Reference

Magic Items

Filter this list by name, type, and rarity.
Name Value Type Rarity More
* Magic 50-100 gp Wondrous Item Common

* Magic

Wondrous Item, Common



Source:
Adamantine Armor 101-500 gp Armor Uncommon

Adamantine Armor

Armor, Uncommon

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.

Source: dmg 150
Aeolian Figurine 5,001-50,000 gp Wondrous Item Very Rare

Aeolian Figurine

Wondrous Item, Very Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature with 1 hp. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until after a long rest.

Command Word: Lude Mecum (Aeolian: “play with me”)
- The figuring glows a soft blue. The figurine will transform into a small young playful version of the beast. A leash will appear on the beast going to the hand that threw it.
- The beast remains for 24 hours.

Command Word: Tollat M​e (Aeolian: “lift me up”)
- The figurine glows a bright green. A full sized adult version of the beast will appear. The beast has a saddle and saddle bags. The beast can carry 2 medium size creatures.
- The beast remains for 1 hour.

Source: homebrew
Alchemy Jug 450 gp Wondrous Item Uncommon

Alchemy Jug

Wondrous Item, Uncommon

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.

You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.

Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn.

Liquid | Max Amount
Acid | 8 ounces
Basic poison | 1/2 ounce
Beer | 4 gallons
Honey | 1 gallon
Mayonnaise | 2 gallons
Oil | 1 quart
Vinegar | 2 gallons
Water, fresh | 8 gallons
Water, salt | 12 gallons
Wine | 1 gallon

Source: dmg 150
Ammunition, +1 101-500 gp Weapon Uncommon

Ammunition, +1

Weapon, Uncommon

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Source: dmg 150
Ammunition, +2 501-5,000 gp Weapon Rare

Ammunition, +2

Weapon, Rare

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Source: dmg 150
Ammunition, +3 5,001-50,000 gp Weapon Very Rare

Ammunition, +3

Weapon, Very Rare

You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.

Source: dmg 150
Amulet of Health 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Amulet of Health

Wondrous Item, Rare (requires attunement)

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher.

Source: dmg 150
Amulet of Proof Against Detection and Location 200 gp Wondrous Item
(requires attunement)
Uncommon

Amulet of Proof Against Detection and Location

Wondrous Item, Uncommon (requires attunement)

While wearing this amulet, you are hidden from divination magic. You can not be targeted by such magic or perceived through magical scrying sensors.

Source: dmg 150
Amulet of the Planes 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Amulet of the Planes

Wondrous Item, Very Rare (requires attunement)

While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1–60, you travel to a random location on the plane you named. On a 61–100, you travel to a randomly determined plane of existence.

Source: dmg 150
Animated Shield 5,001-50,000 gp Armor
(requires attunement)
Very Rare

Animated Shield

Armor, Very Rare (requires attunement)

While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.

Source: dmg 151
Apparatus of Kwalish 50,001-0 gp Wondrous Item Legendary

Apparatus of Kwalish

Wondrous Item, Legendary

This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end. each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.

The apparatus of Kwalish is a Large object with the following statistics:
Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
Damage Immunities: poison, psychic

To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.

The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.

A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.

Lever | Up | Down
1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2 | Forward window shutter opens. | Forward window shutter closes.
3 | Side window shutters open (two per side). | Side window shutters close (two per side).
4 | Two claws extend from the front sides of the apparatus. | The claws retract.
5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft, one target. Hit: The target is grappled (escape DC 15).
6 | The apparatus walks or swims forward. | The apparatus walks or swims backward.
7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right.
8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off.
9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid.
10 | The rear hatch unseals and opens. | The rear hatch closes and seals.

Source: dmg 151
Armor of Invulnerability 50,001-0 gp Armor
(requires attunement)
Legendary

Armor of Invulnerability

Armor, Legendary (requires attunement)

You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can’t be used again until the next dawn.

Source: dmg 152
Armor of Resistance 501-5,000 gp Armor
(requires attunement)
Rare

Armor of Resistance

Armor, Rare (requires attunement)

You have resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly from the options below.

d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder

Source: dmg 152
Armor of Vulnerability 501-5,000 gp Armor
(requires attunement)
Rare

Armor of Vulnerability

Armor, Rare (requires attunement)

While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly. Curse. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have vulnerability to two of the three damage types associated with the armor (not the one to which it grants resistance).

Source: dmg 152
Armor, +1 501-5,000 gp Armor Rare

Armor, +1

Armor, Rare

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Source: dmg 152
Armor, +2 5,001-50,000 gp Armor Very Rare

Armor, +2

Armor, Very Rare

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Source: dmg 152
Armor, +3 50,001-0 gp Armor Legendary

Armor, +3

Armor, Legendary

You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.

Source: dmg 152
Arrow of Slaying 5,001-50,000 gp Weapon Very Rare

Arrow of Slaying

Weapon, Very Rare

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.

Source: dmg 152
Arrow-catching Shield 1,500 gp Armor
(requires attunement)
Rare

Arrow-catching Shield

Armor, Rare (requires attunement)

You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield’s normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Source: dmg 152
Bag of Beans 501-5,000 gp Wondrous Item Rare

Bag of Beans

Wondrous Item, Rare

Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.

If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.

If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.

d100 | Effect
01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 | A treant sprouts. There's a 50 percent chance that the treant is chaotic evil and attacks.
21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 | 1d6 + 6 shriekers sprout.
51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 | A hungry bulette burrows up and attacks.
71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord's lair, and its sarcophagus contains treasure of the DM's choice.
00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant's castle, or a different plane of existence.

Source: dmg 152
Bag of Devouring 5,001-50,000 gp Wondrous Item Very Rare

Bag of Devouring

Wondrous Item, Very Rare

This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn’t pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.

Source: dmg 153
Bag of Holding 400 gp Wondrous Item Uncommon

Bag of Holding

Wondrous Item, Uncommon

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-­â€â€‘way only and can’t be reopened.

Source: dmg 153
Bag of Tricks 500 gp Wondrous Item Uncommon

Bag of Tricks

Wondrous Item, Uncommon

This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs 1/2 pound.

You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag's color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.

The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.

Once three fuzzy Objects have been pulled from the bag, the bag can't be used again until the next dawn.

Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant Rat
3 Badger
4 Boar
5 Panther
6 Giant Badger
7 Dire Wolf
8 Giant Elk

Rust Bag of Tricks
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant Goat
6 Giant Boar
7 Lion
8 Brown Bear

Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe Beak
5 Black Bear
6 Giant Weasel
7 Giant Hyena
8 Tiger

Source: dmg 154
Bead of Force 501-5,000 gp Wondrous Item Rare

Bead of Force

Wondrous Item, Rare

This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together. You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere’s wall. No attack or other effect can. An enclosed creature can use its action to push against the sphere’s wall, moving the sphere up to half the creature’s walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

Source: dmg 154
Belt of Cloud Giant Strength 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Belt of Cloud Giant Strength

Wondrous Item, Legendary (requires attunement)

While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Belt of Dwarvenkind 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Belt of Dwarvenkind

Wondrous Item, Rare (requires attunement)

While wearing this belt, you gain the following benefits:

* Your Constitution score increases by 2, to a maximum of 20.
* You have advantage on Charisma (Persuasion) checks made to interact with Dwarves.

In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.

If you aren't a dwarf, you gain the following additional benefits while wearing the belt:

* You have advantage on Saving Throws against poison, and you have Resistance against poison damage.
* You have Darkvision out to a range of 60 feet.
* You can speak, read, and write Dwarvish.

Source: dmg 155
Belt of Fire Giant Strength 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Belt of Fire Giant Strength

Wondrous Item, Very Rare (requires attunement)

While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Belt of Frost Giant Strength 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Belt of Frost Giant Strength

Wondrous Item, Very Rare (requires attunement)

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Belt of Hill Giant Strength 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Belt of Hill Giant Strength

Wondrous Item, Rare (requires attunement)

While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Belt of Stone Giant Strength 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Belt of Stone Giant Strength

Wondrous Item, Very Rare (requires attunement)

While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Belt of Storm Giant Strength 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Belt of Storm Giant Strength

Wondrous Item, Legendary (requires attunement)

While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt score.

Source: dmg 155
Berserker Axe 501-5,000 gp Weapon
(requires attunement)
Rare

Berserker Axe

Weapon, Rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse. This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear. Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Source: dmg 155
Boots of Elvenkind 101-500 gp Wondrous Item Uncommon

Boots of Elvenkind

Wondrous Item, Uncommon

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.

Source: dmg 155
Boots of Levitation 2,000 gp Wondrous Item
(requires attunement)
Rare

Boots of Levitation

Wondrous Item, Rare (requires attunement)

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

Source: dmg 155
Boots of Speed 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Boots of Speed

Wondrous Item, Rare (requires attunement)

While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect. When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.

Source: dmg 155
Boots of Striding and Springing 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Boots of Striding and Springing

Wondrous Item, Uncommon (requires attunement)

While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.

Source: dmg 156
Boots of the Winterlands 400 gp Wondrous Item
(requires attunement)
Uncommon

Boots of the Winterlands

Wondrous Item, Uncommon (requires attunement)

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

* You have Resistance to cold damage.
* You ignore Difficult Terrain created by ice or snow.
* You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional Protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.

Source: dmg 156
Bowl of Commanding Water Elementals 501-5,000 gp Wondrous Item Rare

Bowl of Commanding Water Elementals

Wondrous Item, Rare

While this bowl is filled with water, you can use an action to speak the bowl’s command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can’t be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.

Source: dmg 156
Bracers of Archery 300 gp Wondrous Item
(requires attunement)
Uncommon

Bracers of Archery

Wondrous Item, Uncommon (requires attunement)

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.

Source: dmg 156
Bracers of Defense 5,000 gp Wondrous Item
(requires attunement)
Rare

Bracers of Defense

Wondrous Item, Rare (requires attunement)

While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.

Source: dmg 156
Brazier of Commanding Fire Elementals 501-5,000 gp Wondrous Item Rare

Brazier of Commanding Fire Elementals

Wondrous Item, Rare

While a fire burns in this brass brazier, you can use an action to speak the brazier’s command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can’t be used this way again until the next dawn. The brazier weighs 5 pounds.

Source: dmg 156
Brooch of Shielding 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Brooch of Shielding

Wondrous Item, Uncommon (requires attunement)

While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.

Source: dmg 156
Broom of Flying 500 gp Wondrous Item Uncommon
(requires quest)

Broom of Flying

Wondrous Item, Uncommon (requires quest)

This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land. You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.

Source: dmg 156
Butterfly Knife - Cobalt +1 50,001-0 gp Weapon
(requires attunement)
Legendary
(requires quest)

Butterfly Knife - Cobalt +1

Weapon, Legendary (requires attunement) (requires quest)

Distractingly Dazzling Don Armor: Once per day, as a bonus action, you twirl the knife and pose. Everyone who can see you must make a DC 16 Charisma Saving Throw. On a failed save they are stunned and time is slowed to watch you. Your arcane servants dress you in armor like a magical girl.

See Invisibility: While wielding the knife, you see invisible creatures and objects as if they were ghostly and translucent.; you suffer no ill effects when targeting an invisible creature.

Roll a d6 for color and a d6 for effect on each hit
1. White
1. Target teleports 10ft to the left.
2. Fog erupts from the wound in a 20ft radius sphere around the target is now heavily obscured.
3. For next minute, you can teleport up to 20’ as bonus action
4. Every creature within 20ft radius is pushed 10ft away from the target
5. You heals 2d10 HP
6. You become invisible for 1 minute.
2. Blue
1. You and target create 2 illusory duplicates each. Attacks have dis-adv. If missed, it causes one of the illusions to disappear.
2. A modron appears within 5 feet for one minute.
3. The target is trapped in a glass sphere that shrinks down to the size of a marble. As long as the marble stays in tack, the target remains inside. The target does not age and does not need food or water. The marble has an AC of 17 and 3hp.
4. The wound explodes with arcane glitter. Everyone within a 10 foot radius must make a DC 14 dexterity saving throw. On a failed save, they are under the effect of the faerie fire spell for 1 minute
5. One randomly-chosen non-magical item in the target’s possession that weighs 1 pound or less is duplicated
6. Everyone in 30ft becomes invisible for 1 minute or till atk/cast.
3. Green
1. Mushrooms spontaneously sprout all over the target.
2. 1d6 flumphs appear for 1 minute in 60’; scared
3. A vine sprouts from the wound and wraps around the target before digging into the ground, anchoring the target. The target is restrained for until your next turn.
4. The target shrinks by 1 size category for 1 minute. The target also has disadvantage on Strength checks and Strength saving throws. The target's Weapons also shrink to match its new size. While these Weapons are reduced, the target's attacks with them deal 1d4 less damage (this can't reduce the damage below 1).
5. A Swarm of Rats erupt from the wound. They are under your control and act on your initiative.
6. You and everything you are wearing become camouflage; as long as you stay still, you are invisible for 1 hour.
4. Red
1. The target is cursed For the next hour, the target is under the effects of the Hex spell. You deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. The target has disadvantage on Charisma ability checks.
2. The creature must succeed on a Constitution saving throw, or take 2d4 necrotic damage at the beginning of each of its turns for the duration. If the target succeeds, they take half as much damage and the effect ceases immediately.
3. The target bleeds excessively, taking an additional 1d6 Piercing damage.
4. The dagger sounds like a screeching violin as it stabs. Everyone in a 10ft radius makes a DC 14 WIS saving throw or cannot make reactions until the start of your next turn.
5. If the target dies in the next minute, they come back per reincarnate.
6. The target becomes invisible as an illusion of them exploding in blood and viscera takes their place.
5. Yellow
1. All creatures within a 15ft radius are vulnerable to piercing dmg, 1 min.
2. The target spends the rest of the round in a daze. They see a close loved one of the target as if using the scrying spell. They cannot make a reaction until their next turn.
3. An angel and demon version of the target appear on their shoulders. The target is confused and cannot take a reaction until his next turn. All attacks against the target have advantage until his next turn.
4. You gains Spectral shield, gaining +2 AC for the next minute.
5. Radiant light erupts from the dagger, blinding the target until the start of your next turn.
6. Everyone in 30ft can see invisible creatures and objects as if they were visible.
6. Black
1. Target takes 1d10 necrotic dmg and you heal that amount.
2. If you die in the next minute, they come back per reincarnate.
3. You increase by 1 size category for 1 minute. You also has advantage on Strength checks and Strength saving throws. The target's weapons also grow to match its new size. While these weapons are enlarged, the target's attack with them deals 1d4 extra damage.
4. 3d6 random gems appear within 5ft of the target, worth 50gp each
5. A puddle of grease appears where you are standing, with a 10-foot radius. Everyone within 10 feet of you, except for you, must make a DC 14 DEX save or fall prone.
6. Target becomes permanently invisible. For the first hour, they are incorporeal and cannot interact with objects. A 4th level dispel magic will stop this effect.

Source: homebrew
Candle of Invocation 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Candle of Invocation

Wondrous Item, Very Rare (requires attunement)

This slender taper is dedicated to a deity and shares that deity's Alignment. The candle's Alignment can be detected with the Detect Evil and Good spell. The DM chooses the god and associated Alignment or determines the Alignment randomly.

d20 | Alignment:
1-2 | Chaotic evil
3-4 | Chaotic Neutral
5-7 | Chaotic good
8-9 | Neutral evil
10-11 | Neutral
12-13 | Neutral good
14-15 | Lawful evil
16-17 | Lawful neutral
18-20 | Lawful good

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

While lit, the Candle sheds dim light in a 30-foot radius. Any creature within that light whose Alignment matches that of the Candle makes Attack rolls, Saving Throws, and Ability Checks with advantage. In addition, a Cleric or druid in the light whose Alignment matches the candle's can cast 1st-level Spells he or she has prepared without expending Spell Slots, though the spell's Effect is as if cast with a 1st-level slot.

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

Source: dmg 157
Cap of Water Breathing 450 gp Wondrous Item Uncommon

Cap of Water Breathing

Wondrous Item, Uncommon

While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.

Source: dmg 157
Cape of the Mountebank 3,500 gp Wondrous Item Rare

Cape of the Mountebank

Wondrous Item, Rare

This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn. When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.

Source: dmg 157
Carpet of Flying 5,001-50,000 gp Wondrous Item Very Rare

Carpet of Flying

Wondrous Item, Very Rare

You can speak the carpet's Command Word as an action to make the carpet hover and fly. It moves according to your spoken Directions, provided that you are within 30 feet of it.
Four sizes of carpet of flying exist. The GM chooses the size of a given carpet or determines it randomly.

d100 | Size | Capacity | Flying Speed
01-20 | 3 ft. x 5 ft. | 200 lb. | 80 feet
21-55 | 4 ft. x 6 ft. | 400 lb. | 60 feet
56-80 | 5 ft. x 7 ft. | 600 lb. | 40 feet
81-100 | 6 ft. x 9 ft. | 800 lb. | 30 feet

A carpet can carry up to twice the weight shown on the table, but it flies at half speed if it carries more than its normal Capacity.

Source: dmg 157
Censer of Controlling Air Elementals 501-5,000 gp Wondrous Item Rare

Censer of Controlling Air Elementals

Wondrous Item, Rare

While incense is burning in this censer, you can use an action to speak the censer’s command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can’t be used this way again until the next dawn. This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.

Source: dmg 158
Chime of Opening 501-5,000 gp Wondrous Item Rare

Chime of Opening

Wondrous Item, Rare

This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The Chime issues a clear tone, and one lock or latch on the object opens unless the sound can’t reach the object. If no locks or latches remain, the object itself opens. The chime can be used ten times. After the tenth time, it cracks and becomes useless.

Source: dmg 158
Circlet of Blasting 400 gp Wondrous Item Uncommon

Circlet of Blasting

Wondrous Item, Uncommon

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

Source: dmg 158
Circlet of Tongues 600 gp Wondrous Item
(requires attunement)
Rare

Circlet of Tongues

Wondrous Item, Rare (requires attunement)

While wearing this circlet, you can use an action to cast the Tongues spell from it at will. The spell ends if the circlet is removed.

Tongues: This spell grants the creature you touch the ability to understand any spoken language it hears. Moreover, when the target speaks, any creature that knows at least one language and can hear the target understands what it says.

Source: homebrew
Cloak of Arachnida 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Cloak of Arachnida

Wondrous Item, Very Rare (requires attunement)

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

• You have Resistance to poison damage.
• You have a climbing speed equal to your walking speed.
• You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
• You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.
• You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.

Source: dmg 158
Cloak of Displacement 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Cloak of Displacement

Wondrous Item, Rare (requires attunement)

While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.

Source: dmg 158
Cloak of Elvenkind 400 gp Wondrous Item
(requires attunement)
Uncommon

Cloak of Elvenkind

Wondrous Item, Uncommon (requires attunement)

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.

Source: dmg 158
Cloak of Invisibility 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Cloak of Invisibility

Wondrous Item, Legendary (requires attunement)

Cloak made from dark blue satin with gold trim and black velvet inner material.

While wearing this cloak, you can pull its hood over your head to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down is an action.
The cloaks maximum duration is 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it gains 1 hour of duration

Source: dmg 158
Cloak of Protection 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Cloak of Protection

Wondrous Item, Uncommon (requires attunement)

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

Source: dmg 159
Cloak of the Bat 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Cloak of the Bat

Wondrous Item, Rare (requires attunement)

While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed. While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.

Source: dmg 159
Cloak of the Manta Ray 101-500 gp Wondrous Item Uncommon

Cloak of the Manta Ray

Wondrous Item, Uncommon

While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.

Source: dmg 159
Codex Oraculum 50,001-0 gp Wondrous Item
(requires attunement)
Legendary
(requires quest)

Codex Oraculum

Wondrous Item, Legendary (requires attunement) (requires quest)

The language in the codex oraculum changes when a new creature opens the book, warping and twisting to fit their native tongue. The words “Fate folds as time flows” appear on the inside cover of the tome.

-Shifted Reality
When you fail an ability check, attack roll, or saving throw, you may expend a spell slot to shift reality. For each spell slot expended, add 1d4 to your roll.

-Duality of Magic
As a reaction, when you are targeted by a spell, you can sacrifice Hit Dice equal to the spell’s level. You absorb the spell’s magic, nullifying its effects against you and any other targets, and immediately cast the same spell, selecting a new target and requiring no components and using the original caster’s spellcasting ability modifier, spell save DC, and spell attack bonus.

-Shared Fate
As a reaction, when you or a creature you can see within 60 feet takes damage, you can cause another creature you can see within 60 feet of you to suffer the same damage.
As a reaction, when a creature you can see within 60 feet regains hit points, you can cause yourself or another creature you can see within 60 feet to regain the same number of hit points.
Once you use this feature, you can’t use it again until you finish a short or long rest.

-Intertwined
The codex has 4 charges. As a bonus action, you can intertwine your fate with the fate of another creature you can see within 30 feet of you for 1 minute. Whenever that creature makes an ability check, attack roll, or saving throw, you can expend 1 charge to change the result of the roll into a 1. If the codex runs out of charges, roll a d100. On a roll of 15 or lower, the codex disappears from your person, your attunement to it ends, and the codex teleports somewhere else. The codex regains 1 charge each day at dawn.

Source: Kingdoms & Warfare 226
Codex Umbra 50,001-0 gp Wondrous Item Legendary

Codex Umbra

Wondrous Item, Legendary

One of the many books of the Gods. The magic contained within this codex primal and evil.

Source: Homebrew
Concealing Pouch 100 gp Wondrous Item Uncommon

Concealing Pouch

Wondrous Item, Uncommon

Magical item changes appearance to blend into the wearer's skin. This pouch can hold 0.2 cu-ft / 6 lbs. Only an invasive investigation check (DC 19) will reveal this item.

Source: homebrew
Crystal Ball 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Crystal Ball

Wondrous Item, Very Rare (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. The following crystal ball variants are legendary items and have additional properties.

Source: dmg 159
Crystal Ball of Mind Reading 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Crystal Ball of Mind Reading

Wondrous Item, Legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spells sensor. You do not need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.

Source: dmg 159
Crystal Ball of Telepathy 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Crystal Ball of Telepathy

Wondrous Item, Legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spells sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You do not need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can not be used again until the next dawn.

Source: dmg 159
Crystal Ball of True Seeing 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Crystal Ball of True Seeing

Wondrous Item, Legendary (requires attunement)

The typical crystal ball, a very rare item, is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it. While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spells sensor.

Source: dmg 159
Cube of Force 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Cube of Force

Wondrous Item, Rare (requires attunement)

This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 Charges, and it regains 1d20 expended Charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of Charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different Effect. If the cube has insufficient Charges remaining, nothing happens. Otherwise, a barrier of Invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of Charges. You can change the barrier's Effect by pressing a different face of the cube and expending the requisite number of Charges, resetting the Duration. If your Movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Cube of Force Faces:

Face | Charges | Effect:
1 | 1 | Gases, wind, and fog can't pass through the barrier.
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 | 3 | Living matter can 't pass through the barrier.
4 | 4 | Spell Effects can 't pass through the barrier.
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 | 0 | The barrier deactivates.

The cube loses Charges when the barrier is targeted by certain Spells or comes into contact with certain spell or magic item Effects, as shown in the table below.

Spell or item | Charges Lost:
Disintegrate | 1d12
Horn of Blasting | 1d10
Passwall | 1d6
Prismatic Spray | 1d20
Wall of Fire | 1d4

Source: dmg 159
Cubic Gate 50,001-0 gp Wondrous Item Legendary

Cubic Gate

Wondrous Item, Legendary

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side. The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.

Source: dmg 160
Daern's Instant Fortress 501-5,000 gp Wondrous Item Rare

Daern's Instant Fortress

Wondrous Item, Rare

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 are not 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.

Source: dmg 160
Dagger of Venom 501-5,000 gp Weapon Rare

Dagger of Venom

Weapon, Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Source: dmg 161
Dancing Sword 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Dancing Sword

Weapon, Very Rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls. While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it. After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground  . at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Source: dmg 161
Decanter of Endless Water 200 gp Wondrous Item Uncommon

Decanter of Endless Water

Wondrous Item, Uncommon

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can use an action to remove the stopper and speak one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options: • “Stream” produces 1 gallon of water. • “Fountain” produces 5 gallons of water. • “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.

Source: dmg 161
Deck of Illusions 101-500 gp Wondrous Item Uncommon

Deck of Illusions

Wondrous Item, Uncommon

This box contains a set of Parchment cards. A full deck has 34 cards. A deck found as Treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An Illusion of one or more creatures forms over the Thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature (as presented in the Monster Manual), except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The Illusion lasts until its card is moved or the Illusion is dispelled. When the Illusion ends, the image on its card disappears, and that card can't be used again.

Playing Card | Illusion
Ace of hearts | Red Dragon
King of hearts | Knight and four guards
Queen of hearts | Succubus or Incubus
Jack of hearts | Druid
Ten of hearts | Cloud Giant
Nine of hearts | Ettin
Eight of hearts | Bugbear
Two of hearts | Goblin
Ace of diamonds | Beholder
King of diamonds | Archmage and mage apprentice
Queen of diamonds | Night Hag
Jack of diamonds | Assassin
Ten of diamonds | Fire Giant
Nine of diamonds | Ogre mage
Eight of diamonds | Gnoll
Two of diamonds | Kobold
Ace of spades | Lich
King of spades | Priest and two acolytes
Queen of spades | Medusa
Jack of spades | Veteran
Ten of spades | Frost Giant
Nine of spades | Troll
Eight of spades | Hobgoblin
Two of spades | Goblin
Ace of clubs | Iron Golem
King of clubs | Bandit Captain and three bandits
Queen of clubs | Erinyes
Jack of clubs | Berserker
Ten of clubs | Hill Giant
Nine of clubs | Ogre
Eight of clubs | Orc
Two of clubs | Kobold
Jokers (2) | You (the deck's owner)

Source: dmg 161
Deck of Many Things 50,001-0 gp Wondrous Item Legendary

Deck of Many Things

Wondrous Item, Legendary

Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no Effect. Otherwise, as soon as you draw a card from the deck, its magic takes Effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take Effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.

Playing Card | Card
Ace of diamonds | Vizier*
King of diamonds | Sun
Queen of diamonds | Moon
Jack of diamonds | Star
Two of diamonds | Comet*
Ace of hearts | The Fates*
King of hearts | Throne
Queen of hearts | Key
Jack of hearts | Knight
Two of hearts | Gem*
Ace of clubs | Talons*
King of clubs | The Void
Queen of clubs | Flames
Jack of clubs | Skull
Two of clubs | Idiot*
Ace of spades | Donjon*
King of spades | Ruin
Queen of spades | Euryale
Jack of spades | Rogue
Two of spades | Balance*
Joker (with TM) | Fool*
Joker (without TM) | Jester

* Found only in a deck with twenty-two cards

Balance: Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no Effect on you.

Comet: If you single-handedly defeat the next Hostile monster or group of Monsters you encounter, you gain Experience Points enough to gain one level. Otherwise, this card has no Effect.

Donjon: You disappear and become entombed in a state of suspended animation in an extradimensional Sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the Sphere. You can't be located by any Divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.

Euryale: The card's medusa-like visage curses you. You take a -2 penalty on Saving Throws while Cursed in this way. Only a god or the magic of The Fates card can end this curse.

The Fates: Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.

Flames: A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

Fool: You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.

Gem: Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.

Idiot: Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.

Jester: You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.

Key: A rare or rarer Magic Weapon with which you are proficient appears in your hands. The DM chooses the weapon.

Knight: You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.

Moon: You are granted the ability to cast the wish spell 1d3 times.

Rogue: A nonplayer character of the DM's choice becomes Hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or Divine Intervention can end the NPC's hostility toward you.

Ruin: All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.

Skull: You summon an avatar of death-a ghostly Humanoid Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own Avatar of Death. A creature slain by an Avatar of Death can't be restored to life.

Star: Increase one of your Ability Scores by 2. The score can exceed 20 but can't exceed 24.

Sun: You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.

Talons: Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do Vanish.

Throne: You gain proficiency in the Persuasion skill, and you double your Proficiency Bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of Monsters, which you must clear out before you can claim the keep as. yours.

Vizier: At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with Wisdom on how to apply it.

The Void: This black card Spells Disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.

Source: dmg 162
Defender 50,001-0 gp Weapon
(requires attunement)
Legendary

Defender

Weapon, Legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Source: dmg 164
Demon Armor 30,000 gp Armor
(requires attunement)
Very Rare

Demon Armor

Armor, Very Rare (requires attunement)

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Source: dmg 165
Dimensional Shackles 501-5,000 gp Wondrous Item Rare

Dimensional Shackles

Wondrous Item, Rare

You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don’t prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.

Source: dmg 165
Diplomat's Pouch 101-500 gp Wondrous Item Uncommon

Diplomat's Pouch

Wondrous Item, Uncommon

This small leather pouch with gold trim glows bright when paper is placed into it. When a letter is placed in this pouch, addressed to someone who owns another diplomat’s pouch, and the command word is said, the pouch duplicates the letter to the recipient's pouch. The recipient listed in the letter finds a copy of it in their pouch and is alerted to the new letter with a faint bell sound. A letter can be listed to multiple recipients with a diplomat’s pouch.

Source: MCDM Stronghold and Followers 257
Dragon Scale Mail 5,001-50,000 gp Armor
(requires attunement)
Very Rare

Dragon Scale Mail

Armor, Very Rare (requires attunement)

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 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.

Dragon | Resistance
Black | Acid
Blue | Lightning
Brass | Fire
Bronze | Lightning
Copper | Acid
Gold | Fire
Green | Poison
Red | Fire
Silver | Cold
White | Cold

Source: dmg 165
Dragon Slayer 501-5,000 gp Weapon Rare

Dragon Slayer

Weapon, Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Source: dmg 166
Driftglobe 101-500 gp Wondrous Item Uncommon

Driftglobe

Wondrous Item, Uncommon

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can not be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.

Source: dmg 166
Dust of Disappearance 101-500 gp Wondrous Item Uncommon

Dust of Disappearance

Wondrous Item, Uncommon

Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become Invisible for 2d4 minutes. The Duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the Invisibility ends for that creature.

Source: dmg 166
Dust of Dryness 101-500 gp Wondrous Item Uncommon

Dust of Dryness

Wondrous Item, Uncommon

This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible. Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic. An elemental composed mostly of water that is exposed to a pinch of the dust must make a DC 13 Constitution saving throw, taking 10d6 necrotic damage on a failed save, or half as much damage on a successful one.

Source: dmg 166
Dust of Sneezing and Choking 101-500 gp Wondrous Item Uncommon

Dust of Sneezing and Choking

Wondrous Item, Uncommon

Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use. When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe, while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.  . Dwarven Plate Armor (plate), very rare 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.

Source: dmg 166
Dwarven Plate 5,001-50,000 gp Armor Very Rare

Dwarven Plate

Armor, Very Rare

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.

Source: dmg 167
Dwarven Thrower 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Dwarven Thrower

Weapon, Very Rare (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Source: dmg 167
Earring of Communication 501-5,000 gp Wondrous Item Rare
(requires quest)

Earring of Communication

Wondrous Item, Rare (requires quest)

Earing that has a red crystal with cobalt blue striations dangling from it. A gold coil of wire goes into the wearer's ear to hear the transmissions. Twist the crystal to adjust volume. Touch the crystal to your next/jaw transmit.

The earring has an effective range of 2 miles and can penetrate most barriers, but it is blocked by 3 feet of wood or dirt, 1 foot of stone, 1 inch of common metal, or a thin sheet of lead.

Source: homebrew
Efreeti Bottle 5,001-50,000 gp Wondrous Item Very Rare

Efreeti Bottle

Wondrous Item, Very Rare

This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of Your Turn, the smoke disappears with a flash of harmless fire, and an Efreeti appears in an unoccupied space within 30 feet of you. See the Monster Manual for the efreeti's Statistics.
The first time the bottle is opened, the DM rolls to determine what happens.

d100 | Effect:
01-10 | The Efreeti attacks you. After fighting for 5 rounds, the Efreeti disappears, and the bottle loses its magic.
11-90 | The Efreeti serves you for 1 hour, doing as you Command. Then the Efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same Effect occurs. If the bottle is opened a fourth time, the Efreeti escapes and disappears, and the bottle loses its magic.
91-00 | The Efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.

Source: dmg 167
Efreeti Chain 50,001-0 gp Armor
(requires attunement)
Legendary

Efreeti Chain

Armor, Legendary (requires attunement)

The links of this suit of chain mail look like they’re forged of brass, but they are stronger than ordinary iron. Efreeti chain protects its wearer from extreme heat, so even the most sweltering temperatures feel comfortably warm. It gives off a dim white glow when exposed to flames. This armor is said to come from the fabled City of Brass, the home of the efreet. Sometimes it is available for purchase in the extravagant markets of the city, but more commonly it is found in treasure hoards or the collections of eccentric and wealthy patrons.
While wearing this armor, you gain the following benefits:
- +2 bonus to AC
- Fire resistance
- Draconic and Primordial added to the list of languages you know


Source: dmg 167
Elemental Gem 101-500 gp Wondrous Item Uncommon

Elemental Gem

Wondrous Item, Uncommon

This gem contains a mote of elemental energy. When you use an action to break the gem, an elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost. The type of gem determines the elemental summoned by the spell. Gem Summoned Elemental Blue sapphire Air elemental Yellow diamond Earth elemental Red corundum Fire elemental Emerald Water elemental.

Source: dmg 167
Elemental Quarter Staff 10,000 gp Staff
(requires attunement)
Very Rare

Elemental Quarter Staff

Staff, Very Rare (requires attunement)

2d12 extra Elemental damage. Speak command word to change the elemental damage type to: Cold, Fire, Force, Lightning, or Thunder.

Source:
Elixir of Health 501-5,000 gp Potion Rare

Elixir of Health

Potion, Rare

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

Source: dmg 168
Elven Chain 501-5,000 gp Armor Rare

Elven Chain

Armor, Rare

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

Source: dmg 168
Eversmoking Bottle 101-500 gp Wondrous Item Uncommon

Eversmoking Bottle

Wondrous Item, Uncommon

Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet. The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.

Source: dmg 168
Eyes of Charming 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Eyes of Charming

Wondrous Item, Uncommon (requires attunement)

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.

Source: dmg 168
Eyes of Minute Seeing 101-500 gp Wondrous Item Uncommon

Eyes of Minute Seeing

Wondrous Item, Uncommon

These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.

Source: dmg 168
Eyes of the Eagle 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Eyes of the Eagle

Wondrous Item, Uncommon (requires attunement)

These crystal lenses fit over the eyes. While wearing them, you have advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.

Source: dmg 168
Figurine of Wondrous Power, Bronze Griffon 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Bronze Griffon

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can not be used again until 5 days have passed.

Source: dmg 169
Figurine of Wondrous Power, Ebony Fly 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Ebony Fly

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can not be used again until 2 days have passed.

Source: dmg 169
Figurine of Wondrous Power, Golden Lions 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Golden Lions

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can not be used again until 7 days have passed.

Source: dmg 169
Figurine of Wondrous Power, Ivory Goats 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Ivory Goats

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

The creature exists for a duration specific to each figurine. Al the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:

- The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can not be used again until 7 days have passed, when it regains all its charges.
- The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can not be used again until 30 days have passed.
- The goat of terror becomes a giant goat for up to 3 hours. The goat can not attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goats aura for the next 24 hours. Once the figurine has been used, it can not be used again until 15 days have passed.

Source: dmg 169
Figurine of Wondrous Power, Marble Elephant 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Marble Elephant

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can not be used again until 7 days have passed.

Source: dmg 170
Figurine of Wondrous Power, Obsidian Steed 5,001-50,000 gp Wondrous Item Very Rare

Figurine of Wondrous Power, Obsidian Steed

Wondrous Item, Very Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can not be used again until 5 days have passed. If you have a good alignment, the figurine has a 10 percent chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare arc instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.

Source: dmg 170
Figurine of Wondrous Power, Onyx Dog 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Onyx Dog

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has darkvision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can not be used again until 7 days have passed.

Source: dmg 170
Figurine of Wondrous Power, Serpentine Owl 501-5,000 gp Wondrous Item Rare

Figurine of Wondrous Power, Serpentine Owl

Wondrous Item, Rare

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can not be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.

Source: dmg 170
Figurine of Wondrous Power, Silver Raven 101-500 gp Wondrous Item Uncommon

Figurine of Wondrous Power, Silver Raven

Wondrous Item, Uncommon

A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there is not enough space for the creature, the figurine does not become a creature.

The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions. See the Monster Manual for the creatures statistics.

At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can not be used again until a certain amount of time has passed, as specified in the figurine description.

This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can not be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.

Source: dmg 170
Flame Tongue 501-5,000 gp Weapon
(requires attunement)
Rare

Flame Tongue

Weapon, Rare (requires attunement)

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.

Source: dmg 170
Folding Boat 501-5,000 gp Wondrous Item Rare

Folding Boat

Wondrous Item, Rare

This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it. One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably. The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide, and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can’t fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.

Source: dmg 170
Frost Brand 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Frost Brand

Weapon, Very Rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage. In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Source: dmg 171
Gauntlets of Ogre Power 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Gauntlets of Ogre Power

Wondrous Item, Uncommon (requires attunement)

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.

Source: dmg 171
Gem of Brightness 101-500 gp Wondrous Item Uncommon

Gem of Brightness

Wondrous Item, Uncommon

This prism has 50 Charges. While you are holding it, you can use an action to speak one of three Command words to cause one of the following effects:

• The first Command Word causes the gem to shed bright light in a 30-foot radius and dim light for an additional 30 feet. This Effect doesn't expend a charge. It lasts until you use a Bonus Action to repeat the Command Word or until you use another function of the gem.
• The second Command Word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become Blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the Effect on itself on a success.
• The third Command Word expends 5 Charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make a saving throw as if struck by the beam created with the second Command Word.

When all of the gem's Charges are expended, the gem becomes a nonmagical jewel worth 50 gp.

Source: dmg 171
Gem of Seeing 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Gem of Seeing

Wondrous Item, Rare (requires attunement)

This gem has 3 charges. As an action, you can speak the gem’s command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.  .

Source: dmg 172
Giant Slayer 501-5,000 gp Weapon Rare

Giant Slayer

Weapon, Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Source: dmg 172
Glamoured Studded Leather 501-5,000 gp Armor Rare

Glamoured Studded Leather

Armor, Rare

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 lasts until you use this property again or remove the armor.

Source: dmg 172
Gloves of Missile Snaring 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Gloves of Missile Snaring

Wondrous Item, Uncommon (requires attunement)

 These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.

Source: dmg 172
Gloves of Swimming and Climbing 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Gloves of Swimming and Climbing

Wondrous Item, Uncommon (requires attunement)

 While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

Source: dmg 172
Gloves of Thievery 101-500 gp Wondrous Item Uncommon

Gloves of Thievery

Wondrous Item, Uncommon

These Gloves are invisible while worn. While wearing them, you gain a +5 bonus to DEX (Sleight of Hand) checks and DEX checks made to pick locks.

Source: dmg 172
Goggles of Night 101-500 gp Wondrous Item Uncommon

Goggles of Night

Wondrous Item, Uncommon

While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.

Source: dmg 172
Grapes of Truth 101-500 gp Wondrous Item Uncommon

Grapes of Truth

Wondrous Item, Uncommon

A bunch (50) grapes that appear to be the most delicious grapes you have ever seen. They are immune to rot, always taste sweet, and seem to always be misted in just a slight bit of water.

When eaten, you regain 1d4+1 of lost hit points (usable 2x per long rest), and immediate blurt out a piece of truthful information using the following d20 table.

1-4: embarrassing secret/past event/vice;
5-8: the truth to the last lie the character told in game even if entirely irrelevant;
9-12: something that scares the character;
13-17: name of someone the character misses;
18-20: nothing or choice of other options

Source: r/DMAcademy
Hammer of Thunderbolts 50,001-0 gp Weapon Legendary

Hammer of Thunderbolts

Weapon, Legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Source: dmg 173
Hat of Disguise 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Hat of Disguise

Wondrous Item, Uncommon (requires attunement)

While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.

Source: dmg 173
Headband of Intellect 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Headband of Intellect

Wondrous Item, Uncommon (requires attunement)

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher.

Source: dmg 173
Helm of Brilliance 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Helm of Brilliance

Wondrous Item, Very Rare (requires attunement)

This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from The Helm crumbles to dust. When all the gems are removed or destroyed, The Helm loses its magic.

You gain the following benefits while wearing it:
• You can use an action to cast one of the following Spells (save DC 18), using one of the helm's gems of the specified type as a component: Daylight (opal), Fireball (fire opal), Prismatic Spray (diamond), or Wall of Fire (ruby). The gem is destroyed when the spell is cast and disappears from The Helm.
• As long as it has at least one Diamond, The Helm emits dim light in a 30-foot radius when at least one Undead is within that area. Any Undead that starts its turn in that area takes 1d6 radiant damage.
• As long as The Helm has at least one ruby, you have Resistance to fire damage.
• As long as The Helm has at least one fire opal, you can use an action and speak a Command Word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an Attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a Bonus Action to speak the Command Word again or until you drop or stow the weapon.

Roll a d20 if you are wearing The Helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, The Helm emits beams of light from its remaining gems. Each creature within 60 feet of The Helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in The Helm. The Helm and its gems are then destroyed.

Source: dmg 173
Helm of Comprehending Languages 200 gp Wondrous Item Uncommon

Helm of Comprehending Languages

Wondrous Item, Uncommon

While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.

Source: dmg 173
Helm of Telepathy 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Helm of Telepathy

Wondrous Item, Uncommon (requires attunement)

While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues. While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.

Source: dmg 174
Helm of Teleportation 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Helm of Teleportation

Wondrous Item, Rare (requires attunement)

This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.

Source: dmg 174
Heward's Handy Haversack 501-5,000 gp Wondrous Item Rare

Heward's Handy Haversack

Wondrous Item, Rare

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 not be reopened.

Source: dmg 174
Holy Avenger 50,001-0 gp Weapon
(requires attunement)
Legendary

Holy Avenger

Weapon, Legendary (requires attunement)

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.

Source: dmg 174
Horn of Blasting 501-5,000 gp Wondrous Item Rare

Horn of Blasting

Wondrous Item, Rare

You can use an action to speak the horn’s command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn’t deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6. Each use of the horn’s magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.

Source: dmg 174
Horn of Valhalla, Brass 501-5,000 gp Wondrous Item Rare

Horn of Valhalla, Brass

Wondrous Item, Rare

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can not be used again until 7 days have passed.
3d4+3 Beserkers, Must be Proficient with all simple weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Source: dmg 175
Horn of Valhalla, Bronze 5,001-50,000 gp Wondrous Item Very Rare

Horn of Valhalla, Bronze

Wondrous Item, Very Rare

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can not be used again until 7 days have passed.
4d4+4 Beserkers, Must be Proficient with all medium armor. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Source: dmg 175
Horn of Valhalla, Iron 50,001-0 gp Wondrous Item Legendary

Horn of Valhalla, Iron

Wondrous Item, Legendary

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can not be used again until 7 days have passed.
5d4+5 Beserkers, Must be Proficient with all martial weapons. If you blow the horn without meeting its requirement, the summoned berserkers attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.

Source: dmg 175
Horn of Valhalla, Silver 501-5,000 gp Wondrous Item Rare

Horn of Valhalla, Silver

Wondrous Item, Rare

You can use an action to blow this horn. In response, warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can not be used again until 7 days have passed.
2d4+2 Beserkers, they are friendly to you and your companions and follow your commands.

Source: dmg 175
Horseshoes of a Zephyr 5,001-50,000 gp Wondrous Item Very Rare

Horseshoes of a Zephyr

Wondrous Item, Very Rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.

Source: dmg 175
Horseshoes of Speed 501-5,000 gp Wondrous Item Rare

Horseshoes of Speed

Wondrous Item, Rare

These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature’s walking speed by 30 feet.

Source: dmg 175
Immovable Rod 500 gp Rod Uncommon

Immovable Rod

Rod, Uncommon

This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.

Source: dmg 175
Instrument of the Bards, Anstruth Harp 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Instrument of the Bards, Anstruth Harp

Wondrous Item, Very Rare (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Control Weather, Cure Wounds (5th level), Wall of Thorns

Source: dmg 176
Instrument of the Bards, Canaith Mandolin 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Instrument of the Bards, Canaith Mandolin

Wondrous Item, Rare (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Cure Wounds (3rd level), Dispel Magic, Protection from Energy (lightning only)

Source: dmg 176
Instrument of the Bards, Cli Lyre 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Instrument of the Bards, Cli Lyre

Wondrous Item, Rare (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Stone Shape, Wall of Fire, Wind Wall

Source: dmg 176
Instrument of the Bards, Doss Lute 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Instrument of the Bards, Doss Lute

Wondrous Item, Uncommon (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good, plus the spells listed for the particular instrument
- Animal Friendship, Protection from Energy (fire only), Protection from Poison

Source: dmg 176
Instrument of the Bards, Fochlucan Bandore 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Instrument of the Bards, Fochlucan Bandore

Wondrous Item, Uncommon (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Entangle, Faerie Fire, Shillelah, Speak with Animals

Source: dmg 176
Instrument of the Bards, Mac-Fuirmidh Cittern 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Instrument of the Bards, Mac-Fuirmidh Cittern

Wondrous Item, Uncommon (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Barkskin, Cure Wounds, Fog Cloud

Source: dmg 176
Instrument of the Bards, Ollamh Harp 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Instrument of the Bards, Ollamh Harp

Wondrous Item, Legendary (requires attunement)

Requires Attunement by a Bard.

An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. The following table lists the spells common to all instruments, as well as the spells specific to each one and its rarity. A creature that attempts to play the instrument without being attuned to it must succeed on a DC WIS saving throw or take 2d4 psychic Dmg.

You can use an action to play the instrument and cast 1 of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.

When you use the instrument to cast a spell that causes targets to become charmed on a failed save, the targets have Disadvantage on the saving throw. This effect applies whether you are using the instrument as the source of the spell or as a spellcasting focus.

- Fly, Invisibility, Levitate, Protection from Evil and Good], plus the spells listed for the particular instrument
- Confusion, Control Weather, Fire Storm

Source: dmg 176
Ioun Stone, Absorption 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Absorption

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can not cancel it.

Source: dmg 176
Ioun Stone, Agility 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Agility

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.

Source: dmg 176
Ioun Stone, Awareness 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Ioun Stone, Awareness

Wondrous Item, Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can not be surprised while this dark blue rhomboid orbits your head.

Source: dmg 176
Ioun Stone, Fortitude 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Fortitude

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.

Source: dmg 176
Ioun Stone, Greater Absorption 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Ioun Stone, Greater Absorption

Wondrous Item, Legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.

When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you.

Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can not cancel it.

Source: dmg 176
Ioun Stone, Insight 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Insight

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.

Source: dmg 176
Ioun Stone, Intellect 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Intellect

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.

Source: dmg 176
Ioun Stone, Leadership 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Leadership

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.

Source: dmg 176
Ioun Stone, Mastery 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Ioun Stone, Mastery

Wondrous Item, Legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your proficiency bonus increases by 1 while this pale green prism orbits your head.

Source: dmg 176
Ioun Stone, Protection 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Ioun Stone, Protection

Wondrous Item, Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to AC while this dusty rose prism orbits your head.

Source: dmg 176
Ioun Stone, Regeneration 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Ioun Stone, Regeneration

Wondrous Item, Legendary (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.

Source: dmg 176
Ioun Stone, Reserve 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Ioun Stone, Reserve

Wondrous Item, Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.

This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM.

Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can not hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.

While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.

Source: dmg 176
Ioun Stone, Strength 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Ioun Stone, Strength

Wondrous Item, Very Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.

Source: dmg 176
Ioun Stone, Sustenance 500 gp Wondrous Item
(requires attunement)
Rare

Ioun Stone, Sustenance

Wondrous Item, Rare (requires attunement)

An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You do not need to eat or drink while this clear spindle orbits your head.

Source: dmg 176
Iron Bands of Bilarro 501-5,000 gp Wondrous Item Rare

Iron Bands of Bilarro

Wondrous Item, Rare

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can not be used again until the next dawn.

Source: dmg 177
Iron Flask 50,001-0 gp Wondrous Item Legendary

Iron Flask

Wondrous Item, Legendary

This iron bottle has a brass stopper. You can use an action to speak the flask's Command Word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that Duration. If you give no commands or give it a Command that is likely to result in its death, it defends itself but otherwise takes no Actions. At the end of the Duration, the creature acts in accordance with its normal disposition and Alignment.
An Identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.

d100 | Contents
01-50 | Empty
51 | Arcanaloth
52 | Cambion
53-54 | Dao
55-57 | Demon (type 1)
58-60 | Demon (type 2)
61-62 | Demon (type 3)
63-64 | Demon (type 4)
65 | Demon (type 5)
66 | Demon (type 6)
67 | Deva
68-69 | Devil (greater)
70-72 | Devil (lesser)
73-74 | Djinni
75-76 | Efreeti
77-78 | Elemental (any)
79 | Githyanki Knight
80 | Githzerai Zerth
81-82 | Invisible Stalker
83-84 | Marid
85-86 | Mezzoloth
87-88 | Night Hag
89-90 | Nycaloth
91 | Planetar
92-93 | Salamander
94-95 | Slaad (any)
96 | Solar
97-98 | Succubus/incubus
99 | Ultroloth
00 | Xorn

Source: dmg 178
Javelin of Lightning 101-500 gp Weapon Uncommon

Javelin of Lightning

Weapon, Uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage. The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Source: dmg 178
Keoghtom's Ointment 101-500 gp Wondrous Item Uncommon

Keoghtom's Ointment

Wondrous Item, Uncommon

This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh 1/2 pound. As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.

Source: dmg 179
Lantern of Revealing 101-500 gp Wondrous Item Uncommon

Lantern of Revealing

Wondrous Item, Uncommon

While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern’s bright light. You can use an action to lower the hood, reducing the light to dim light in a 5- foot radius.

Source: dmg 179
Loadstone - Apothecary 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Apothecary

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Apothecary. Once per day, as an action, for one minute while concentrating you can sense the presence and location of poisons, poisonous creatures, and diseases within 30 feet of you.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Source: homebrew
Loadstone - Appraiser 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Appraiser

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Appraiser. Once per day, as an action, for one minute you know the market value of all Gems, Jewelry, Art Objects, and Trade Goods within sight.

Source: homebrew
Loadstone - Beast Voice 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Beast Voice

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Beast Voice. Once per day, as an action, for one minute you gain the ability to comprehend and verbally communicate with beasts.

Source: homebrew
Loadstone - Blood of the Basilisk 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Blood of the Basilisk

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Blood of the Basilisk. You are immune to the Petrified condition.

Source: homebrew
Loadstone - Book Worm 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Book Worm

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Book Worm. Once per day, as an action, you can understand any written language that you see for one hour. You must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This doesn’t decode secret messages in a text or a glyph.

Source: homebrew
Loadstone - Catnap 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Catnap

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Catnap. Once per day, as an action, you can choose to immediately fall asleep for exactly 5 minutes. If you remains unconscious for the full duration, you gains the benefit of a short rest.

Source: homebrew
Loadstone - Command 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Command

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Command. Once per day, as a bonus action, choose a creature within 30 feet of you that you can see. That creature may use their reaction to immediately make an weapon attack.

Source: homebrew
Loadstone - Compass 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Compass

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Compass. You always know your cardinal directions, and your depth or elevation.

Source: homebrew
Loadstone - Courier 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Courier

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Courier. Your movement speed increases by 5 ft.

Source: homebrew
Loadstone - Dapper 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Dapper

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Dapper. Stains slide off your clothes like water off of stone, and any wrinkled clothes you put on immediately become pressed, ironed and immaculate. Physical damage to clothes will remain and cannot be repaired in this way, but while they are being worn, none of your clothes will fray.

Source: homebrew
Loadstone - Diplomat 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Diplomat

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Diplomat. Once per day, you may grant yourself advantage on an Insight check.

Source: homebrew
Loadstone - Duelist 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Duelist

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Duelist. Once per day, as a bonus action, you compel a creature into a duel. Target one creature that you can see within 30 feet; it sees you as it's greatest threat. The creature has disadvantage on attack rolls against creatures other than you until the start of your next turn.

Source: homebrew
Loadstone - Expert Chef 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Expert Chef

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Expert Chef. You gain the instinctive knowledge of how to properly season, prepare, and cook food. Any dish you make is guaranteed to be delicious and filling regardless of whatever foul ingredients went into it.

Source: homebrew
Loadstone - Eye for Weakness 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Eye for Weakness

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Eye for Weakness. Once per day, as a bonus action, you extend your hand and point a finger at a target in range and gain a brief insight into the target's defenses. Until the end of your next turn, you gain advantage on your next attack roll against the target.

Source: homebrew
Loadstone - Fleeing Prey 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Fleeing Prey

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Fleeing Prey. While on land, you are no longer slowed by mundane difficult terrain.

Source: homebrew
Loadstone - Float to the Surface 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Float to the Surface

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Float to the Surface. You can stand up from Prone using only 5ft of Movement.

Source: homebrew
Loadstone - Flowing Water 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Flowing Water

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Flowing Water. Once per day, as a bonus action, your movement doesn’t provoke opportunity attacks until the start of your next turn,

Source: homebrew
Loadstone - Forager 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Forager

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Forager. You find twice as much food from plants and dead animals upon a successful Survival check.

Source: homebrew
Loadstone - Forceful Wind 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Forceful Wind

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Forceful Wind. Once per day, as a bonus action, choose a creature within 30 feet of you that you can see. For 1 minute, if either of you try to touch the other (including melee attacks) then both of you will instead be pushed away 5 feet.

Source: homebrew
Loadstone - Hunter 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Hunter

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Hunter. Once per day, as a bonus action, you can mark a creature. For up to one hour while concentrating, you have advantage on Wisdom (Perception) or Wisdom (Survival) check you make to find or track it.

Source: homebrew
Loadstone - Locksmith 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Locksmith

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Locksmith. Once per day, as an action, you can choose an object that you can see within 60 feet that is held shut by a mundane lock or that is stuck or barred. Anyone who tries to open the targeted object in the net 10 minute does so with advantage.

Source: homebrew
Loadstone - Necromancers Blessing 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Necromancers Blessing

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Necromancers Blessing. You are Invisible to Undead creatures

Source: homebrew
Loadstone - Protective Moon 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Protective Moon

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Protective Moon. You can rest in armor with no penalties.

Source: homebrew
Loadstone - Redirection 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Redirection

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Redirection. Once per day, as a reaction, you may give an attack against you Disadvantage.

Source: homebrew
Loadstone - Tail Fin 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Tail Fin

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Tail Fin. You gain a swim speed equal to your walking speed.

Source: homebrew
Loadstone - Tradesmen 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Tradesmen

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Tradesmen. Once per day, as an action, for one minute you have advantage on any Persuasion checks to negotiate a price.

Source: homebrew
Loadstone - Translator 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Translator

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Translator. Once per day as an action, you understand the literal meaning of any spoken language that you hear for ten minutes.

Source: homebrew
Loadstone - Wind Walker 0 gp Loadstone
(requires attunement)
Uncommon

Loadstone - Wind Walker

Loadstone, Uncommon (requires attunement)

Anyone who spends an hour meditating at a loadstone site can attune to the loadstone to gain its minor blessing.

Wind Walker. Once per day, as a bonus action, you gain fly speed of 30ft for 1 minute.

Source: homebrew
Luck Blade 50,001-0 gp Weapon
(requires attunement)
Legendary

Luck Blade

Weapon, Legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Source: dmg 179
Mace of Disruption 3,000 gp Weapon
(requires attunement)
Rare

Mace of Disruption

Weapon, Rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn. While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Source: dmg 179
Mace of Smiting 501-5,000 gp Weapon Rare

Mace of Smiting

Weapon, Rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Source: dmg 179
Mace of Terror 501-5,000 gp Weapon
(requires attunement)
Rare

Mace of Terror

Weapon, Rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success. The mace regains 1d3 expended charges daily at dawn.

Source: dmg 180
Mantle of Spell Resistance 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Mantle of Spell Resistance

Wondrous Item, Rare (requires attunement)

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

Source: dmg 180
Manual of Bodily Health 5,001-50,000 gp Wondrous Item Very Rare

Manual of Bodily Health

Wondrous Item, Very Rare

This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 180
Manual of Gainful Exercise 5,001-50,000 gp Wondrous Item Very Rare

Manual of Gainful Exercise

Wondrous Item, Very Rare

This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 180
Manual of Golems 5,001-50,000 gp Wondrous Item Very Rare

Manual of Golems

Wondrous Item, Very Rare

This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly. To decipher and use the manual, you must be a Spellcaster with at least two 5th-level Spell Slots. A creature that can’t use a manual of golems and attempts to read it takes 6d6 psychic damage.

d20 | Golem | Time | Cost
1-5 | Clay 30 days | 65,000 gp
6-17 | Flesh | 60 days | 50,000 gp
18 | Iron | 120 days | 100,000 gp
19-20 | Stone | 90 days | 80,000 gp

To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and Resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies.
Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.

Source: dmg 180
Manual of Quickness of Action 5,001-50,000 gp Wondrous Item Very Rare

Manual of Quickness of Action

Wondrous Item, Very Rare

This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 181
Mariner's Armor 101-500 gp Armor Uncommon

Mariner's Armor

Armor, Uncommon

While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.

Source: dmg 181
Medallion of Thoughts 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Medallion of Thoughts

Wondrous Item, Uncommon (requires attunement)

The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.

Source: dmg 181
Mirror of Life Trapping 5,001-50,000 gp Wondrous Item Very Rare

Mirror of Life Trapping

Wondrous Item, Very Rare

When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror’s twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror’s nature, and constructs succeed on the saving throw automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror’s cells don’t age, and they don’t need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror’s surface. You and the creature can then communicate normally. In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.

Source: dmg 181
Mithral Armor 300 gp Armor Uncommon

Mithral Armor

Armor, Uncommon

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.

Source: dmg 182
Necklace of Adaptation 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Necklace of Adaptation

Wondrous Item, Uncommon (requires attunement)

While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).

Source: dmg 182
Necklace of Fireballs 501-5,000 gp Wondrous Item Rare

Necklace of Fireballs

Wondrous Item, Rare

This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15). You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.

Source: dmg 182
Necklace of Prayer Beads 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Necklace of Prayer Beads

Wondrous Item, Rare (requires attunement)

This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.

d20 | Bead Name | Spell:
1-6 | Blessing | Bless
7-12 | Curing | Cure Wounds (2nd level) or Lesser Restoration
13-16 | Favor | Greater Restoration
17-18 | Smiting | Branding Smite
19 | Summons | Planar Ally
20 | Wind walking | Wind Walk

Source: dmg 182
Nine Lives Stealer 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Nine Lives Stealer

Weapon, Very Rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Source: dmg 183
Nolzur's Marvelous Pigments 5,001-50,000 gp Wondrous Item Very Rare

Nolzur's Marvelous Pigments

Wondrous Item, Very Rare

Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features -such as a door, a pit, flowers, trees, cells, rooms, or weapons- that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.

Source: dmg 183
Oathbow 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Oathbow

Weapon, Very Rare (requires attunement)

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.

Source: dmg 183
Oil of Etherealness 501-5,000 gp Potion Rare

Oil of Etherealness

Potion, Rare

Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the etherealness spell for 1 hour.

Source: dmg 183
Oil of Sharpness 5,001-50,000 gp Potion Very Rare

Oil of Sharpness

Potion, Very Rare

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

Source: dmg 184
Oil of Slipperiness 101-500 gp Potion Uncommon

Oil of Slipperiness

Potion, Uncommon

This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a Medium or smaller creature, along with the equipment it’s wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of a freedom of movement spell for 8 hours. Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.

Source: dmg 184
Pearl of Power 300 gp Wondrous Item
(requires attunement)
Uncommon

Pearl of Power

Wondrous Item, Uncommon (requires attunement)

While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you use the pearl, it can not be used again until the next dawn.

Source: dmg 184
Periapt of Health 101-500 gp Wondrous Item Uncommon

Periapt of Health

Wondrous Item, Uncommon

You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed you while you wear the pendant.

Source: dmg 184
Periapt of Proof Against Poison 501-5,000 gp Wondrous Item Rare

Periapt of Proof Against Poison

Wondrous Item, Rare

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.

Source: dmg 184
Periapt of Wound Closure 2,000 gp Wondrous Item
(requires attunement)
Uncommon

Periapt of Wound Closure

Wondrous Item, Uncommon (requires attunement)

While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.

Source: dmg 184
Philter of Love 101-500 gp Potion Uncommon

Philter of Love

Potion, Uncommon

The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Source: dmg 184
Pipes of Haunting 101-500 gp Wondrous Item Uncommon

Pipes of Haunting

Wondrous Item, Uncommon

You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.

Source: dmg 185
Pipes of the Sewers 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Pipes of the Sewers

Wondrous Item, Uncommon (requires attunement)

You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them. The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren’t enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren’t under your control otherwise. The pipes regain 1d3 expended charges daily at dawn. Whenever a swarm of rats that isn’t under another creature’s control comes within 30 feet of you while you are playing the pipes, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an action. A friendly swarm obeys your commands. If you issue no commands to a friendly swarm, it defends itself but otherwise takes no actions. If a friendly swarm starts its turn and can’t hear the pipes’ music, your control over that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.

Source: dmg 185
Plate Armor of Etherealness 50,001-0 gp Armor
(requires attunement)
Legendary

Plate Armor of Etherealness

Armor, Legendary (requires attunement)

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

Source: dmg 185
Portable Hole 2,000 gp Wondrous Item Rare

Portable Hole

Wondrous Item, Rare

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.

Source: dmg 185
Potion of Animal Friendship 200 gp Potion Uncommon

Potion of Animal Friendship

Potion, Uncommon

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

Source: dmg 187
Potion of Bravery 101-500 gp Potion Uncommon

Potion of Bravery

Potion, Uncommon

When you drink this potion, you become immune to the fear condition for 1 hour. This potion is a pale gold color with a thick consistency.

Source: HHH 137
Potion of Celestial Might 5,001-50,000 gp Potion Very Rare

Potion of Celestial Might

Potion, Very Rare

When you drink this potion, you regain hit points equal to half of your maximum hit points, and you gain advantage on saving throws against spells and other magical effects for the next minute. This potion gleams a bright gold at all times.

Source: HHH 137
Potion of Clairvoyance 960 gp Potion Rare

Potion of Clairvoyance

Potion, Rare

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

Source: dmg 187
Potion of Climbing 100 gp Potion Common

Potion of Climbing

Potion, Common

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

Source: dmg 187
Potion of Cloud Giant Strength 5,001-50,000 gp Potion Very Rare

Potion of Cloud Giant Strength

Potion, Very Rare

When you drink this potion, your Strength score changes to 27 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Desecration 5,001-50,000 gp Potion Very Rare

Potion of Desecration

Potion, Very Rare

When you drink this potion, you become cursed. While cursed in this way, you gain darkvision out to 120 ft. if you did not have it already, and whenever you receive necrotic damage, you instead heal the amount of damage you would have taken. In addition, whenever an undead creature with less than 10 Intelligence targets you with a harmful attack or spell, it must first make a DC 18 Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell.

Every night at midnight while cursed, you must succeed on a DC 18 Wisdom saving throw or become dominated by the death knight from whose blood this potion was crafted, as if under the effect of the dominate person spell, but with an indefinite duration, no concentration required, and unlimited range. The death knight is aware of this taking place unless it is on a different plane of existence.

This curse can only be removed if the death knight from whom the blood was taken is permanently destroyed, after which point the curse immediately ends.

Source: HHH 137
Potion of Detect Thoughts 101-500 gp Potion Uncommon

Potion of Detect Thoughts

Potion, Uncommon

When you drink this potion, you gain the effect of the detect thoughts spell. This potion is completely clear except for a small pink blob floating in the center of it.

Source: HHH 137
Potion of Diminution 270 gp Potion Rare

Potion of Diminution

Potion, Rare

When you drink this potion, you gain the “reduce” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.  .

Source: dmg 187
Potion of Dragonscales - Adult 5,001-50,000 gp Potion Very Rare

Potion of Dragonscales - Adult

Potion, Very Rare

When you drink this potion, you recover 10d4+10 hit points. In addition, you gain resistance to the damage type of the dragon it was crafted from for 1 hour.

Source: HHH 137
Potion of Dragonscales - Ancient 50,001-0 gp Potion Legendary

Potion of Dragonscales - Ancient

Potion, Legendary

When you drink this potion, you recover 12d4+24 hit points. In addition, you gain resistance to the damage type of the dragon it was crafted from for 1 hour.

HP Regained:

Source: HHH 137
Potion of Dragonscales - Wyrmling 101-500 gp Potion Uncommon

Potion of Dragonscales - Wyrmling

Potion, Uncommon

When you drink this potion, you recover 3d4+3 hit points. In addition, you gain resistance to the damage type of the dragon it was crafted from for 1 hour.

Source: HHH 137
Potion of Dragonscales - Young 501-5,000 gp Potion Rare

Potion of Dragonscales - Young

Potion, Rare

When you drink this potion, you recover 6d4+6 hit points. In addition, you gain resistance to the damage type of the dragon it was crafted from for 1 hour.

Source: HHH 137
Potion of Dragonscales (black) 125 gp Potion Rare
(requires quest)

Potion of Dragonscales (black)

Potion, Rare (requires quest)

When you drink this potion, you recover 6d4+6 hit points. In addition, you gain resistance to Acid Damage for 1 hour.

Notes: Crafted by: Dragonblood x1 vial (Alchemist)

Source: Hamunds Harvesting Handbook
Potion of Elemental Tempering 101-500 gp Potion Uncommon

Potion of Elemental Tempering

Potion, Uncommon

When you drink this potion, you become comfortable even if you are in extreme weather. For the next 24 hours, you automatically succeed any saving throw against exhaustion triggered by being in an extremely cold or an extremely hot environment. This potion is constantly bubbling as if boiling and also has a small shard of ice in it that never melts despite the ambient temperature.

Notes: Crafted by: Remorhaz Blood x1 vial or Adult Remorhaz Blood x1 (Alchemist)

Source: HHH 137
Potion of Fire Breath 150 gp Potion Uncommon

Potion of Fire Breath

Potion, Uncommon

After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed.
This potions orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Source: dmg 187
Potion of Fire Giant Strength 501-5,000 gp Potion Rare

Potion of Fire Giant Strength

Potion, Rare

When you drink this potion, your Strength score changes to 25 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Flying 5,000 gp Potion Very Rare

Potion of Flying

Potion, Very Rare

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

Source: dmg 187
Potion of Frost Giant Strength 501-5,000 gp Potion Rare

Potion of Frost Giant Strength

Potion, Rare

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Gaseous Form 300 gp Potion Rare

Potion of Gaseous Form

Potion, Rare

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

Source: dmg 187
Potion of Greater Healing 200 gp Potion Uncommon

Potion of Greater Healing

Potion, Uncommon

You regain 4d4+4 hit points when you drink this potion. The potions red liquid glimmers when agitated.

Source: dmg 187
Potion of Growth 300 gp Potion Uncommon

Potion of Growth

Potion, Uncommon

When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Source: dmg 187
Potion of Healing 50 gp Potion Common

Potion of Healing

Potion, Common

You regain 2d4+2 hit points when you drink this potion. The potions red liquid glimmers when agitated.

Source: dmg 187
Potion of Heroism 200 gp Potion Rare

Potion of Heroism

Potion, Rare

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

Source: dmg 188
Potion of Hill Giant Strength 400 gp Potion Uncommon

Potion of Hill Giant Strength

Potion, Uncommon

When you drink this potion, your Strength score changes to 21 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Infernal Vitality 5,001-50,000 gp Potion Very Rare

Potion of Infernal Vitality

Potion, Very Rare

When you drink this potion, you recover 8d4+8 hit points and you gain a fiendish constitution for the next 1d4 hours. During this time, you gain resistance to cold, fire, and poison damage as well as damage from nonmagical weapons that aren’t silvered. You also have advantage on saving throws against spells and other magical effects. This potion is a deep crimson and smells strongly of sulfur.

Notes: Crafted by: Pit Fiend Blood x1 vial (Alchemist)

Source: HHH 137
Potion of Invisibility 2,000 gp Potion Very Rare

Potion of Invisibility

Potion, Very Rare

This potion’s container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.

Source: dmg 188
Potion of Invulnerability 3,840 gp Potion Rare

Potion of Invulnerability

Potion, Rare

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

Source: dmg 188
Potion of Longevity 9,000 gp Potion Very Rare

Potion of Longevity

Potion, Very Rare

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

Source: dmg 188
Potion of Magical Madness 501-5,000 gp Potion Rare

Potion of Magical Madness

Potion, Rare

When you drink this potion, you go slightly mad for the next 1d4 hours. While in this state, you gain the ability to sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving.

If you are a spellcaster, you also gain the ability to cast any spell on the cleric spell list (excluding cantrips) for which you would have spell slots available. Any time you cast a spell known in this way, you suffer psychic damage equal to the spell level of that spell multiplied by 3. This damage is unmitigable in any way. Any attempt to record the knowledge of these spells fails as they inevitably become incomprehensible ramblings to you once the madness fades.

Notes: Crafted by: Kuo-Toa Archpriest Brain x1 (Alchemist)

Source: HHH 137
Potion of Mind Reading 200 gp Potion Rare

Potion of Mind Reading

Potion, Rare

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

Source: dmg 188
Potion of Ogre Strength 101-500 gp Potion Uncommon

Potion of Ogre Strength

Potion, Uncommon

When you drink this potion, you Strength score changes to 17 for one hour. This potion has no effect on you if your Strength score is equal to or greater than that score. This potion is a pale yellow with a reddish tinge.

Notes: Crafted by: Half-Ogre Blood x1 vial (Alchemist)

Source: HHH 137
Potion of Poison 100 gp Potion Uncommon

Potion of Poison

Potion, Uncommon

This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.

Source: dmg 188
Potion of Poison Immunity 501-5,000 gp Potion Rare

Potion of Poison Immunity

Potion, Rare

When you drink this potion, you become immune to poison damage and the poisoned condition for the next 12 hours. This potion is green with small bubbles on the top.

Notes: Crafted by: Yuan-Ti Blood x1 vial (Alchemist)

Source: HHH 137
Potion of Pollution Breathing 501-5,000 gp Potion Rare

Potion of Pollution Breathing

Potion, Rare

When you drink this potion, you become able to breathe in even the most polluted areas. You automatically succeed any Constitution saving throw provoked by breathing in a polluted, poisoned, or diseased air.

Notes: Crafted by: Hezrou Blood x1 vial (Alchemist)

Source: HHH 137
Potion of Rage 101-500 gp Potion Uncommon

Potion of Rage

Potion, Uncommon

When you drink this potion, any Strength melee weapon attack you make gains a +2 bonus to its damage roll and is rolled at advantage, however any attack made against you is also rolled with advantage. In addition, anytime you are damaged by a creature you can see, you must succeed on a DC 13 Wisdom saving throw or be forced to spend your next action making a melee weapon attack against the creature that damaged you, using your movement speed to get as close to them as possible, including any potential dash action. This potion is a bright red with angry bubbles constantly rising to its surface.

Notes: Crafted by: Barlgura Bile x1 vial (Alchemist)

Source: HHH 138
Potion of Rapport 101-500 gp Potion Uncommon

Potion of Rapport

Potion, Uncommon

This bottle of potion contains enough potion for 4 doses. For the next hour after you drink a dose of this potion, you are able to telepathically communicate with any other creature that has drunk a dose of this potion within the past hour so long as they are within 150 feet of you.

Notes: Crafted by: Rapport Spores x1 small pouch (Alchemist)

Source: HHH 138
Potion of Reflexes 5,001-50,000 gp Potion Very Rare

Potion of Reflexes

Potion, Very Rare

When you drink this potion, you gain one reaction on every turn in a combat. This effect lasts for 1 minute, after which you must succeed on a DC 15 Constitution saving throw or gain 1 level of exhaustion. This potion is completely clear except for one cloudy grey portion that darts around in the liquid towards anything holding the bottle.

Notes: Crafted by: Marilith Blood x1 vial (Alchemist)

Source: HHH 138
Potion of Resistance 300 gp Potion Uncommon

Potion of Resistance

Potion, Uncommon

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

d10 | Damage Type
1 | Acid
2 | Cold
3 | Fire
4 | Force
5 | Lightning
6 | Necrotic
7 | Poison
8 | Psychic
9 | Radiant
10 | Thunder

Source: dmg 188
Potion of Ruined Flesh 50-100 gp Potion Common

Potion of Ruined Flesh

Potion, Common

When you drink this potion, you must succeed on a DC 14 Constitution saving throw or break out in severe boils all over your body and have all your bodily hair fall off. This condition remains for 24 hours, after which you return to your normal state, including the regrowth of all the hair you may have lost.

Notes: Crafted by: Fomorian Growth x1 (Alchemist)

Source: HHH 138
Potion of Sensing 101-500 gp Potion Uncommon

Potion of Sensing

Potion, Uncommon

When you drink this potion, you gain the ability to sense the presence of any creature within 30 feet of you that is invisible or on the Ethereal Plane. You can pinpoint such a creature that is moving. This incredibly fishy smelling potion is a sickly purple color with cloudy segments that take a more distinct shape when you hold it and imagine things.

Notes: Crafted by: Kuo-Toa Brain x1 (Alchemist)

Source: HHH 138
Potion of Sickness 101-500 gp Potion Uncommon

Potion of Sickness

Potion, Uncommon

When you drink this potion, you become sick with mane disease for 1d12 hours. While sick in this way, your nose becomes runny and your eyes watery, causing you to have disadvantage on Wisdom (Perception) checks that rely on sight. However, your relatively mild sickness also boosts your immune system, giving you advantage on Constitution saving throws against being poisoned and other diseases. This potion is a pale grey color with a string of liquid in it that resembles watery mucus.

Notes: Crafted by: Manes Vapour x1 vial (Alchemist)

Source: HHH 138
Potion of Sloth 501-5,000 gp Potion Rare

Potion of Sloth

Potion, Rare

When you drink this potion, you become overwhelmed with feelings of sluggishness and laziness for the next 10 minutes. While under the effects of this potion, you are unable to take Dash action, and whenever any other action on your turn, you must succeed on a DC 14 Wisdom saving throw or waste that action. The bottom of this brown potion contains a sediment that never moves no matter how much the bottle is shaken.

Notes: Crafted by: Horned Devil Blood x1 vial (Alchemist)

Source: HHH 138
Potion of Speak With Plants 101-500 gp Potion Uncommon

Potion of Speak With Plants

Potion, Uncommon

When you drink this potion, you gain the effect of the speak with plants spell. The potion is a cloudy green with what looks like pollen floating in it.

Notes: Crafted by: Blight Pollen x1 small pouch (Alchemist)

Source: HHH 138
Potion of Speed 400 gp Potion Very Rare

Potion of Speed

Potion, Very Rare

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

Source: dmg 188
Potion of Stamina 101-500 gp Potion Uncommon

Potion of Stamina

Potion, Uncommon

When you drink this potion, you gain a sense of inner strength and vitality. For the next 24 hours, whenever you roll a saving throw to resist an effect that causes exhaustion, you may make that roll at advantage. This potion is a bright blue with what looks like electricity running through it occasionally.

Notes: Crafted by: Pegasus Blood x1 vial (Alchemist)

Source: HHH 138
Potion of Stone Giant Strength 501-5,000 gp Potion Rare

Potion of Stone Giant Strength

Potion, Rare

When you drink this potion, your Strength score changes to 23 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Storm Giant Strength 50,001-0 gp Potion Legendary

Potion of Storm Giant Strength

Potion, Legendary

When you drink this potion, your Strength score changes to 29 for 1 hour. The potion has no effect on you if your Strength is equal to or greater than that score.
This potions transparent liquid has floating in it a sliver of fingernail from a giant of the appropriate type

Source: dmg 187
Potion of Superior Healing 500 gp Potion Rare

Potion of Superior Healing

Potion, Rare

You regain 8d4+8 hit points when you drink this potion. The potions red liquid glimmers when agitated.

Source: dmg 187
Potion of Supreme Healing 1,350 gp Potion Very Rare

Potion of Supreme Healing

Potion, Very Rare

You regain 10d4+20 hit points when you drink this potion. The potions red liquid glimmers when agitated.

Source: dmg 187
Potion of the Sahuagin 101-500 gp Potion Uncommon

Potion of the Sahuagin

Potion, Uncommon

This potion uses a sahuagin’s blood as a base along with various seaweeds, seashells, and fish scales to produce a mutagenic effect in those who drink it. For the next 10 minutes after drinking this potion, you gain the following benefits:

* A swim speed equal to your move speed.
* The ability to breathe in both air and water.
* Advantage on any melee attack rolls against any creature that doesn’t have all its hit points.

When you drink this potion, you must also succeed on a DC 10 Constitution saving throw or undergo a permanent mutation into a sahuagin. As a sahuagin, you lose all of your previous racial traits and instead gain a swim speed of 40 ft., the blood frenzy, limited amphibiousness, and shark telepathy traits from the sahuagin's statblock, and your alignment changes to lawful evil. This mutation can only be cured by a greater restoration spell or similar magic.

Notes: Crafted by: Sahuagin Blood x1 vial (Alchemist)

Source: HHH 138
Potion of the Sea 5,001-50,000 gp Potion Very Rare

Potion of the Sea

Potion, Very Rare

When you drink this potion, you gain several properties of the kraken for the next hour. During this time, you have a swim speed of 60 feet, can breathe freely in water and gain immunity to lightning damage.

Notes: Crafted by: Kraken Blood x1 (Alchemist)

Source: HHH 139
Potion of the Siege 501-5,000 gp Potion Rare

Potion of the Siege

Potion, Rare

When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce. In addition, you gain a Strength score of 25 if it was lower than that before, and all of your attacks deal double damage to objects and structures. This potion seems to throb with a dull energy every few seconds, and glass containers holding it seem to crack slightly.

Notes: Crafted by: Goristro Blood x1 vial (Alchemist)

Source: HHH 139
Potion of Vitality 960 gp Potion Very Rare

Potion of Vitality

Potion, Very Rare

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

Source: dmg 188
Potion of Water Breathing 100 gp Potion Uncommon

Potion of Water Breathing

Potion, Uncommon

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

Source: dmg 188
Potion of Winter’s Rest 501-5,000 gp Potion Rare

Potion of Winter’s Rest

Potion, Rare

This potion is constantly cool to the touch and appears to have snowflakes floating in the middle of it. If you willingly drink this potion, you enter a comatose state and fall unconscious and then immediately become encased in a block of ice that extends half a foot away from your body in either direction. While inside this ice block, you are considered behind total cover in all directions. You also do not age, require food, drink, or sleep, and any physical ailments including diseases and poisons halt their effect. If you were on 0 hit points you are also instantly stabilized. You instantly wake up if the ice block is destroyed, and all of these effects end. The ice block has AC 12, 30 hit points, is immune to psychic and poison damage and is vulnerable to fire damage. The ice block does not melt under nonmagical sources of heat.

If you unwillingly drink this potion, you may make a DC 13 Constitution saving throw to avoid being encased in the ice block, taking only 3d6 cold damage instead.

Notes: Crafted by: Yeti Eye x1 (Alchemist)

Source: HHH 139
Potion of Winterbite 501-5,000 gp Potion Rare

Potion of Winterbite

Potion, Rare

When you drink this potion, your physiology changes entirely and your blood becomes icy cold for 1d4 hours. During this time, you are immune to cold damage, and any time a creature within 5 feet of you hits you with an attack that deals piercing or slashing damage, they suffer 2d6 cold damage. This potion is bright blue with frost constantly encasing the glass.

Notes: Crafted by: Ice Devil Blood x1 vial (Alchemist)

Source: HHH 139
Quaal's Feather Token 501-5,000 gp Wondrous Item Rare

Quaal's Feather Token

Wondrous Item, Rare

This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly.

d100 Feather Token
01-20 Anchor
21-35 Bird
36-50 Fan
51-65 Swan Boat
66-90 Tree
91-00 Whip

Anchor. You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.

Bird. You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the Statistics of a roc, but it obeys your simple commands and can't Attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day, with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 Hit Points. You can dismiss the bird as an action.

Fan. If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.

Swan Boat. You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to Command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.

Tree. You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.

Whip. You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a Bonus Action to make a melee spell Attack against a creature within 10 feet of the whip, with an Attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a Bonus Action on Your Turn, you can direct the whip to fly up to 20 feet and repeat the Attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are Incapacitated or die.

Source: dmg 188
Quiver of Ehlonna 101-500 gp Wondrous Item Uncommon

Quiver of Ehlonna

Wondrous Item, Uncommon

Each of the quivers 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.

Source: dmg 189
Ring of Air Elemental Command 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Air Elemental Command

Ring, Legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the rings charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
-You have resistance to lightning damage.
-You have a flying speed equal to your walking speed and can hover.
-You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).

Source: dmg 190
Ring of Animal Influence 2,000 gp Ring Rare

Ring of Animal Influence

Ring, Rare

This ring has 3 Charges, and it regains 1d3 expended Charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its Charges to cast one of the following spells:
Animal Friendship (save DC 13)
Fear (save DC 13), targeting only Beasts that have an Intelligence of 3 or lower
Speak with Animals

Source: dmg 189
Ring of Djinni Summoning 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Djinni Summoning

Ring, Legendary (requires attunement)

While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane. While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can’t be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.

Source: dmg 190
Ring of Earth Elemental Command 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Earth Elemental Command

Ring, Legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the rings charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
-You have resistance to acid damage.
-You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
-You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).

Source: dmg 190
Ring of Evasion 501-5,000 gp Ring
(requires attunement)
Rare

Ring of Evasion

Ring, Rare (requires attunement)

Ring, rare (requires attunement) This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.

Source: dmg 191
Ring of Feather Falling 501-5,000 gp Ring
(requires attunement)
Rare

Ring of Feather Falling

Ring, Rare (requires attunement)

When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Source: dmg 191
Ring of Fire Elemental Command 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Fire Elemental Command

Ring, Legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the rings charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
-You are immune to fire damage.
-You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).

Source: dmg 190
Ring of Free Action 501-5,000 gp Ring
(requires attunement)
Rare

Ring of Free Action

Ring, Rare (requires attunement)

While you wear this ring, difficult terrain doesn’t cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.

Source: dmg 191
Ring of Invisibility 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Invisibility

Ring, Legendary (requires attunement)

While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.

Source: dmg 191
Ring of Jumping 101-500 gp Ring
(requires attunement)
Uncommon

Ring of Jumping

Ring, Uncommon (requires attunement)

While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.

Source: dmg 191
Ring of Mind Shielding 200 gp Ring
(requires attunement)
Uncommon

Ring of Mind Shielding

Ring, Uncommon (requires attunement)

Ring, uncommon (requires attunement) 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.  .

Source: dmg 191
Ring of Protection 501-5,000 gp Ring
(requires attunement)
Rare

Ring of Protection

Ring, Rare (requires attunement)

You gain a +1 bonus to AC and saving throws while wearing this ring.

Source: dmg 191
Ring of Regeneration 5,001-50,000 gp Ring
(requires attunement)
Very Rare

Ring of Regeneration

Ring, Very Rare (requires attunement)

While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.

Source: dmg 191
Ring of Resistance 700 gp Ring
(requires attunement)
Rare

Ring of Resistance

Ring, Rare (requires attunement)

You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.

d10 | Damage Type | Gem
1 | Acid | Pearl
2 | Cold | Tourmaline
3 | Fire | Garnet
4 | Force | Sapphire
5 | Lightning | Citrine
6 | Necrotic | Jet
7 | Poison | Amethyst
8 | Psychic | Jade
9 | Radiant | Topaz
10 | Thunder | Spinel

Source: dmg 192
Ring of Shooting Stars 5,001-50,000 gp Ring
(requires attunement)
Very Rare

Ring of Shooting Stars

Ring, Very Rare (requires attunement)

While wearing this ring in dim light or Darkness, you can cast Dancing Lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 Charges for the following other properties. The ring regains 1d6 expended Charges daily at dawn.
Faerie Fire: You can expend 1 charge as an action to cast Faerie Fire from the ring.
Ball Lightning: You can expend 2 Charges as an, action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each Sphere is individually.
Each Sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each Sphere sheds dim light in a 30-foot radius.
As a Bonus Action, you can move each Sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a Sphere, the Sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 Sphere = 4d12)

Shooting Stars.
You can expend 1 to 3 Charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw. taking 5d4 fire damage on a failed save, or half as much damage on a successful one.

Source: dmg 192
Ring of Spell Storing 501-5,000 gp Ring
(requires attunement)
Rare

Ring of Spell Storing

Ring, Rare (requires attunement)

This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can’t hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Source: dmg 192
Ring of Spell Turning 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Spell Turning

Ring, Legendary (requires attunement)

While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.

Source: dmg 193
Ring of Swimming 101-500 gp Ring Uncommon

Ring of Swimming

Ring, Uncommon

You have a swimming speed of 40 feet while wearing this ring.

Source: dmg 193
Ring of Telekinesis 5,001-50,000 gp Ring
(requires attunement)
Very Rare

Ring of Telekinesis

Ring, Very Rare (requires attunement)

While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren’t being worn or carried.

Source: dmg 193
Ring of the Ram 4,000 gp Ring
(requires attunement)
Rare

Ring of the Ram

Ring, Rare (requires attunement)

This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram’s head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring’s charges as an action to try to break an object you can see within 60 feet of you that isn’t being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Source: dmg 193
Ring of Three Wishes 50,001-0 gp Ring Legendary

Ring of Three Wishes

Ring, Legendary

While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.

Source: dmg 193
Ring of Warmth 101-500 gp Ring
(requires attunement)
Uncommon

Ring of Warmth

Ring, Uncommon (requires attunement)

While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as −50 degrees Fahrenheit.

Source: dmg 193
Ring of Water Elemental Command 50,001-0 gp Ring
(requires attunement)
Legendary

Ring of Water Elemental Command

Ring, Legendary (requires attunement)

While wearing this ring, you have advantage on attack rolls against elementals from the linked plane, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the linked plane.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the rings charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
-You can breathe underwater and have a swimming speed equal to your walking speed.
-You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).

Source: dmg 190
Ring of Water Walking 400 gp Ring Uncommon

Ring of Water Walking

Ring, Uncommon

While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.

Source: dmg 193
Ring of X-ray Vision 501-5,000 gp Ring
(requires attunement)
Rare

Ring of X-ray Vision

Ring, Rare (requires attunement)

While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don’t prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead. Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.

Source: dmg 193
Robe of Eyes 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Robe of Eyes

Wondrous Item, Rare (requires attunement)

This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

• The robe lets you see in all Directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
• You have Darkvision out to a range of 120 feet.
• You can see Invisible creatures and Objects, as well as see into the Ethereal Plane, out to a range of 120 feet.

The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a Daylight spell cast within 5 feet of the robe causes you to be Blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.

Source: dmg 193
Robe of Scintillating Colors 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Robe of Scintillating Colors

Wondrous Item, Very Rare (requires attunement)

This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.  .

Source: dmg 194
Robe of Stars 5,001-50,000 gp Wondrous Item
(requires attunement)
Very Rare

Robe of Stars

Wondrous Item, Very Rare (requires attunement)

This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.

Source: dmg 194
Robe of the Archmagi 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Robe of the Archmagi

Wondrous Item, Legendary (requires attunement)

This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the Alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your Alignment.

You gain these benefits while wearing the robe:
• If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
• You have advantage on Saving Throws against spell and other magical Effects.
• Your spell save DC and spell Attack bonus each increase by 2.

Source: dmg 194
Robe of Useful Items 101-500 gp Wondrous Item Uncommon

Robe of Useful Items

Wondrous Item, Uncommon

This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-foot pole
• Hempen rope (50 feet, coiled)
• Sack

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.

d100 | Patch
01-08 | Bag of 100 gp
09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp
16-22 | Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself
23-30 | 10 gems worth 100 gp each
31-44 | Wooden Ladder (24 feet long)
45-51 | A Riding Horse with saddle bags (see the Monster Manual for statistics)
52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you
60-68 | 4 Potions of Healing
69-75 | Rowboat (12 feet long)
76-83 | Spell Scroll containing one spell of 1st to 3rd Level
84-90 | 2 mastiffs (see the Monster Manual for statistics)
91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach
97-00 | Portable ram

Source: dmg 195
Rod of Absorption 5,001-50,000 gp Rod
(requires attunement)
Very Rare

Rod of Absorption

Rod, Very Rare (requires attunement)

While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell’s effect is canceled, and the spell’s energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can’t absorb more. If you are targeted by a spell that the rod can’t store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot. A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Source: dmg 195
Rod of Alertness 5,001-50,000 gp Rod
(requires attunement)
Very Rare

Rod of Alertness

Rod, Very Rare (requires attunement)

This rod has a flanged head and the following properties. The rod’s head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can’t be used again until the next dawn.

Source: dmg 196
Rod of Lordly Might 50,001-0 gp Rod
(requires attunement)
Legendary

Rod of Lordly Might

Rod, Legendary (requires attunement)

This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. If you press button 1, the rod becomes a flame tongue, as a fiery blade sprouts from the end opposite the rod’s flanged head. If you press button 2, the rod’s flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it. If you press button 3, the rod’s flanged head folds down, a spear point springs from the rod’s tip, and the rod’s handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a +3 bonus to attack and damage rolls made with it. If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers. If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.

Source: dmg 196
Rod of Resurrection 50,001-0 gp Rod
(requires attunement)
Legendary

Rod of Resurrection

Rod, Legendary (requires attunement)

The rod has 5 charges. While you hold it, you can use an action to cast 1 of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges).

The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.

Source: dmg 197
Rod of Rulership 501-5,000 gp Rod
(requires attunement)
Rare

Rod of Rulership

Rod, Rare (requires attunement)

 You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can’t be used again until the next dawn.

Source: dmg 197
Rod of Security 5,001-50,000 gp Rod Very Rare

Rod of Security

Rod, Very Rare

While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space. For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don’t age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down). When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can’t be used again until ten days have passed.

Source: dmg 197
Rod of the Pact Keeper, +1 101-500 gp Rod
(requires attunement)
Uncommon

Rod of the Pact Keeper, +1

Rod, Uncommon (requires attunement)

Requires Attunement by a Warlock.

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Source: dmg 197
Rod of the Pact Keeper, +2 501-5,000 gp Rod
(requires attunement)
Rare

Rod of the Pact Keeper, +2

Rod, Rare (requires attunement)

Requires Attunement by a Warlock.

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Source: dmg 197
Rod of the Pact Keeper, +3 5,001-50,000 gp Rod
(requires attunement)
Very Rare

Rod of the Pact Keeper, +3

Rod, Very Rare (requires attunement)

Requires Attunement by a Warlock.

While holding this rod, you gain a bonus to spell attack rolls and to the saving throw DCs of your warlock spells.

In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.


Source: dmg 197
Rope of Climbing 150 gp Wondrous Item Uncommon

Rope of Climbing

Wondrous Item, Uncommon

This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants advantage on checks made to climb it. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Source: dmg 197
Rope of Entanglement 501-5,000 gp Wondrous Item Rare

Rope of Entanglement

Wondrous Item, Rare

This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained. You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target’s choice). On a success, the creature is no longer restrained by the rope. The rope has AC 20 and 20 hit points. It regains 1 hit point every 5 minutes as long as it has at least 1 hit point. If the rope drops to 0 hit points, it is destroyed.

Source: dmg 197
Saddle of the Cavalier 101-500 gp Wondrous Item Uncommon

Saddle of the Cavalier

Wondrous Item, Uncommon

While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.

Source: dmg 199
Scarab of Protection 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Scarab of Protection

Wondrous Item, Legendary (requires attunement)

If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical Nature. It provides two benefits while it is on your person:
• You have advantage on Saving Throws against Spells.
• The scarab has 12 Charges. If you fail a saving throw against a Necromancy spell or a harmful Effect originating from an Undead creature, you can use your Reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.

Source: dmg 199
Scimitar of Speed 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Scimitar of Speed

Weapon, Very Rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Source: dmg 199
Scroll of Protection 501-5,000 gp Scroll Rare

Scroll of Protection

Scroll, Rare

Each scroll of protection works against a specific type of creature.
Using an action to read the scroll encloses you in a invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents creatures of the specified type from entering or affecting anything within the cylinder.
The cylinder moves with you and remains centered on you. However, if you move in such a way that a creature of the specified type would be inside the cylinder, the effect ends.
A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.

Source: dmg 199
Sending Stones 200 gp Wondrous Item Uncommon

Sending Stones

Wondrous Item, Uncommon

When activated, a sending stone could be used to cast a sending spell targeted at the bearer of its pair. If the receiving stone had no bearer at the moment of the casting, the stone did not cast the spell and made the user aware of it. This power could be used once, after which the stone regained its magic at dawn.

Source: dmg 199
Sentinel Shield 101-500 gp Armor Uncommon

Sentinel Shield

Armor, Uncommon

Grants the user advantage on initiative and perception (Wisdom). You also gain +5 to your passive perception, due to having advantage. The shield is emblazoned with a large eye in the center.

Source: dmg 199
Shield of Missile Attraction 501-5,000 gp Armor
(requires attunement)
Rare

Shield of Missile Attraction

Armor, Rare (requires attunement)

Armor (shield), rare (requires attunement) While holding this shield, you have resistance to damage from ranged weapon attacks.

Source: dmg 200
Shield, +1 200 gp Armor Uncommon

Shield, +1

Armor, Uncommon

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Source: dmg 200
Shield, +2 2,000 gp Armor Rare

Shield, +2

Armor, Rare

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Source: dmg 200
Shield, +3 5,001-50,000 gp Armor Very Rare

Shield, +3

Armor, Very Rare

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Source: dmg 200
Slippers of Spider Climbing 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Slippers of Spider Climbing

Wondrous Item, Uncommon (requires attunement)

While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.

Source: dmg 200
Sovereign Glue 50,001-0 gp Wondrous Item Legendary

Sovereign Glue

Wondrous Item, Legendary

This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.

Source: dmg 200
Spell Scroll, 1st Level 50-100 gp Scroll Common

Spell Scroll, 1st Level

Scroll, Common

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 13
- Attack Bonus +5

Source: dmg 200
Spell Scroll, 2nd Level 100 gp Scroll Uncommon

Spell Scroll, 2nd Level

Scroll, Uncommon

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 13
- Attack Bonus +5

Source: dmg 200
Spell Scroll, 3rd Level 300 gp Scroll Uncommon

Spell Scroll, 3rd Level

Scroll, Uncommon

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 15
- Attack Bonus +7

Source: dmg 200
Spell Scroll, 4th Level 501-5,000 gp Scroll Rare

Spell Scroll, 4th Level

Scroll, Rare

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 15
- Attack Bonus +7

Source: dmg 200
Spell Scroll, 5th Level 501-5,000 gp Scroll Rare

Spell Scroll, 5th Level

Scroll, Rare

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 17
- Attack Bonus +9

Source: dmg 200
Spell Scroll, 6th Level 5,001-50,000 gp Scroll Very Rare

Spell Scroll, 6th Level

Scroll, Very Rare

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 17
- Attack Bonus +9

Source: dmg 200
Spell Scroll, 7th Level 5,001-50,000 gp Scroll Very Rare

Spell Scroll, 7th Level

Scroll, Very Rare

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 18
- Attack Bonus +10

Source: dmg 200
Spell Scroll, 8th Level 5,001-50,000 gp Scroll Very Rare

Spell Scroll, 8th Level

Scroll, Very Rare

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 18
- Attack Bonus +10

Source: dmg 200
Spell Scroll, 9th Level 50,001-0 gp Scroll Legendary

Spell Scroll, 9th Level

Scroll, Legendary

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 19
- Attack Bonus +11

Source: dmg 200
Spell Scroll, Cantrip 50-100 gp Scroll Common

Spell Scroll, Cantrip

Scroll, Common

A spell scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your class spell list, you can read the scroll and cast its spell without providing any material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC equals 10 + the spell level. On a failed check, the spell disappears from the scroll with no other effect.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
- Save DC 13
- Attack Bonus +5

Source: dmg 200
Spellguard Shield 5,001-50,000 gp Armor
(requires attunement)
Very Rare

Spellguard Shield

Armor, Very Rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Source: dmg 201
Sphere of Annihilation 50,001-0 gp Wondrous Item Legendary

Sphere of Annihilation

Wondrous Item, Legendary

This 2-foot-diameter black Sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The Sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a Sphere of Annihilation, it passes through the Sphere unscathed. Anything else that touches the Sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The Sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled Sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the Sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the Sphere moves 10 feet toward you. A creature whose space the Sphere enters must succeed on a DC 13 Dexterity saving throw or be Touched by it, taking 4d10 force damage.
If you attempt to control a Sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the Sphere and can Levitate it as normal.
If the Sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a Portable Hole, the DM determines randomly what happens, using the following table.

d100 | Result
01-50 | The Sphere is destroyed.
51-85 | The Sphere moves through the portal or into the extradimensional space.
86-00 | A spatial rift sends each creature and object within 180 feet of the Sphere, including the Sphere, to a random plane of existence.

Source: dmg 201
Staff of Charming 501-5,000 gp Staff
(requires attunement)
Rare

Staff of Charming

Staff, Rare (requires attunement)

While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff. If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can’t use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff’s intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Source: dmg 201
Staff of Fire 5,001-50,000 gp Staff
(requires attunement)
Very Rare

Staff of Fire

Staff, Very Rare (requires attunement)

You have resistance to fire damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.

Source: dmg 201
Staff of Frost 5,001-50,000 gp Staff
(requires attunement)
Very Rare

Staff of Frost

Staff, Very Rare (requires attunement)

You have resistance to cold damage while you hold this staff. The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to water and is destroyed.

Source: dmg 202
Staff of Healing 2,000 gp Staff
(requires attunement)
Rare

Staff of Healing

Staff, Rare (requires attunement)

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges), or mass cure wounds (5 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.

Source: dmg 202
Staff of Power 5,001-50,000 gp Staff
(requires attunement)
Very Rare

Staff of Power

Staff, Very Rare (requires attunement)



Source: dmg 202
Staff of Striking 5,001-50,000 gp Staff
(requires attunement)
Very Rare

Staff of Striking

Staff, Very Rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.

Source: dmg 203
Staff of Swarming Insects 501-5,000 gp Staff
(requires attunement)
Rare

Staff of Swarming Insects

Staff, Rare (requires attunement)

This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Source: dmg 203
Staff of the Adder 101-500 gp Staff
(requires attunement)
Uncommon

Staff of the Adder

Staff, Uncommon (requires attunement)

ou can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.

You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.

The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.

Source: dmg 203
Staff of the Magi 50,001-0 gp Staff
(requires attunement)
Legendary

Staff of the Magi

Staff, Legendary (requires attunement)

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to Attack and Damage Rolls made with it. While you hold it, you gain a +2 bonus to spell Attack rolls.
The staff has 50 Charges for the following properties. It regains 4d6 + 2 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 Charges.

Spell Absorption: While holding the staff, you have advantage on Saving Throws against Spells. In addition, you can use your Reaction when another creature casts a spell that Targets only you. If you do, the staff absorbs the magic of the spell, canceling its Effect and gaining a number of Charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of Charges above 50, the staff explodes as if you activated its retributive strike (see below).

Spells: While holding the staff, you can use an action to expend some of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting ability: Conjure Elemental (7 charges), Dispel Magic (3 charges), Fireball (7th-level version, 7 charges), Flaming Sphere (2 charges), Ice Storm (4 charges), Invisibility (2 charges), knock (2 charges), Lightning Bolt (7th-level version, 7 charges), Passwall (5 charges), Plane Shift (7 charges), Telekinesis (5 charges), Wall of Fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following Spells from the staff without using any charges: Arcane Lock, Detect Magic, enlarge/reduce, light, Mage Hand, or Protection from Evil and Good.

Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius Sphere centered on it.
You have a 50 percent chance to instantly Travel to a random plane of existence, avoiding the explosion. If you fail to avoid the Effect, you take force damage equal to 16 x the number of Charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of Origin, as shown in the following table. On a successful save, a creature takes half as much damage.

Distance from Origin | Damage
10 ft. away or closer | 8 x the number of Charges in the staff
11 to 20 ft. away | 6 x the number of Charges in the staff
21 to 30 ft. away | 4 x the number of Charges in the staff

Source: dmg 203
Staff of the Python 300 gp Staff
(requires attunement)
Uncommon

Staff of the Python

Staff, Uncommon (requires attunement)

You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake. On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location. If the snake is reduced to 0 hit points, it dies and reverts to its staff form. The staff then shatters and is destroyed. If the snake reverts to staff form before losing all its hit points, it regains all of them.

Source: dmg 204
Staff of the Woodlands 501-5,000 gp Staff
(requires attunement)
Rare

Staff of the Woodlands

Staff, Rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff. Spells. You can use an action to expend 1 or more of the staff’s charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges). You can also use an action to cast the pass without trace spell from the staff without using any charges.

Tree Form. You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.

Source: dmg 204
Staff of Thunder and Lightning 5,001-50,000 gp Staff
(requires attunement)
Very Rare

Staff of Thunder and Lightning

Staff, Very Rare (requires attunement)

This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can’t be used again until the next dawn. Thunder. When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.

Source: dmg 204
Staff of Withering 501-5,000 gp Staff
(requires attunement)
Rare

Staff of Withering

Staff, Rare (requires attunement)

This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Source: dmg 205
Stone of Controlling Earth Elementals 501-5,000 gp Wondrous Item Rare

Stone of Controlling Earth Elementals

Wondrous Item, Rare

If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can’t be used this way again until the next dawn. The stone weighs 5 pounds.

Source: dmg 205
Stone of Good Luck 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Stone of Good Luck

Wondrous Item, Uncommon (requires attunement)

While this polished agate is on your person, you gain a +1 bonus to Ability Checks and saving throws.

Source: dmg 205
Sun Blade 501-5,000 gp Weapon
(requires attunement)
Rare

Sun Blade

Weapon, Rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade. You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage. The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Source: dmg 205
Sword of Answering 50,001-0 gp Weapon
(requires attunement)
Legendary

Sword of Answering

Weapon, Legendary (requires attunement)

Only 9 of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as “Final Word.” Each of the 9 swords has its own name and alignment, and each bears a different gem in its pommel.
Name | Alignment | Gem
Answerer | Chaotic Good | Emerald
Back Talker | Chaotic Evil | Jet
Concluder | Lawful Neutral | Amethyst
Last Quip | Chaotic Neutral | Tourmaline
Rebutter | Neutral Good | Topaz
Replier | Neutral | Peridot
Retorter | Lawful Good | Aquamarine
Scather | Lawful Evil | Garnet
Squelcher | Neutral Evil | Spinel

You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make 1 melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.

Source: dmg 206
Sword of Life Stealing 501-5,000 gp Weapon
(requires attunement)
Rare

Sword of Life Stealing

Weapon, Rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

Source: dmg 206
Sword of Sharpness 5,001-50,000 gp Weapon
(requires attunement)
Very Rare

Sword of Sharpness

Weapon, Very Rare (requires attunement)

 When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead. In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10-foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Source: dmg 206
Sword of Vengeance 101-500 gp Weapon
(requires attunement)
Uncommon

Sword of Vengeance

Weapon, Uncommon (requires attunement)

It is said that divine soldiers wield these golden +1 holy greatswords in their battles against fiends and other evil creatures. Once per day upon successfully striking an evil-aligned creature with a sword of vengeance, the wielder can cause the sword to emit a 20-foot-radius burst of holy energy. This effect is identical to that of a holy smite spell centered on the creature struck, and deals 4d8 points of damage to each evil creature in the area (or 9d6 points of damage to evil outsiders) and causes each to become blinded for 1 round. A successful DC 16 Will save halves the damage and negates the blinded effect. Neutral creatures in the area only take half damage (reduced to one-quarter on a successful save) and are not blinded.

Source: dmg 206
Sword of Wounding 501-5,000 gp Weapon
(requires attunement)
Rare

Sword of Wounding

Weapon, Rare (requires attunement)

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means. Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Source: dmg 207
Talisman of Pure Good 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Talisman of Pure Good

Wondrous Item, Legendary (requires attunement)

This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.

Source: dmg 207
Talisman of the Sphere 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Talisman of the Sphere

Wondrous Item, Legendary (requires attunement)

When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 × your Intelligence modifier.

Source: dmg 207
Talisman of Ultimate Evil 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Talisman of Ultimate Evil

Wondrous Item, Legendary (requires attunement)

This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman. If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it. The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

Source: dmg 207
Teeth of the Dragon 50,001-0 gp Weapon
(requires attunement)
Legendary
(requires quest)

Teeth of the Dragon

Weapon, Legendary (requires attunement) (requires quest)

Made of the rare pure white metal, Sun-metal, these seven weapons were forged by the first elves.

You have a +2 bonus to attack and damage rolls made with this magic weapon. This weapon can be used as a spellcasting focus.

If the wielder succeeds on a saving throw against a spell, or a spell attack targeting the wielder misses, the wielder may capture the spell and store it in the weapon. At any time, the wielder may use their action to unleash the spell as if they were casting it. The tooth can only hold one spell; it cannot capture a spell if it already has one stored.

If 2 or more teeth are within 150 feet of each other, they will gain the following benefits:
2. The weapon erupts with fire that does not harm the wielder. The weapon emits dim light in a 15 foot radius. The weapon also deals 1d4 fire damage.
3. The weapons crits on a 19.

Source: homebrew
Tentacle Rod 501-5,000 gp Rod
(requires attunement)
Rare

Tentacle Rod

Rod, Rare (requires attunement)

Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creatures speed is halved, it has disadvantage on Dexterity saving throws, and it can not use reactions for 1 minute.
Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.

Source: dmg 208
Tome of Clear Thought 5,001-50,000 gp Wondrous Item Very Rare

Tome of Clear Thought

Wondrous Item, Very Rare

This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 208
Tome of Leadership and Influence 5,001-50,000 gp Wondrous Item Very Rare

Tome of Leadership and Influence

Wondrous Item, Very Rare

This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 208
Tome of the Stilled Tongue 50,001-0 gp Wondrous Item
(requires attunement)
Legendary

Tome of the Stilled Tongue

Wondrous Item, Legendary (requires attunement)

Requires Attunement by a Wizard.

This thick leather-bound volume has a desiccated tongue pinned to the front cover. 5 of these tomes exist, and it’s unknown which 1 is the original. The grisly cover decoration on the first Tome of the Stilled Tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the 4 copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.

If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic components. Once used, this property of the tome can’t be used again until the next dawn.

While attuned to the book, you can remove the tongue from the book’s cover. If you do so, all spells written in the book are permanently erased.

Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.

Source: dmg 208
Tome of Understanding 5,001-50,000 gp Wondrous Item Very Rare

Tome of Understanding

Wondrous Item, Very Rare

This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.

Source: dmg 209
Trident of Fish Command 101-500 gp Weapon
(requires attunement)
Uncommon

Trident of Fish Command

Weapon, Uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it  . on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Source: dmg 209
Universal Solvent 50,001-0 gp Wondrous Item Legendary

Universal Solvent

Wondrous Item, Legendary

This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.

Source: dmg 209
Vicious Weapon 501-5,000 gp Weapon Rare

Vicious Weapon

Weapon, Rare

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

Source: dmg 209
Vorpal Sword 50,001-0 gp Weapon
(requires attunement)
Legendary

Vorpal Sword

Weapon, Legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage. When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Source: dmg 209
Wand of Binding 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Binding

Wand, Rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Spells. While Holding the wand, you can use an action to expend some of its charges to cast one of the following spells (Save DC 17): hold monster (5 charges), or hold person (2 charges).

Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and again advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.

Source: dmg 209
Wand of Enemy Detection 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Enemy Detection

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 210
Wand of Fear 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Fear

Wand, Rare (requires attunement)

This wand has 7 charges for the following properties. It regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).

Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom Saving Throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and can't willing move toward a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

Source: dmg 210
Wand of Fireballs 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Fireballs

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 210
Wand of Lightning Bolts 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Lightning Bolts

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 211
Wand of Magic Detection 101-500 gp Wand Uncommon

Wand of Magic Detection

Wand, Uncommon

This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.

Source: dmg 211
Wand of Magic Missiles 101-500 gp Wand Uncommon

Wand of Magic Missiles

Wand, Uncommon

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 211
Wand of Paralysis 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Paralysis

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target’s turns, it can repeat the saving throw, ending the effect on itself on a success. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 211
Wand of Polymorph 5,001-50,000 gp Wand
(requires attunement)
Very Rare

Wand of Polymorph

Wand, Very Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 211
Wand of Secrets 101-500 gp Wand Uncommon

Wand of Secrets

Wand, Uncommon

The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.

Source: dmg 211
Wand of the War Mage, +1 101-500 gp Wand
(requires attunement)
Uncommon

Wand of the War Mage, +1

Wand, Uncommon (requires attunement)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Source: dmg 212
Wand of the War Mage, +2 501-5,000 gp Wand
(requires attunement)
Rare

Wand of the War Mage, +2

Wand, Rare (requires attunement)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Source: dmg 212
Wand of the War Mage, +3 5,001-50,000 gp Wand
(requires attunement)
Very Rare

Wand of the War Mage, +3

Wand, Very Rare (requires attunement)

While holding this wand, you gain a bonus to spell attack rolls determined by the wand’s rarity. In addition, you ignore half cover when making a spell attack.

Source: dmg 212
Wand of Web 300 gp Wand
(requires attunement)
Uncommon

Wand of Web

Wand, Uncommon (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: dmg 212
Wand of Wonder 501-5,000 gp Wand
(requires attunement)
Rare

Wand of Wonder

Wand, Rare (requires attunement)

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a ranged expressed in feet its range becomes 120 feet.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
The wand regains 1d6+1 expended charges daily at down. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into dust and is destroyed.

d100 | Effect
01-05 | You cast slow.
06-10 | You cast faerie fire.
11-15 | You are stunned until the start of your next turn, believing something awesome just happened.
16-20 | You cast gust of wind.
21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 | You cast stinking cloud.
31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25 a rhinoceros appears; on a 26-50 an elephant appears; and on a 51-100, a rat appears.
37-46 | You cast lightning bolt.
47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 | You enlarge the target as if you cast enlarge/reduce. If the target can't be affected by that spell, or if you didn't target a creature, you become the target.
54-58 | You cast darkness.
59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If the grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 | An object of the DM's choice disappears into the Etheral Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 | You cast fireball.
80-84 | You cast invisibility on yourself.
85-87 | Leave grow from the target. If you choose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are pocked off, the leaves turn brown and fall off after 24 hours.
88-90 | A stream of 1d4x10 gems, each worth 1 gp shoot from the wand's tip in a line 30 feet long and 5 feet wide. Each gems deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see 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.
96-00 | If you target a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and mist make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn or, becoming petrified on a failure or ending the effect on a success. The petrification last until the target is freed by the greater restoration spell or similar magic.

Source: dmg 212
Weapon of Warning 101-500 gp Weapon
(requires attunement)
Uncommon

Weapon of Warning

Weapon, Uncommon (requires attunement)

This magic weapon warns you of danger. While the weapon is on your person, you have Adv on initiative rolls. In addition, you and any of your companions within 30 ft of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.

Source: dmg 213
Weapon, +1 300 gp Weapon Uncommon

Weapon, +1

Weapon, Uncommon

You have a bonus to attack and damage rolls made with this magic weapon.

Source: dmg 213
Weapon, +2 501-5,000 gp Weapon Rare

Weapon, +2

Weapon, Rare

You have a bonus to attack and damage rolls made with this magic weapon.

Source: dmg 213
Weapon, +3 5,001-50,000 gp Weapon Very Rare

Weapon, +3

Weapon, Very Rare

You have a bonus to attack and damage rolls made with this magic weapon.

Source: dmg 213
Well of Many Worlds 50,001-0 gp Wondrous Item Legendary

Well of Many Worlds

Wondrous Item, Legendary

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 and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can’t do so again for 1d8 hours.

Source: dmg 213
Wind Fan 101-500 gp Wondrous Item Uncommon

Wind Fan

Wondrous Item, Uncommon

While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.

Source: dmg 213
Winged Boots 101-500 gp Wondrous Item
(requires attunement)
Uncommon

Winged Boots

Wondrous Item, Uncommon (requires attunement)

While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.

Source: dmg 214
Wings of Flying 501-5,000 gp Wondrous Item
(requires attunement)
Rare

Wings of Flying

Wondrous Item, Rare (requires attunement)

While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can’t use them again for 1d12 hours.

Source: dmg 214
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