Random Magic Items: 5e

Name Value Type Rarity More
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
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
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
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
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
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
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
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
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
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

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