 |
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.
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.
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.
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 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.
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 (or a quiver of Solonor) 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.
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.
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.
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
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.
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.
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.
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.
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.
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
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)
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
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
| Dragon | Resistance |
|---|---|
| White | Cold |
| Black | Acid |
| Green | Poison |
| Blue | Lightning |
| Red | Fire |
| Copper | Acid |
| Brass | Fire |
| Bronze | Lightning |
| Silver | Cold |
| Gold | Fire |
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.
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. Elven chain—being an improved mithral chain shirt—may be easily worn under normal clothes.
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)
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.
Removing an attunement requirement should be done with care, and increases the item’s rarity.
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
| Rarity | Max Spell Level |
Max Bonus |
|---|---|---|
| Common | 1st | — |
| Uncommon | 3rd | +l |
| Rare | 6th | +2 |
| Very rare | 8th | +3 |
| Legendary | 9th | +4 |
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.
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
- Long, Michael (2015-11-02) “D&D 5E – Magic Item Guide” Tribality