Magic items (5E): Difference between revisions

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==Armor==
==Armor==
{| class="d20 c3r c7r"
!Armor !!Type !!Cost !!AC (Armor Class) !!Strength !!Stealth !!Weight
|- class="subsection"
|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.
|- class="subsection"
|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. ||{{abbr|''200 gp''|Uncommon magic item. Value +100–500 gp}} ||13 + Dex (max 2) ||— ||{{abbr|——|may be worn under normal clothes}} ||10 lb.
|-
|''Elven chain'' ||{{abbr|<del>Med.</del>|You are considered proficient even if you lack proficiency with medium armor.}} ||{{abbr|''2,000 gp''|Rare magic item. Value +500–5,000 gp}} ||{{abbr|14|13 (chain shirt) +1 (as elven chain)}} + Dex (max 2) ||— ||{{abbr|——|may be worn under normal clothes}} ||10 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. ||{{abbr|''600 gp''|Uncommon magic item. Value +100–500 gp}} ||14 + Dex (max 2) ||— ||{{abbr|——|may be worn under normal clothes}} ||10 lb.
|-
|Half plate ||Med. ||750 gp ||15 + Dex (max 2) ||— ||Disad. ||40 lb.
|-
|''Half plate, mithral'' ||Med. ||{{abbr|''1,000 gp''|Uncommon magic item. Value +100–500 gp}} ||15 + Dex (max 2) ||— ||— ||20 lb.
|- class="subsection"
|Ring mail ||Heavy ||30 gp ||14 ||— ||Disad. ||40 lb.
|-
|Chain mail ||Heavy ||75 gp ||16 ||Str 13 ||Disad. ||55 lb.
|-
|''Chain mail, mithral'' ||Heavy ||{{abbr|''500 gp''|Uncommon magic item. Value +100–500 gp}} ||16 ||— ||— ||30 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 ||{{abbr|''2,000 gp''|Uncommon magic item. Value +100–500 gp}} ||18 ||— ||— ||35 lb.
|-
|Shield ||Shield ||10 gp ||+2 ||— ||— ||6 lb.
|}


===adamantine armor===
===adamantine armor===

Revision as of 09:23, 26 July 2018

Gear

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.

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.

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.

instant fortress

Wondrous item, rare Daern’s (DMG p.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

moonblade

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

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. 200 gp 13 + Dex (max 2) — —— 10 lb.
Elven chain Med. 2,000 gp 14 + Dex (max 2) — —— 10 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. 600 gp 14 + Dex (max 2) — —— 10 lb.
Half plate Med. 750 gp 15 + Dex (max 2) — Disad. 40 lb.
Half plate, mithral Med. 1,000 gp 15 + Dex (max 2) — — 20 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 — — 30 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 — — 35 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 made from mithral—can be 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.