07-chapter-7-treasure

Chapter 7: Treasure

Source: Dungeon Master's Guide (2024), p. 213

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Adventurers strive for many things, including glory, knowledge, and justice. Many adventurers also seek something more tangible: treasure. This chapter presents treasure in all its forms, from coins to magic items.

Treasure Themes

Monsters have treasure preferences, as explained in the "Monster Manual". These preferences are expressed as themes, which helps you determine what treasures are found in monsters' hoards, as summarized in the Treasure Themes table.

For advice on how to include treasure in an adventure, see chapter 4.

To randomly determine a magic item found as treasure, use the tables at the end of this chapter.

Treasure Themes

Treasure Themes

Source: Dungeon Master's Guide (2024) p. 213

Treasure Themes

Theme Appropriate Treasure
Arcana Gemstones plus magic items of an eldritch or esoteric nature
Armaments Coins or trade bars plus magic items that are useful in battle
Implements Coins, trade bars, or trade goods plus magic items that focus on utility
Relics Art objects plus magic items that have religious origins or purposes
^treasure-themes

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Coins

The most basic type of treasure is money, including Copper Pieces (CP), Silver Pieces (SP), Electrum Pieces (EP), Gold Pieces (GP), and Platinum Pieces (PP). See the "Player's Handbook" for their relative value. Fifty coins of any type weigh 1 pound.

Trade Bars

Because large numbers of coins can be difficult to transport and account for, many merchants prefer to use trade bars—ingots of precious metals and alloys (usually silver). These bars are valued by weight, as shown in the Trade Bars table.

Trade Bars

Trade Bars

Source: Dungeon Master's Guide (2024) p. 213

Trade Bars

Bar Value Dimensions
2-pound silver bar 10 GP 5 in. long × 2 in. wide × 1/2 in. thick
5-pound silver bar 25 GP 6 in. long × 2 in. wide × 1 in. thick
5-pound gold bar 250 GP 5 in. long × 2 in. wide × 3/4 in. thick
^trade-bars

Trade Goods

Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.

Trade Goods

Trade Goods

Source: Dungeon Master's Guide (2024) p. 213

Trade Goods

Cost Goods
1 CP 1 lb. of wheat
2 CP 2 lb. of flour or one chicken
5 CP 1 lb. of salt
1 SP 1 lb. of iron or 1 sq. yd. of canvas
5 SP 1 lb. of copper or 1 sq. yd. of cotton cloth
1 GP 1 lb. of ginger or one goat
2 GP 1 lb. of cinnamon or pepper, or one sheep
3 GP 1 lb. of cloves or one pig
5 GP 1 lb. of silver or 1 sq. yd. of linen
10 GP 1 lb. of silk or one cow
15 GP 1 lb. of saffron or one ox
50 GP 1 lb. of gold
500 GP 1 lb. of platinum
^trade-goods

Gemstones

Gemstones are small, lightweight, and easily secured compared to their same value in coins.

If a treasure hoard includes gemstones, you can use the following tables to randomly determine the kind of gemstones found, based on their value. You can roll once and assume all the gems are the same or roll multiple times to create mixed collections.

10 GP Gemstones

10 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

10 GP Gemstones

dice: 1d12 Stone
1 Azurite (mottled deep blue)
2 Banded agate (striped brown, blue, white, or red)
3 Blue quartz (pale blue)
4 Eye agate (circles of gray, white, brown, blue, or green)
5 Hematite (gray black)
6 Lapis lazuli (light and dark blue with yellow flecks)
7 Malachite (striated light and dark green)
8 Moss agate (pink or yellow white with mossy gray or green markings)
9 Obsidian (black)
10 Rhodochrosite (light pink)
11 Tiger eye (brown with golden center)
12 Turquoise (light blue green)
^10-gp-gemstones

50 GP Gemstones

50 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

50 GP Gemstones

dice: 1d12 Stone
1 Bloodstone (dark gray with red flecks)
2 Carnelian (orange to red brown)
3 Chalcedony (white)
4 Chrysoprase (green)
5 Citrine (pale yellow brown)
6 Jasper (blue, black, or brown)
7 Moonstone (white with pale-blue glow)
8 Onyx (bands of black and white, or pure black or white)
9 Quartz (white, smoky gray, or yellow)
10 Sardonyx (bands of red and white)
11 Star rose quartz (rosy stone with white star-shaped center)
12 Zircon (pale blue green)
^50-gp-gemstones

100 GP Gemstones

100 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

100 GP Gemstones

dice: 1d10 Stone
1 Amber (watery gold to rich gold)
2 Amethyst (deep purple)
3 Chrysoberyl (yellow green to pale green)
4 Coral (crimson)
5 Garnet (red, brown green, or violet)
6 Jade (light green, deep green, or white)
7 Jet (deep black)
8 Pearl (lustrous white, yellow, or pink)
9 Spinel (red, red brown, or deep green)
10 Tourmaline (pale green, blue, brown, or red)
^100-gp-gemstones

500 GP Gemstones

500 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

500 GP Gemstones

dice: 1d6 Stone
1 Alexandrite (dark green)
2 Aquamarine (pale blue green)
3 Black pearl (pure black)
4 Blue spinel (deep blue)
5 Peridot (rich olive green)
6 Topaz (golden yellow)
^500-gp-gemstones

1,000 GP Gemstones

1,000 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

1,000 GP Gemstones

dice: 1d8 Stone
1 Black opal (dark green with black mottling and golden flecks)
2 Blue sapphire (medium blue)
3 Emerald (deep bright green)
4 Fire opal (fiery red)
5 Opal (pale blue with green and golden mottling)
6 Star ruby (ruby with white star-shaped center)
7 Star sapphire (blue sapphire with white star-shaped center)
8 Yellow sapphire (fiery yellow or yellow green)
^1000-gp-gemstones

5,000 GP Gemstones

5,000 GP Gemstones

Source: Dungeon Master's Guide (2024) p. 214

5,000 GP Gemstones

dice: 1d4 Stone
1 Black sapphire (lustrous black with glowing highlights)
2 Diamond (blue white, canary, pink, brown, or blue)
3 Jacinth (fiery orange)
4 Ruby (clear red to deep crimson)
^5000-gp-gemstones

Art Objects

Idols cast of solid gold, necklaces studded with precious stones, paintings of ancient kings, bejeweled dishes—art objects include all these and more.

If a treasure hoard includes art objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can be more than one of a given art object.

Magic Items

Magic items are gleaned from the hoards of felled monsters or discovered in long-lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

Magic Item Rules

Rules for "identifying", "attuning to", and "using" magic items appear in the "Player's Handbook". Additional rules are presented below.

Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an item, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like.

Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn't adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves.

Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear magic boots.

Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.

Magic Item Categories

Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table.

Magic Item Categories

Magic Item Categories

Source: Dungeon Master's Guide (2024) p. 216

Magic Item Categories

Category Examples
Armor +1 Leather Armor, +1 Shield
Potions Potion of Healing
Rings Ring of Invisibility
Rods Immovable Rod
Scrolls Spell Scroll
Staffs Staff of Striking
Wands Wand of Fireballs
Weapons +1 Ammunition, +1 Longsword
Wondrous Items Bag of Holding, Boots of Elvenkind
^magic-item-categories

Armor

An item in the Armor category is typically a magical version of armor from the "Player's Handbook". Unless an armor's description notes otherwise, the armor must be worn for its magic to function.

Some suits of magic armor specify the type of armor they are, such as Chain Mail or Plate Armor. If no type is specified, choose the type or determine it randomly.

Potions

An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial.

Using a Potion

Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Mixing Potions

A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Mixing Potions; Potion Miscibility

Mixing Potions; Potion Miscibility

Source: Dungeon Master's Guide (2024) p. 216

Potion Miscibility

dice: 1d100 Result
01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10 Force damage.
02–08 Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see "Poison" in chapter 3).
09–15 Both potions lose their effects.
16–25 One potion loses its effect.
26–35 Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect.
36–90 Both potions work normally.
91–99 Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
00 Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker's Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect.
^potion-miscibility

Rings

For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise.

Rods

An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds.

Unless its description notes otherwise, a rod can be used as an Arcane Focus.

Scrolls

An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. However, some scrolls, like the Scroll of Protection, bear an incantation that isn't a spell.

Using a Scroll

Scrolls are consumable items. Unleashing the magic in a scroll requires the user to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust.

Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise.

Staffs

Items in the Staff category vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane.

Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus.

Wands

An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Unless its description notes otherwise, a wand can be used as an Arcane Focus.

Weapons

A magic weapon is typically a magical version of a weapon from the "Player's Handbook". Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly.

Ammunition

If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not.

Wondrous Items

Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.

Magic Item Rarity

Every magic item has a rarity, which provides a rough measure of an item's power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table.

Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Wand of Orcus, are priceless, unique, and difficult to acquire.

Magic Item Values by Rarity

Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as the City of Brass or Sigil. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment.

If a magic item incorporates an item that has a purchase cost in the "Player's Handbook" (such as a weapon or a suit of armor), add that item's cost to the magic item's value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item's value (4,000 GP) and the cost of Plate Armor (1,500 GP).

Magic Item Values by Rarity; Magic Item Rarities and Values

Magic Item Values by Rarity; Magic Item Rarities and Values

Source: Dungeon Master's Guide (2024) p. 217

Magic Item Rarities and Values

Rarity Value*
Common 100 GP
Uncommon 400 GP
Rare 4,000 GP
Very Rare 40,000 GP
Legendary 200,000 GP
Artifact Priceless
*Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the "Player's Handbook").

Awarding Magic Items

Awarding magic items is the purview of the DM. You can award a magic item because the story calls for it or the players would be especially pleased to have it. This section helps you to determine which magic items end up in the characters' possession.

Are Magic Items Necessary?

The D&D game assumes that magic items appear sporadically and that they are a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign's threats. Magic items are truly prizes—desirable but not necessary.

Magic Items Awarded by Level

The Magic Items Awarded by Level table shows the number of magic items a D&D party typically gains during a campaign, totaling one hundred magic items by level 20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play.

Artifacts are omitted from the table because they are most often used as plot devices in high-level adventures, and characters rarely have them for long (either because the Artifacts are meant to be destroyed or because the campaign is nearing its end).

Player Wish List

Encourage your players to keep a wish list of magic items they hope their characters will find in the course of the campaign. If you want to award a magic item but don't have a specific magic item in mind, you can pick an item of the appropriate rarity from your players' wish list.

Overstocking an Adventure

When creating or modifying an adventure, assume that the characters won't find all the magic items you place in it. An adventure usually can include a number of items that's 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For example, an adventure designed to take characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won't be found.

Magic Items Awarded by Level

Magic Items Awarded by Level

Source: Dungeon Master's Guide (2024) p. 218

Magic Items Awarded by Level

Character Level (Tier of Play) Common Items Uncommon Items Rare Items Very Rare Items Legendary Items All Items
1–4 (tier 1) 6 4 1 0 0 11
5–10 (tier 2) 10 17 6 1 0 34
11–16 (tier 3) 3 7 11 7 2 30
17–20 (tier 4) 0 0 5 11 9 25
Total 19 28 23 19 11 100
^magic-items-awarded-by-level

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Magic Item Tracker

You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a magic item, put a check mark in one of the empty circles corresponding to the item's rarity and the current level range of the characters. If the characters gain a magic item of a rarity that has no unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range.

Random Magic Item Rarity

When you decide that a treasure contains magic items, there are two ways to determine the rarity of those items. You can choose an appropriate rarity based on the items you've given out already (using the Magic Item Tracker sheet to keep track), or you can roll on the Magic Item Rarities table.

To use the table, find the level of the characters in the top row. Roll 1d100, and read down that column to find your roll. Then read across to the right column to find the rarity of the item.

Random Magic Item Rarity; Magic Item Rarities

Random Magic Item Rarity; Magic Item Rarities

Source: Dungeon Master's Guide (2024) p. 218

Magic Item Rarities

01–54 01–30 01–11 — Common
55–91 31–81 12–34 — Uncommon
92–00 82–98 35–70 01–20 Rare
— 99–00 71–93 21–64 Very Rare
— — 94–00 65–00 Legendary
^magic-item-rarities
Magic Items for Starting Characters

If you're starting a campaign for characters above level 1, the "Player's Handbook" offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives:

  • DM Choice. Choose items for each character using your own judgment.
  • Player Choice. Let the players choose whatever items they want, within the specified rarity.
  • Random Determination. Use the tables at the end of this chapter to randomly determine starting items. Use the Arcana tables for Sorcerers, Warlocks, and Wizards. Use the Armaments tables for Barbarians, Fighters, Paladins, and Rangers. Use the Implements tables for Bards, Monks, and Rogues. Use the Relics tables for Clerics and Druids. Feel free to vary the tables you use to give each character a mix of useful items and to match character themes. For example, for a Fighter with the Eldritch Knight subclass, you might choose one item from the Arcana tables and the rest of the character's items from the Armaments tables.

Activating a Magic Item

It usually takes a Magic action to activate a magic item. The item's user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

Command Word

A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell.

Consumable Items

Some items are consumed—used up, in other words—when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells Cast from Items

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn't expend any of the user's spell slots, and requires no components unless the item's description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell's effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn't have a spellcasting ability, their spellcasting ability modifier is +0 for the item, and the user's Proficiency Bonus applies.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.

"The Next Dawn"

Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn't occur, the DM determines when the item recharges.

Cursed Items

A magic item's description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse.

Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.

Magic Item Resilience

A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage.

An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest.

Crafting Magic Items

The "Player's Handbook" contains rules on "brewing Potions of Healing" and "scribing Spell Spell Scrolls". To create other magic items, follow the rules below. In these rules, "you" refers to the character crafting the magic item.

Arcana Proficiency

To craft a magic item, you and any assistants must have proficiency in the Arcana skill.

Tools

The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more "information on the tools", see the "Player's Handbook".

Magic Item Tools

Magic Item Tools

Source: Dungeon Master's Guide (2024) p. 220

Magic Item Tools

Item Category Required Tool
Armor Leatherworker's Tools, Smith's Tools, or Weaver's Tools depending on the kind of armor as noted in the tools' descriptions
Potion Alchemist's Supplies or Herbalism Kit
Ring Jeweler's Tools
Rod Woodcarver's Tools
Scroll Calligrapher's Supplies
Staff Woodcarver's Tools
Wand Woodcarver's Tools
Weapon Leatherworker's Tools, Smith's Tools, or Woodcarver's Tools depending on the kind of weapon as noted in the tools' descriptions
Wondrous Item Tinker's Tools or the tool required to make the nonmagical item on which the magic item is based
^magic-item-tools

Spells

If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item.

Time and Cost

Crafting a magic item takes an amount of time and money based on the item's rarity as shown in the Magic Item Crafting Time and Cost table.

Work per Day

For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn't be consecutive.

Assistants

Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.

Raw Materials

The cost in the table represents the raw materials needed to make a magic item. The DM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren't available, you must wait at least 7 days before checking on the availability again.

If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item "using the rules" in the "Player's Handbook". For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor.

Magic Item Crafting Time and Cost

Magic Item Crafting Time and Cost

Source: Dungeon Master's Guide (2024) p. 221

Magic Item Crafting Time and Cost

Item Rarity Time* Cost*
Common 5 days 50 GP
Uncommon 10 days 200 GP
Rare 50 days 2,000 GP
Very Rare 125 days 20,000 GP
Legendary 250 days 100,000 GP
*The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the "Player's Handbook".

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Magic Item Special Features

You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made, and how was it used originally? What minor magical quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item, such as a +1 Longsword, into a more flavorful discovery.

Use the following tables to fill in details about a magic item's history. Some table entries make more sense for certain items than for others. If you roll something that doesn't make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own special feature.

On the Magic Item's Minor Property table and the Magic Item's Quirk table, "you" refers to the item's bearer.

Magic Item Special Features; Magic Item's Creator or Intended User

Magic Item Special Features; Magic Item's Creator or Intended User

Source: Dungeon Master's Guide (2024) p. 222

Magic Item's Creator or Intended User

dice: 1d20 Creator or Intended User
1 Aberration. The item is ancient. At a glance, it seems to be covered with mucus.
2 Celestial. The item is half the normal weight and inscribed with feathered wings, suns, and stars. Fiends find it repulsive.
3 Devotees of Lolth. The item is half the normal weight. It is inscribed with spiders and webs in honor of Lolth.
4 Dragon. This item incorporates precious metals and gems from a dragon's hoard. It grows warm when within 120 feet of a Dragon.
5–6 Dwarf. The item is durable and has Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
7 Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous.
8 Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.
9 Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Flame imagery covers its surface.
10 Elemental Water. Lustrous fish scales replace leather or cloth on this item, and seashells and worked coral (as hard as any metal) replace metal portions.
11–12 Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.
13 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding Dim Light in a 5-foot radius. Any metal in the item is silver or mithral rather than iron or steel.
14 Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it repulsive.
15 Giant. The item is larger than normal and was crafted by Giants for use by their smaller allies.
16 Gnome. The item is crafted to appear ordinary and well used. It could also incorporate gears and mechanical components, even if these aren't essential to its function.
17–19 Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten language or symbols whose significance is lost to the ages.
20 Undead. The item incorporates symbols of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch.
^magic-items-creator-or-intended-user

Magic Item Special Features; Magic Item's History

Magic Item Special Features; Magic Item's History

Source: Dungeon Master's Guide (2024) p. 222

Magic Item's History

dice: 1d8 History
1 Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol.
2 Bane. This item was created to oppose creatures of a particular type, such as Aberrations or Dragons.
3 Heroic. A great hero once wielded this item. Anyone who knows the item's history expects great deeds from the new owner.
4 Ornament. The item honors a special event. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.
5 Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events.
6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it.
7 Sinister. This item is linked to a deed of great evil, such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it.
8 Symbol of Power. This item was once used as part of royal regalia or as a badge of high office.
^magic-items-history

Magic Item Special Features; Magic Item's Minor Property

Magic Item Special Features; Magic Item's Minor Property

Source: Dungeon Master's Guide (2024) p. 222

Magic Item's Minor Property

dice: 1d20 Minor Property
1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light.
3 Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north.
4 Delver. While underground, you always know the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
5–6 Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don't have the Incapacitated condition.
7–8 Harmonious. Attuning to this item takes only 1 minute.
9 Key. The item is used to unlock a container, chamber, vault, or door.
10 Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location.
11–12 Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it.
13 Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.
14–15 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
17 Unbreakable. The item can't be broken. Special means must be used to destroy it.
18 War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn.
19 Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
20 Roll twice, rerolling any additional 20s.
^magic-items-minor-property

Magic Item Special Features; Magic Item's Quirk

Magic Item Special Features; Magic Item's Quirk

Source: Dungeon Master's Guide (2024) p. 222

Magic Item's Quirk

dice: 1d8 Quirk
1 Blissful. You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
2 Confident. The item helps you feel self-assured.
3 Covetous. You become obsessed with material wealth.
4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties.
5 Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used.
6 Metamorphic. The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect on the item's use.
7 Painful. You experience a harmless flash of pain when using the item.
8 Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it.
^magic-items-quirk

Artifacts

/Rules/Source/books/dungeon-masters-guide-2024/img/108-07-005-magic-tome.webpcenter wmed

An Artifact is a unique, singularly powerful magic item with its own origin and history. It could have been created in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history.

Some Artifacts appear when they are needed most. For others, the reverse is true; when these Artifacts are discovered, the world trembles at the ramifications of the find. In either case, introducing an Artifact into a campaign requires forethought. It could be an item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge.

Characters don't typically find Artifacts in the normal course of adventuring. In fact, Artifacts appear only when you want them to, for they are as much plot devices as magic items. Tracking down and recovering an Artifact is often the main goal of an adventure. Characters must chase down rumors, undergo significant trials, and venture into dangerous, half-forgotten places to find the Artifact they seek. Alternatively, a major villain might already have the Artifact. Obtaining and destroying the Artifact could be the only way to ensure that its power can't be used for evil.

Artifact Properties

In addition to its defined properties, an Artifact might have other properties that are either beneficial or detrimental. You can choose such properties from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically change each time an Artifact appears in the world.

An Artifact can have as many as four minor beneficial properties and two major beneficial properties. It can have as many as four minor detrimental properties and two major detrimental properties.

Artifact Properties; Minor Beneficial Properties

Artifact Properties; Minor Beneficial Properties

Source: Dungeon Master's Guide (2024) p. 224

Minor Beneficial Properties

dice: 1d100 Property
01–20 While attuned to the Artifact, you gain proficiency in one skill of the DM's choice.
21–30 While attuned to the Artifact, you have Immunity to the Poisoned condition.
31–40 While attuned to the Artifact, you have Immunity to the Charmed and Frightened conditions.
41–50 While attuned to the Artifact, you have Resistance to one damage type of the DM's choice.
51–60 While attuned to the Artifact, you can cast one cantrip (chosen by the DM) from it.
61–70 While attuned to the Artifact, you can cast one level 1 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you can't cast it again in this way until the next dawn.
71–80 As 61–70 above, except the spell is level 2.
81–90 As 61–70 above, except the spell is level 3.
91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class.
^minor-beneficial-properties

Artifact Properties; Major Beneficial Properties

Artifact Properties; Major Beneficial Properties

Source: Dungeon Master's Guide (2024) p. 224

Major Beneficial Properties

dice: 1d100 Property
01–20 While attuned to the Artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24.
21–30 While attuned to the Artifact, you regain 1d6 Hit Points at the start of each of your turns if you have at least 1 Hit Point.
31–40 When you hit with an attack roll while attuned to the Artifact, the target takes an extra 1d6 Force damage.
41–50 While you're attuned to the Artifact, your Speed increases by 10 feet.
51–60 While attuned to the Artifact, you can cast one level 4 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you can't cast it again in this way until the next dawn.
61–70 As 51–60 above, except the spell is level 5.
71–80 As 51–60 above, except the spell is level 6.
81–90 As 51–60 above, except the spell is level 7.
91–00 While attuned to the Artifact, you have Immunity to the Blinded, Deafened, Petrified, and Stunned conditions.
^major-beneficial-properties

Artifact Properties; Minor Detrimental Properties

Artifact Properties; Minor Detrimental Properties

Source: Dungeon Master's Guide (2024) p. 224

Minor Detrimental Properties

dice: 1d100 Property
01–08 While attuned to the Artifact, you have Disadvantage on any ability check or saving throw that uses Strength or Constitution.
09–16 While attuned to the Artifact, you have Disadvantage on Intelligence, Wisdom, and Charisma saving throws.
17–24 While attuned to the Artifact, you have Vulnerability to Poison damage.
25–32 While attuned to the Artifact, you have the Blinded condition when you're more than 10 feet away from it.
33–40 While attuned to the Artifact, you have the Deafened condition when you're more than 10 feet away from it.
41–48 While attuned to the Artifact, you lose all sense of smell.
49–66 While you're attuned to the Artifact, your appearance changes as the DM decides.
67–72 While attuned to the Artifact, you emit a sour stench noticeable from up to 10 feet away.
73–76 Whenever you touch a nonmagical gem or an art object while attuned to this Artifact, the value of the gem or art object is reduced by half. This affects a particular object only once.
77–80 While you're attuned to the Artifact, all Holy Water within 10 feet of you is destroyed.
81–84 While you're attuned to the Artifact, nonmagical flames are extinguished within 30 feet of you.
85–88 While you're attuned to the Artifact, other creatures can't take Short or Long Rests while within 300 feet of you.
89–92 While attuned to the Artifact, you kill any nonmagical vegetation you touch that isn't a creature.
93–00 While you're attuned to the Artifact, Beasts within 30 feet of you that have a Challenge Rating of 6 or lower are Hostile toward you.
^minor-detrimental-properties

Artifact Properties; Major Detrimental Properties

Artifact Properties; Major Detrimental Properties

Source: Dungeon Master's Guide (2024) p. 224

Major Detrimental Properties

dice: 1d100 Property
01–09 You can't attune to other magic items while you're attuned to the Artifact. When you become attuned to the Artifact, your Attunement to other magic items ends immediately.
10–18 When you become attuned to the Artifact, a random one of your ability scores is reduced by 2, to a minimum of 3. A Greater Restoration spell restores the ability.
19–27 When you become attuned to the Artifact, you take 8d10 Psychic damage.
28–36 The first time you become attuned to the Artifact, it gives you a quest determined by the DM. You can't use any of the Artifact's properties until you complete the quest.
37–45 Each time you become attuned to the Artifact, there is a 10 percent chance that you attract the attention of a god who sends an avatar to wrest the Artifact from you. The avatar has the same alignment as its creator and uses the Empyrean stat block. Once it obtains the Artifact, the avatar vanishes.
46–54 Each time you become attuned to the Artifact, you must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you're instantly transformed into a Wight under the DM's control that must protect the Artifact.
55–63 The Artifact dilutes potions within 10 feet of itself, rendering them nonmagical.
64–72 The Artifact erases scrolls within 10 feet of itself, rendering them nonmagical.
73–81 While you're attuned to the Artifact, creatures of a particular type other than Humanoid (chosen by the DM) are always Hostile toward you.
82–90 While attuned to the Artifact, you have Vulnerability to all damage.
91–96 The Artifact imprisons a Death Slaad. Each time you become attuned to the Artifact, the slaad has a 10 percent chance of escaping, whereupon it appears in an unoccupied space as close to you as possible and attacks you.
97–00 While attuned to the Artifact, you can't spend Hit Point Dice or regain Hit Points.
^major-detrimental-properties

Sentient Magic Items

Some magic items have sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient.

The DM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see "Conflict" below).

Sentient Magic Item Traits

When you make a sentient magic item, you create the item's persona much as you would create an NPC (as described in the "Nonplayer Characters" section of chapter 3), with these exceptions.

Abilities

A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item's abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item's Alignment table.

Communication

A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item's Communication table.

Senses

A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item's Senses table.

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see "Conflict" below). You can pick a special purpose or roll on the Sentient Item's Special Purpose table.

Special Purpose; Sentient Item's Alignment

Special Purpose; Sentient Item's Alignment

Source: Dungeon Master's Guide (2024) p. 226

Sentient Item's Alignment

dice: 1d100 Alignment
01–15 Lawful Good
16–35 Neutral Good
36–50 Chaotic Good
51–63 Lawful Neutral
64–73 Neutral
74–85 Chaotic Neutral
86–89 Lawful Evil
90–96 Neutral Evil
97–00 Chaotic Evil
^sentient-items-alignment

Special Purpose; Sentient Item's Communication

Special Purpose; Sentient Item's Communication

Source: Dungeon Master's Guide (2024) p. 226

Sentient Item's Communication

dice: 1d10 Communication
1–6 The item communicates by transmitting emotion to the creature carrying or wielding it.
7–9 The item speaks one or more languages.
10 The item speaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it.
^sentient-items-communication

Special Purpose; Sentient Item's Senses

Special Purpose; Sentient Item's Senses

Source: Dungeon Master's Guide (2024) p. 226

Sentient Item's Senses

dice: 1d4 Senses
1 Hearing and standard vision out to 30 feet
2 Hearing and standard vision out to 60 feet
3 Hearing and standard vision out to 120 feet
4 Hearing and Darkvision out to 120 feet
^sentient-items-senses

Sentient Item's Special Purpose

Sentient Item's Special Purpose

Source: Dungeon Master's Guide (2024) p. 226

Sentient Item's Special Purpose

dice: 1d10 Special Purpose
1 Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment. Such an item is never Neutral.
2 Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead.
3 Creator Seeker. The item seeks its creator and wants to understand why it was created.
4 Destiny Seeker. The item believes it and its bearer have key roles to play in future events.
5 Destroyer. The item craves destruction and goads its user to fight arbitrarily.
6 Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user.
7 Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
8 Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves.
9 Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself.
10 Templar. The item seeks to defend the servants and interests of a particular deity.
^sentient-items-special-purpose

Conflict

When the bearer of a sentient item acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item's bearer makes a Charisma saving throw (DC 12 plus the item's Charisma modifier). On a failed save, the item makes one or more of the following demands:

If its bearer refuses to comply with the item's demands, the item can do any of the following:

Magic Items A-Z

Magic items are presented in alphabetical order.

If a magic item description capitalizes a creature's name and presents it in bold type, that's a visual cue pointing you to the creature's stat block. Unless the text states otherwise, the stat block is in the "Monster Manual". How to read and use a stat block is explained in the "Monster Manual" and to a lesser degree in the "Player's Handbook".

A

Adamantine Armor

Adamantine 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.

Variants:

Adamantine Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Adamantine Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Adamantine Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Adamantine Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Adamantine Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Adamantine Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Adamantine Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Adamantine Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Source: Dungeon Master's Guide (2024) p. 227. Available in the SRD and the Free Rules (2024)

Adamantine Weapon

Adamantine Weapon

Uncommon

This weapon or piece of ammunition is made of adamantine, one of the hardest substances in existence. Whenever this weapon or piece of ammunition hits an object, the hit is a Critical Hit.

Variants:

Adamantine Arrow

  • Weight: 0.05 lbs.

Adamantine Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Adamantine Bolt

  • Weight: 0.075 lbs.

Adamantine Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Adamantine Dagger

Adamantine Energy Cell

  • Weight: 0.5 lbs.

Adamantine Firearm Bullet

  • Weight: 0.2 lbs.

Adamantine Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Adamantine Glaive

Adamantine Greataxe

Adamantine Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Adamantine Greatsword

Adamantine Halberd

Adamantine Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Adamantine Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Adamantine Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Adamantine Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Adamantine Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Adamantine Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Adamantine Maul

Adamantine Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Adamantine Needle

  • Weight: 0.02 lbs.

Adamantine Pike

Adamantine Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Adamantine Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Adamantine Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Adamantine Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Adamantine Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Adamantine Sling Bullet

  • Weight: 0.075 lbs.

Adamantine Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Adamantine Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Adamantine War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Adamantine Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Adamantine Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 227

Alchemy Jug

Alchemy Jug

Wondrous item, uncommon
/Rules/Source/items/img/alchemy-jug.webpright wmed

  • Weight: 12.0 lbs.

This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. The jug sloshes when it is shaken, even if the jug is empty.

You can take a Magic action and name one liquid from the Alchemy Jug Liquids table to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as a Utilize 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.

Alchemy Jug Liquids

Liquid Max. Amount
Acid 8 ounces
Basic Poison 4 ounces
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: Dungeon Master's Guide (2024) p. 227

+1 Ammunition

+1 Ammunition

Ammunition, uncommon

You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity > [!note]

(200 GP).

Variants:

+1 Arrow

  • Weight: 0.05 lbs.

+1 Bolt

  • Weight: 0.075 lbs.

+1 Energy Cell

  • Weight: 0.5 lbs.

+1 Firearm Bullet

  • Weight: 0.2 lbs.

+1 Needle

  • Weight: 0.02 lbs.

+1 Sling Bullet

  • Weight: 0.075 lbs.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

+2 Ammunition

+2 Ammunition

Ammunition, rare

You have a +2 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity > [!note]

(2,000 GP).

Variants:

+2 Arrow

  • Weight: 0.05 lbs.

+2 Bolt

  • Weight: 0.075 lbs.

+2 Energy Cell

  • Weight: 0.5 lbs.

+2 Firearm Bullet

  • Weight: 0.2 lbs.

+2 Needle

  • Weight: 0.02 lbs.

+2 Sling Bullet

  • Weight: 0.075 lbs.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

+3 Ammunition

+3 Ammunition

Ammunition, very rare

You have a +3 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.

This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity > [!note]

(20,000 GP).

Variants:

+3 Arrow

  • Weight: 0.05 lbs.

+3 Bolt

  • Weight: 0.075 lbs.

+3 Energy Cell

  • Weight: 0.5 lbs.

+3 Firearm Bullet

  • Weight: 0.2 lbs.

+3 Needle

  • Weight: 0.02 lbs.

+3 Sling Bullet

  • Weight: 0.075 lbs.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

Ammunition of Slaying

Ammunition of Slaying

Ammunition, very rare
/Rules/Source/items/img/ammunition-of-slaying.webpright wmed

This magic ammunition is meant to slay creatures of a particular type, which the DM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one.

After dealing its extra damage to a creature, the ammunition becomes nonmagical.

dice: 1d100 Creature Type
01-10 Aberrations
11-15 Beasts
16-20 Celestials
21-25 Constructs
26-35 Dragons
36-45 Elementals
46-50 Humanoids
51-60 Fey
61-70 Fiends
71-75 Giants
76-80 Monstrosities
81-85 Oozes
86-90 Plants
91-00 Undead

Variants:

Arrow of Slaying

  • Weight: 0.05 lbs.

Bolt of Slaying

  • Weight: 0.075 lbs.

Energy Cell of Slaying

  • Weight: 0.5 lbs.

Firearm Bullet of Slaying

  • Weight: 0.2 lbs.

Needle of Slaying

  • Weight: 0.02 lbs.

Sling Bullet of Slaying

  • Weight: 0.075 lbs.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

Amulet of Health

Amulet of Health

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/amulet-of-health.webpright wmed

  • Weight: 1.0 lbs.

Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher without it.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

Amulet of Proof Against Detection and Location

Amulet of Proof against Detection and Location

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/amulet-of-proof-against-detection-and-location.webpright wmed

  • Weight: 1.0 lbs.

While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.

Source: Dungeon Master's Guide (2024) p. 228. Available in the SRD and the Free Rules (2024)

Amulet of the Planes

Amulet of the Planes

Wondrous item, very rare (requires attunement)
/Rules/Source/items/img/amulet-of-the-planes.webpright wmed

  • Weight: 1.0 lbs.

While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast Plane Shift. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table.

dice: 1d100 Destination
01-60 Random location on the plane you named
61-70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell
71-80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard
81-90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium
91-00 Random location on the Astral Plane

Source: Dungeon Master's Guide (2024) p. 229. Available in the SRD

Animated Shield

Animated Shield

Armor (shield), very rare (requires attunement)
/Rules/Source/items/img/animated-shield.webpright wmed

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you can take 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 animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.

Source: Dungeon Master's Guide (2024) p. 229. Available in the SRD and the Free Rules (2024)

Apparatus of Kwalish

Apparatus of Kwalish

Wondrous item, legendary
/Rules/Source/vehicles/img/apparatus-of-kwalish.webpright wmed

  • Weight: 500.0 lbs.

This item first appears to be a 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 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: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage.

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 each minute from pressure.

A creature in the compartment can take a Utilize 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.

Apparatus of Kwalish Levers

Lever Up Down
1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus's Speed and Swim 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 side of the apparatus. The claws retract.
5 Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage. Each extended claw makes the following melee attack: +8 to hit, reach 5 ft. Hit: The target has the Grappled condition (escape DC 15).
6 The apparatus walks or swims forward provided its legs are extended. The apparatus walks or swims backward provided its legs are extended.
7 The apparatus turns 90 degrees counterclockwise provided its legs are extended. The apparatus turns 90 degrees clockwise provided its legs are extended.
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 up to 20 feet if it's in liquid. The apparatus rises up to 20 feet if it's in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.

Source: Dungeon Master's Guide (2024) p. 229. Available in the SRD (as) and the Free Rules (2024)

+1 Armor

+1 Armor

Rare

You have a +1 bonus to AC while wearing this armor.

Variants:

+1 Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+1 Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

+1 Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+1 Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+1 Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

+1 Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

+1 Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

+1 Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

+1 Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+1 Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

+1 Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

+1 Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 230. Available in the SRD and the Free Rules (2024)

+2 Armor

+2 Armor

Very rare

You have a +2 bonus to AC while wearing this armor.

Variants:

+2 Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+2 Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

+2 Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+2 Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+2 Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

+2 Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

+2 Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

+2 Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

+2 Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+2 Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

+2 Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

+2 Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 230. Available in the SRD and the Free Rules (2024)

+3 Armor

+3 Armor

Legendary

You have a +3 bonus to AC while wearing this armor.

Variants:

+3 Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+3 Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

+3 Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

+3 Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+3 Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

+3 Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

+3 Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

+3 Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

+3 Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

+3 Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

+3 Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

+3 Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 230. Available in the SRD and the Free Rules (2024)

Armor of Gleaming

Armor of Gleaming

Common

This armor never gets dirty.

Variants:

Breastplate of Gleaming

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Chain Mail of Gleaming

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Chain Shirt of Gleaming

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Half Plate Armor of Gleaming

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Hide Armor of Gleaming

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

Leather Armor of Gleaming

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

Padded Armor of Gleaming

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

Plate Armor of Gleaming

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Ring Mail of Gleaming

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Scale Mail of Gleaming

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Splint Armor of Gleaming

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Studded Leather Armor of Gleaming

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 230

Armor of Invulnerability

Armor of Invulnerability

Heavy armor (plate armor), legendary (requires attunement)
/Rules/Source/items/img/armor-of-invulnerability.webpright wmed

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor.

Metal Shell

You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 230. Available in the SRD and the Free Rules (2024)

Armor of Resistance

Armor of Resistance

Rare (requires attunement)
/Rules/Source/items/img/armor-of-resistance.webpright wmed

You have Resistance to one type of damage while you wear this armor. The DM chooses the type or determines it randomly by rolling on the following table.

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

Items in this group:

Source: Dungeon Master's Guide (2024) p. 231. Available in the SRD and the Free Rules (2024)

Armor of Vulnerability

Armor of Vulnerability

Cursed item, rare (requires attunement)

Items in this group:

Source: Dungeon Master's Guide (2024) p. 231. Available in the SRD and the Free Rules (2024)

Arrow-Catching Shield

Arrow-Catching Shield

Armor (shield), rare (requires attunement)

  • Armor Class: 2
  • Weight: 6.0 lbs.

You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC.

Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.

Source: Dungeon Master's Guide (2024) p. 231. Available in the SRD and the Free Rules (2024)

Axe of the Dwarvish Lords

Axe of the Dwarvish Lords

Weapon (battleaxe), artifact (requires attunement)
/Rules/Source/items/img/axe-of-the-dwarvish-lords.webpright wmed

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

A young dwarf prince set out to forge a weapon that would be regarded as a symbol of unity among his people. Venturing deep under the mountains, deeper than any dwarf had ever delved, the prince came to the blazing heart of a great volcano. With the aid of Moradin, a god of creation, he first crafted four mighty tools: the Starmetal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With these tools, he forged the Axe of the Dwarvish Lords.

Armed with the Artifact, the prince brought peace to the dwarf clans, ending grudges and answering slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.

Later, in an era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.

Magic Weapon

The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack rolls and damage rolls made with it.

When you attack a creature with the axe and roll a 20 on the d20 for the attack roll, the axe deals an extra 20 Slashing damage.

The axe has Thrown 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 Force damage, or an extra 2d8 Force damage if the target is a creature of the Giant type. Immediately after hitting or missing, the weapon flies back to your hand.

Blessings of Moradin

While attuned to the axe, you gain the following benefits:

  • Darkvision. You gain Darkvision with a range of 60 feet. If you already have Darkvision, its range increases by 60 feet.
  • Fortitude of Stone. Your Constitution increases by 2, to a maximum of 20.
  • Gifts of the Creator. You have proficiency with Brewer's Supplies, Mason's Tools, and Smith's Tools.
  • One with the Forge. You have Immunity to Poison damage and Resistance to Fire damage.
  • Sunder. When you hit an object with the axe, the object takes the maximum amount of damage possible.

Conjure Earth Elemental

While holding the axe, you can take a Magic action to summon an Earth Elemental. It appears in an unoccupied space you choose within 30 feet of yourself, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 24 hours, when it dies, or when you dismiss it as a Bonus Action. You can't use this property again until the next dawn.

Random Properties

The axe has the following random properties:

Travel the Depths

You can take a Magic action to touch the axe to a fixed piece of dwarven stonework and cast Teleport from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.

Destroying the Axe

The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for 50 years before it finally succumbs to the fire and is consumed.

Source: Dungeon Master's Guide (2024) p. 231

B

Baba Yaga's Dancing Broom

Baba Yaga's Dancing Broom

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/baba-yagas-dancing-broom.webpright wmed

The archfey "Baba Yaga" crafted many of these magic brooms. No two appear exactly alike. While holding the broom, you can take a Magic action to transform it into an Animated Broom under your control. The broom then moves into an unoccupied space as close to you as possible. The broom acts immediately after you on your Initiative count and remains animate until you take a Bonus Action and use a command word to render it inanimate.

On your turn, you can mentally command the animated broom if it is within 30 feet of you and you don't have the Incapacitated condition (no action required). You decide what action the broom 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 broom is reduced to 0 Hit Points, it shatters and is destroyed. If the broom reverts to its inanimate form before losing all its Hit Points it regains all of them.

Source: Dungeon Master's Guide (2024) p. 232

Bag of Beans

Bag of Beans

Wondrous item, rare
/Rules/Source/items/img/bag-of-beans.webpright wmed

This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a nonmagical item when it no longer contains any beans.

If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one.

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

dice: 1d100 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 have the Poisoned condition 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, mayonnaise, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d4 minutes.
11-20 A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.
21-30 An animate but immobile stone statue in your likeness rises and 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 green flames springs forth and burns for 24 hours or until it is extinguished.
41-50 Three Shrieker Fungi sprout.
51-60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice that acts in accordance with its alignment and nature. 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 potions. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 A nest of 1d4 + 3 rainbow-colored eggs springs up. Any creature that eats an egg makes 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 explosion.
91-95 A pyramid with a 60-foot-square base bursts upward. Inside is a burial chamber containing a Mummy, a Mummy Lord, or some other Undead of the DM's choice. Its sarcophagus contains treasure of the DM's choice.
96-00 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 another plane of existence.

Source: Dungeon Master's Guide (2024) p. 233. Available in the SRD and the Free Rules (2024)

Bag of Devouring

Bag of Devouring

Wondrous item, very rare
/Rules/Source/items/img/bag-of-devouring.webpright wmed

This bag 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 take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller 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 DM 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: Dungeon Master's Guide (2024) p. 234. Available in the SRD and the Free Rules (2024)

Bag of Holding

Bag of Holding

Wondrous item, uncommon
/Rules/Source/items/img/bag-of-holding.webpright wmed

  • Weight: 5.0 lbs.

This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.

If the bag is overloaded, pierced, or torn, it 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. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

Placing a Bag of Holding inside an extradimensional space created by a Heward's Handy Haversack, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.

Source: Dungeon Master's Guide (2024) p. 234. Available in the SRD and the Free Rules (2024)

Bag of Tricks

Bag of Tricks

Wondrous item, uncommon
/Rules/Source/items/img/bag-of-tricks.webpright wmed

Items in this group:

Source: Dungeon Master's Guide (2024) p. 234. Available in the SRD and the Free Rules (2024)

Bead of Force

Bead of Force

Wondrous item, rare

  • Weight: 0.5 lbs.

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 take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere 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 pass through.

An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's 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: Dungeon Master's Guide (2024) p. 234. Available in the SRD and the Free Rules (2024)

Bead of Nourishment

Bead of Nourishment

Wondrous item, common

This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.

Source: Dungeon Master's Guide (2024) p. 235. Available in the SRD and the Free Rules (2024)

Bead of Refreshment

Bead of Refreshment

Wondrous item, common

This flavorless, gelatinous bead dissolves in liquid, transforming up to a pint of the liquid into fresh, cold drinking water. The bead has no effect on magical liquids or harmful substances such as poison.

Source: Dungeon Master's Guide (2024) p. 235

Belt of Dwarvenkind

Belt of Dwarvenkind

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/belt-of-dwarvenkind.webpright wmed

While wearing this belt, you gain the following benefits:

  • Dwarvish. You know Dwarvish.

  • Friend of Dwarvenkind. You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar.

  • Toughness. Your Constitution increases by 2, to a maximum of 20.

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

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

  • Darkvision. You have Darkvision with a range of 60 feet.

  • Resilience. You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.

Source: Dungeon Master's Guide (2024) p. 235. Available in the SRD and the Free Rules (2024)

Berserker Axe

Berserker Axe

Cursed item, rare (requires attunement)
/Rules/Source/items/img/berserker-axe.webpright wmed

You gain a +1 bonus to attack rolls 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 weapon 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 weapon, keeping it within reach at all times. You also have Disadvantage on attack rolls with weapons other than this one.

Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear.

While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.

Variants:

Berserker Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Cursed, Versatile
  • Weight: 4.0 lbs.

Berserker Greataxe

Berserker Halberd

Source: Dungeon Master's Guide (2024) p. 236. Available in the SRD and the Free Rules (2024)

Blackrazor

Blackrazor

Weapon (greatsword), artifact (requires attunement)
/Rules/Source/items/img/blackrazor.webpright wmed

Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. If you hit an Undead with this weapon, you take 1d10 Necrotic damage, and the target regains 1d10 Hit Points. If this Necrotic damage reduces you to 0 Hit Points, Blackrazor devours your soul (see "Devour Soul" below).

While you hold this weapon, you have Immunity to the Charmed and Frightened conditions, and you have Blindsight with a range of 30 feet.

Devour Soul

Whenever you use Blackrazor to reduce a creature to 0 Hit Points, the sword slays the creature and devours its soul unless it is a Construct or an Undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a Wish spell.

When Blackrazor devours a soul that isn't yours, you gain Temporary Hit Points equal to the slain creature's Hit Point maximum.

Haste

Blackrazor can cast Haste on you, after which it can't cast this spell again until the next dawn. Blackrazor decides when to cast the spell, which takes effect at the start of your turn. The spell lasts for 1 minute (no Concentration required) or until Blackrazor decides to end it, which it can do at the end of any of your turns.

Sentience

Blackrazor is a sentient Chaotic Neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and Darkvision out to 120 feet.

The weapon speaks Common and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.

Personality

Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.

The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.

Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be reunited and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.

Blackrazor's hunger for souls must be regularly fed. If the sword goes 3 days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.

Destroying Blackrazor

Blackrazor can be destroyed by crushing it in the great gears of Mechanus. Primus, the creator of the modrons, also knows a series of musical tones that Blackrazor can't stand to hear, causing the sword to shatter.

Source: Dungeon Master's Guide (2024) p. 236

Book of Exalted Deeds

Book of Exalted Deeds

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/book-of-exalted-deeds.webpright wmed

  • Weight: 5.0 lbs.

The definitive treatise on all that is good in the multiverse, the Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's authors filled the pages with their own visions of true virtue, providing guidance for defeating evil.

The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring hope to an endangered world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.

A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits.

Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. A Fiend, an Undead, or a servant of a god from the Lower Planes that tries to read from the book takes 24d6 Radiant damage. This damage ignores Resistance and Immunity, and it can't be reduced or avoided by any means. A creature reduced to 0 Hit Points by this damage disappears in a flash and is destroyed, leaving its possessions behind. The book then vanishes, and the creature's Attunement to it ends.

Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.

Celestial Calm

While attuned to the book, you have Immunity to the Charmed and Frightened conditions and Resistance to Psychic damage. These benefits become permanent after you spend the requisite amount of time reading and studying the book.

Divine Wisdom

After you spend the requisite amount of time reading and studying the book, your Wisdom increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.

Enlightened Magic

After you spend the requisite amount of time reading and studying the book, any spell slot you expend to cast a spell counts as a spell slot of one level higher.

Halo

After you spend the requisite amount of time reading and studying the book, you gain a protective halo. This halo sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. You can dismiss or manifest the halo as a Bonus Action. While present, the halo gives you Advantage on Charisma (Persuasion) checks. In addition, Fiends and Undead within the halo's Bright Light make attack rolls against you with Disadvantage.

Random Properties

The Book of Exalted Deeds has the following random properties:

Destroying the Book

The Book of Exalted Deeds can't be destroyed. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.

Source: Dungeon Master's Guide (2024) p. 237

Book of Vile Darkness

Book of Vile Darkness

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/book-of-vile-darkness.webpright wmed

  • Weight: 5.0 lbs.

The contents of this foul manuscript are the meat and drink of the wicked. It contains knowledge so horrid that to even glimpse the scrawled pages invites doom.

Most believe the lich-god "Vecna" authored the Book of Vile Darkness. He recorded in its pages every horrid idea, every corrupt thought, and every example of foul magic he came across or devised.

Other practitioners of evil have added their own input to the book's catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn, or covered so completely with ink, blood, and scratches that the original text can't be divined.

Nature can't abide the book's presence. Ordinary plants wither in its presence, common animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.

Whenever a creature that isn't a Fiend or an Undead attunes to the Book of Vile Darkness, that creature makes a DC 17 Charisma saving throw. On a failed save, the creature is magically transformed into a Larva under the DM's control. Only a Wish spell can reverse this vile transformation.

A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and use its Adjusted Ability Scores, Tireless Form, Spells, Vile Lore, and Vile Speech properties.

The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears, your Attunement to it ends immediately, and you lose all benefits granted by it. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.

Adjusted Ability Scores

One ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.

Tireless Form

While the book is on your person, you have Immunity to the Exhaustion condition.

Random Properties

The Book of Vile Darkness has the following random properties:

Spells

While holding the book and holding it, you can cast the following spells (save DC 18) from it:

Once you use the book to cast a spell, you can't cast that spell again from it until the next dawn.

Vile Lore

You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, you have Advantage on that check.

At the DM's discretion, the book might reveal secrets no mortal should know, such as the true names of powerful Fiends, foul rites that allow one to transform into a death knight or lich, or long-lost spells crafted by beings so evil their names ought never to be spoken aloud.

Vile Speech

While the book is on your person, you can take a Magic action to recite words from its pages in a foul, dead language. Each time you do so, you take 1d12 Psychic damage, and each creature within 15 feet of you takes 3d6 Psychic damage unless the creature is a Fiend or an Undead.

Destroying the Book

The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.

If a solar tears the book in two, the book is destroyed for 1d100 years, after which it re-forms in some far corner of the multiverse.

A creature attuned to the book for 100 years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a flash of radiance. However, as long as evil exists in the multiverse, the book re-forms 1d10 × 100 years later.

Source: Dungeon Master's Guide (2024) p. 238

Boots of Elvenkind

Boots of Elvenkind

Wondrous item, uncommon
/Rules/Source/items/img/boots-of-elvenkind.webpright wmed

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.

Source: Dungeon Master's Guide (2024) p. 239. Available in the SRD and the Free Rules (2024)

Boots of False Tracks

Boots of False Tracks

Wondrous item, common (requires attunement)

While wearing these boots, you can have them leave tracks like those of any kind of Humanoid of your size.

Source: Dungeon Master's Guide (2024) p. 239

Boots of Levitation

Boots of Levitation

Wondrous item, rare (requires attunement)

While you wear these boots, you can cast Levitate on yourself.

Source: Dungeon Master's Guide (2024) p. 239. Available in the SRD and the Free Rules (2024)

Boots of Speed

Boots of Speed

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/boots-of-speed.webpright wmed

While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your 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 you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.

Source: Dungeon Master's Guide (2024) p. 240. Available in the SRD and the Free Rules (2024)

Boots of Striding and Springing

Boots of Striding and Springing

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/boots-of-striding-and-springing.webpright wmed

While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor.

Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.

Source: Dungeon Master's Guide (2024) p. 240. Available in the SRD and the Free Rules (2024)

Boots of the Winterlands

Boots of the Winterlands

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/boots-of-the-winterlands.webpright wmed

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

Cold Resistance

You have Resistance to Cold damage and can tolerate temperatures of 0 degrees Fahrenheit or lower without any additional protection.

Winter Strider

You ignore Difficult Terrain created by ice or snow.

Source: Dungeon Master's Guide (2024) p. 240. Available in the SRD and the Free Rules (2024)

Bracers of Archery

Bracers of Archery

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/bracers-of-archery.webpright wmed

While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.

Source: Dungeon Master's Guide (2024) p. 240. Available in the SRD and the Free Rules (2024)

Bracers of Defense

Bracers of Defense

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/bracers-of-defense.webpright wmed

While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.

Source: Dungeon Master's Guide (2024) p. 241. Available in the SRD and the Free Rules (2024)

Brooch of Shielding

Brooch of Shielding

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/brooch-of-shielding.webpright wmed

While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the Magic Missile spell.

Source: Dungeon Master's Guide (2024) p. 241. Available in the SRD and the Free Rules (2024)

Broom of Flying

Broom of Flying

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/broom-of-flying.webpright wmed

This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it.

As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.

Source: Dungeon Master's Guide (2024) p. 241. Available in the SRD and the Free Rules (2024)

C

Candle of Invocation

Candle of Invocation

Wondrous item, very rare (requires attunement)
/Rules/Source/items/img/candle-of-invocation.webpright wmed

This candle's magic is activated when the candle is lit, which requires a Magic 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 its total burn time.

While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots.

Alternatively, when you light the candle for the first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the DM or determined by rolling on the following table.

dice: 1d100 Outer Plane
01-05 "Abyss"
06-10 "Acheron"
11-17 "Arborea"
18-25 "Arcadia"
26-33 "Beastlands"
34-41 "Bytopia"
42-46 "Carceri"
47-54 "Elysium"
55-59 "Gehenna"
60-64 "Hades"
65-69 "Limbo"
70-77 "Mechanus"
78-85 "Mount Celestia"
86-90 "Nine Hells"
91-95 "Pandemonium"
96-00 "Ysgard"

Source: Dungeon Master's Guide (2024) p. 241. Available in the SRD and the Free Rules (2024)

Candle of the Deep

Candle of the Deep

Wondrous item, common

The flame of this candle isn't extinguished when immersed in water. It gives off light and heat like a normal candle.

Source: Dungeon Master's Guide (2024) p. 242

Cap of Water Breathing

Cap of Water Breathing

Wondrous item, uncommon

While wearing this cap underwater, you can take a Magic action to create a bubble of air around your head. This bubble allows you to breathe normally underwater. This bubble stays with you until the cap is removed or you are no longer underwater.

Source: Dungeon Master's Guide (2024) p. 242

Cape of the Mountebank

Cape of the Mountebank

Wondrous item, rare
/Rules/Source/items/img/cape-of-the-mountebank.webpright wmed

This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a Magic action. This property can't be used again until the next dawn.

When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.

Source: Dungeon Master's Guide (2024) p. 242. Available in the SRD and the Free Rules (2024)

Carpet of Flying

Carpet of Flying

Wondrous item, very rare
/Rules/Source/items/img/carpet-of-flying.webpright wmed

You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.

Four sizes of Carpet of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

Applicable Carpet Sizes

dice: 1d100 Size Capacity Fly Speed
01-20 Carpet of Flying, 3 ft. × 5 ft. 200 lb. 80 feet
21-55 Carpet of Flying, 4 ft. × 6 ft. 400 lb. 60 feet
56-80 Carpet of Flying, 5 ft. × 7 ft. 600 lb. 40 feet
81-00 Carpet of Flying, 6 ft. × 9 ft. 800 lb. 30 feet

Items in this group:

Source: Dungeon Master's Guide (2024) p. 242. Available in the SRD and the Free Rules (2024)

Cast-Off Armor

Cast-Off Armor

Common

You can doff this armor as a Magic action.

Variants:

Cast-Off Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Cast-Off Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Cast-Off Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Cast-Off Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Cast-Off Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

Cast-Off Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

Cast-Off Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

Cast-Off Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Cast-Off Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Cast-Off Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Cast-Off Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Cast-Off Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 243

Cauldron of Rebirth

Cauldron of Rebirth

Wondrous item, very rare (requires attunement by a druid or warlock)
/Rules/Source/items/img/cauldron-of-rebirth.webpright wmed

This Tiny pot bears relief scenes of heroes on its cast-iron sides.

You can use the cauldron as a Spellcasting Focus for your spells, and it functions as a suitable component for the Scrying spell.

Brew Potion

When you finish a Long Rest, you can use the cauldron to create a Potion of Healing (greater), which takes 1 minute. The potion lasts for 24 hours, then loses its magic if not consumed.

Raise Dead

As a Magic action, you can cause the cauldron to grow large enough for a Medium creature to crouch within. You can revert the cauldron to its normal size as a Magic action, harmlessly shunting anything that can't fit inside to the nearest unoccupied space.

If you place the corpse of a Humanoid into the cauldron and cover the corpse with 200 pounds of salt (which costs 10 GP) for at least 8 hours, the salt is consumed and the creature returns to life as if by Raise Dead at the next dawn. Once used, this property can't be used again for 7 days.

Source: Dungeon Master's Guide (2024) p. 243

Charlatan's Die

Charlatan's Die

Wondrous item, common (requires attunement)
/Rules/Source/items/img/charlatans-die.webpright wmed

Whenever you roll this six-sided die, you can control which number it rolls.

Source: Dungeon Master's Guide (2024) p. 243

Chime of Opening

Chime of Opening

Wondrous item, rare
/Rules/Source/items/img/chime-of-opening.webpright wmed

  • Weight: 1.0 lbs.

This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast Knock. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD and the Free Rules (2024)

Circlet of Blasting

Circlet of Blasting

Wondrous item, uncommon
/Rules/Source/items/img/circlet-of-blasting.webpright wmed

While wearing this circlet, you can cast Scorching Ray with it (+5 to hit). The circlet can't cast this spell again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD and the Free Rules (2024)

Cloak of Arachnida

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.

Poison Resistance

You have Resistance to Poison damage.

Spider Climb

You have a Climb Speed equal to your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free.

Spider Walk

You can't be caught in webs of any sort and can move through webs as if they were Difficult Terrain.

Web

You can cast Web (save DC 13). The web created by the spell fills twice its normal area. Once used, this property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD and the Free Rules (2024)

Cloak of Billowing

Cloak of Billowing

Wondrous item, common
/Rules/Source/items/img/cloak-of-billowing.webpright wmed

While wearing this cloak, you can take a Bonus Action to make it billow dramatically for 1 minute.

Source: Dungeon Master's Guide (2024) p. 244

Cloak of Displacement

Cloak of Displacement

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/cloak-of-displacement.webpright wmed

While you wear this cloak, it magically 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 your Speed is 0.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD and the Free Rules (2024)

Cloak of Elvenkind

Cloak of Elvenkind

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/cloak-of-elvenkind.webpright wmed

While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD and the Free Rules (2024)

Cloak of Invisibility

Cloak of Invisibility

Wondrous item, legendary (requires attunement)

This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.

Source: Dungeon Master's Guide (2024) p. 244. Available in the SRD

Cloak of Many Fashions

Cloak of Many Fashions

Wondrous item, common
/Rules/Source/items/img/cloak-of-many-fashions.webpright wmed

While wearing this cloak, you can take a Bonus Action to change the style, color, and apparent quality of the garment. The cloak's weight doesn't change. Regardless of its appearance, the cloak can't be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn't gain their magical properties.

Source: Dungeon Master's Guide (2024) p. 245

Cloak of Protection

Cloak of Protection

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/cloak-of-protection.webpright wmed

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

Source: Dungeon Master's Guide (2024) p. 245. Available in the SRD and the Free Rules (2024)

Cloak of the Bat

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 and use it to gain a Fly 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 Fly Speed.

While wearing the cloak in an area of Dim Light or Darkness, you can cast Polymorph on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 245. Available in the SRD and the Free Rules (2024)

Cloak of the Manta Ray

Cloak of the Manta Ray

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/cloak-of-the-manta-ray.webpright wmed

While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.

Source: Dungeon Master's Guide (2024) p. 245. Available in the SRD and the Free Rules (2024)

Clockwork Amulet

Clockwork Amulet

Wondrous item, common

This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. Faint ticking and whirring noises emanate from within.

When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 245

Clothes of Mending

Clothes of Mending

Wondrous item, common

This elegant outfit magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can't be repaired in this way.

Source: Dungeon Master's Guide (2024) p. 245

Crystal Ball

Crystal Ball

Wondrous item, very rare (requires attunement)

  • Weight: 3.0 lbs.

While touching this crystal orb, you can cast Scrying (save DC 17) with it.

Source: Dungeon Master's Guide (2024) p. 246. Available in the SRD and the Free Rules (2024)

Cube of Force

Cube of Force

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/cube-of-force.webpright wmed

This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table.

The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn.

Cube of Force Faces

Spell Charge Cost
Mage Armor 1
Shield 1
Leomund's Tiny Hut 3
Mordenkainen's Private Sanctum 4
Otiluke's Resilient Sphere 4
Wall of Force 5

Source: Dungeon Master's Guide (2024) p. 246. Available in the SRD and the Free Rules (2024)

Cube of Summoning

Cube of Summoning

Wondrous item, rare
/Rules/Source/items/img/cube-of-summoning.webpright wmed

This Tiny cube looks like a jack-in-the-box. When you wind its crank as a Magic action, a merry tune emits from the box, the lid pops open, a creature appears in the nearest unoccupied space, and the lid closes. The lid can't otherwise be opened.

Roll on the Cube of Summoning table to determine which spell the cube casts to summon the creature. The spell is cast at level 5 (save DC 17, +9 attack bonus) and doesn't require Concentration, but you otherwise function as the spell's caster.

Once the cube summons a creature, the cube can't do so again until the next dawn.

Cube of Summoning

dice: 1d6 Spell
1 Summon Aberration
2 Summon Beast
3 Summon Construct
4 Summon Dragon
5 Summon Elemental
6 Summon Fey

Source: Dungeon Master's Guide (2024) p. 247

Cubic Gate

Cubic Gate

Wondrous item, legendary
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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 DM.

The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube.

Gate

Pressing one side of the cube, you cast Gate, opening a portal to the plane of existence keyed to that side.

Plane Shift

Pressing one side of the cube twice, you cast Plane Shift, transporting the targets to the plane of existence keyed to that side.

Source: Dungeon Master's Guide (2024) p. 247. Available in the SRD and the Free Rules (2024)

D

Daern's Instant Fortress

Daern's Instant Fortress

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/daerns-instant-fortress.webpright wmed

As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower.

The tower is 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, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the Knock spell and similar magic.

Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a Wish spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of Wish causes the tower to regain all its Hit Points.

Source: Dungeon Master's Guide (2024) p. 247. Available in the SRD (as) and the Free Rules (2024)

Dagger of Venom

Dagger of Venom

Weapon (dagger), rare
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You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

You can take a Bonus Action to magically coat the blade with poison. 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 have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 248. Available in the SRD and the Free Rules (2024)

Dancing Sword

Dancing Sword

Very rare (requires attunement)
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You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls.

While the weapon hovers, you can take 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 weapon to attack one creature within 5 feet of the weapon.

After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon 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 are more than 30 feet away from it.

Variants:

Dancing Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Dancing Greatsword

Dancing Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Dancing Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Dancing Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Dancing Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 248. Available in the SRD and the Free Rules (2024)

Dark Shard Amulet

Dark Shard Amulet

Wondrous item, spellcasting focus, common (requires attunement by a warlock)
/Rules/Source/items/img/dark-shard-amulet.webpright wmed

  • Weight: 1.0 lbs.

This amulet is fashioned from a shard of resilient material originating from an otherworldly realm. While you are wearing it, you gain the following benefits.

Spellcasting Focus

You can use the amulet as a Spellcasting Focus for your Warlock spells.

Unknown Spell

As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast it is wasted. In either case, you can't use this property again until you finish a Long Rest.

Source: Dungeon Master's Guide (2024) p. 248

Decanter of Endless Water

Decanter of Endless Water

Wondrous item, uncommon
/Rules/Source/items/img/decanter-of-endless-water.webpright wmed

  • Weight: 2.0 lbs.

This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.

You can take a Magic action to remove the stopper and issue 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 command words:

  • Splash. The decanter produces 1 gallon of water.
  • Fountain. The decanter produces 5 gallons of water.
  • Geyser. The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.

Source: Dungeon Master's Guide (2024) p. 249. Available in the SRD and the Free Rules (2024)

Deck of Illusions

Deck of Illusions

Wondrous item, uncommon

This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing - 1 cards.

The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card.

Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a Dispel Magic spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again.

Deck of Illusions

dice: 1d100 Illusion
01-03 Adult Red Dragon
04-06 Archmage
07-09 Assassin
10-12 Bandit Captain
13-15 Beholder
16-18 Berserker
19-21 Bugbear Warrior
22-24 Cloud Giant
25-27 Druid
28-30 Erinyes
31-33 Ettin
34-36 Fire Giant
37-39 Frost Giant
40-42 Gnoll Warrior
43-45 Goblin Warrior
46-48 Guardian Naga
49-51 Hill Giant
52-54 Hobgoblin Warrior
55-57 Incubus
58-60 Iron Golem
61-63 Knight
64-66 Kobold Warrior
67-69 Lich
70-72 Medusa
73-75 Night Hag
76-78 Ogre
79-81 Oni
82-84 Priest
85-87 Succubus
88-90 Troll
91-93 Warrior Veteran
94-96 Wyvern
97-00 The card drawer
Source: Dungeon Master's Guide (2024) p. 249. Available in the SRD and the Free Rules (2024)

Deck of Many Things

Deck of Many Things

Wondrous item, legendary
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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 thirteen cards, but some have twenty-two. Use the appropriate column of the Deck of Many Things table when randomly determining cards drawn from the deck.

Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. 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 disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)

Deck of Many Things

1d100 (13-Card Deck) 1d100 (22-Card Deck) Card
— 01-05 Balance
— 06-10 Comet
— 11-14 Donjon
01-08 15-18 Euryale
— 19-23 Fates
09-16 24-27 Flames
— 28-31 Fool
— 32-36 Gem
17-24 37-41 Jester
25-32 42-46 Key
33-40 47-51 Knight
41-48 52-56 Moon
— 57-60 Puzzle
49-56 61-64 Rogue
57-64 65-68 Ruin
— 69-73 Sage
65-72 74-77 Skull
73-80 78-82 Star
81-88 83-87 Sun
— 88-91 Talons
89-96 92-96 Throne
97-00 97-00 Void

Each card's effect is described below.

Balance

You can increase one of your ability scores by 2, to a maximum of 22, provided you also decrease another one of your ability scores by 2. You can't decrease an ability that has a score of 5 or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has no effect.

Comet

The next time you enter combat against one or more Hostile creatures, you can select one of them as your foe when you roll Initiative. If you reduce your foe to 0 Hit Points during that combat, you have Advantage on Death Saving Throws for 1 year. If someone else reduces your chosen foe to 0 Hit Points or you don't choose a foe, this card has no effect.

Donjon

You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you're wearing and carrying disappears with you except for Artifacts, which stay 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 to saving throws while cursed in this way. Only a god or the magic of the Fates card can end this curse.

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 torments you, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.

A Question of Enmity

Two of the cards in the Deck of Many Things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil.

In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.

Fool

You have Disadvantage on D20 Tests for the next 72 hours. Draw another card; this draw doesn't count as one of your declared draws.

Gem

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

Jester

You have Advantage on D20 Tests for the next 72 hours, or you can draw two additional cards beyond your declared draws.

Key

A Rare or rarer magic weapon with which you are proficient appears on your person. The DM chooses the weapon.

Knight

You gain the service of a Knight, who magically appears in an unoccupied space you choose within 30 feet of yourself. The knight has the same alignment as you and serves you loyally until death, believing the two of you have been drawn together by fate. Work with your DM to create a name and backstory for this NPC. The DM can use a different stat block to represent the knight, as desired.

Moon

You gain the ability to cast Wish 1d3 times.

Puzzle

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

Rogue

An NPC of the DM's choice becomes Hostile toward you. You don't know the identity of this NPC until they 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. If you have a Bastion (see the), it is destroyed by some calamity beyond your control. Any documentation that proves you should own something lost to this card also disappears.

Sage

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.

Skull

An Avatar of Death appears in an unoccupied space as close to you as possible. The avatar targets only you with its attacks, appearing as a ghostly skeleton clad in a tattered black robe and carrying a spectral scythe. The avatar disappears when it drops to 0 Hit Points or you die. If an ally of yours deals damage to the avatar, that ally summons another Avatar of Death. The new avatar appears in an unoccupied space as close to that ally as possible and targets only that ally with its attacks. You and your allies can each summon only one avatar as a consequence of this draw. A creature slain by an avatar can't be restored to life.

Star

Increase one of your ability scores by 2, to a maximum of 24.

Sun

A magic item (chosen by the DM) appears on your person. In addition, you gain 10 Temporary Hit Points daily at dawn until you die.

Talons

Every magic item you wear or carry disintegrates. Artifacts in your possession vanish instead.

Throne

You gain proficiency and Expertise in your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently home to one or more monsters, which must be cleared out before you can claim the keep as yours.

Void

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 inert, ceases aging, and requires no food, air, or water. A Wish spell can't return your soul to your body, but the spell reveals the location of the object that holds your soul. You draw no more cards.

Source: Dungeon Master's Guide (2024) p. 250. Available in the SRD (as) and the Free Rules (2024)

Defender

Defender

Legendary (requires attunement)
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You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

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

Variants:

Defender Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Defender Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Defender Dagger

Defender Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Defender Glaive

Defender Greataxe

Defender Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Defender Greatsword

Defender Halberd

Defender Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Defender Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Defender Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Defender Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Defender Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Defender Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Defender Maul

Defender Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Defender Pike

Defender Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Defender Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Defender Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Defender Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Defender Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Defender Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Defender Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Defender War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Defender Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Defender Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 252. Available in the SRD and the Free Rules (2024)

Demon Armor

Demon Armor

Cursed item, very rare (requires attunement)
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While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.

Curse

Once you don this cursed armor, you can't doff it unless you are targeted by a Remove Curse spell or similar magic. While wearing the armor, you have Disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Variants:

Demon Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Properties: Cursed
  • Weight: 20.0 lbs.

Demon Chain Mail

  • Armor Class: 16
  • Properties: Cursed
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Demon Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Properties: Cursed
  • Weight: 20.0 lbs.

Demon Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Properties: Cursed
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Demon Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Properties: Cursed
  • Weight: 12.0 lbs.

Demon Leather Armor

  • Armor Class: 11 + Dex modifier
  • Properties: Cursed
  • Weight: 10.0 lbs.

Demon Padded Armor

  • Armor Class: 11 + Dex modifier
  • Properties: Cursed
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

Demon Plate Armor

  • Armor Class: 18
  • Properties: Cursed
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Demon Ring Mail

  • Armor Class: 14
  • Properties: Cursed
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Demon Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Properties: Cursed
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Demon Splint Armor

  • Armor Class: 17
  • Properties: Cursed
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Demon Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Properties: Cursed
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 252. Available in the SRD and the Free Rules (2024)

Demonomicon of Iggwilv

Demonomicon of Iggwilv

Wondrous item, artifact (requires attunement)

This treatise, composed by "Iggwilv" the archmage, documents the Abyss's layers and inhabitants and is widely regarded as the most thorough and blasphemous tome of demonology in the multiverse. The tome recounts both the oldest and most current profanities of the Abyss and demons. Demons have attempted to censor the text, and while sections have been ripped from the book's spine, the general chapters remain, ever revealing demonic secrets. Caged behind lines of script roils a secret piece of the Abyss itself, which keeps the book up-to-date, no matter how many pages are removed, and it longs to be more than mere reference material.

Abyssal Lore

You can reference the Demonomicon whenever you make an Intelligence check to discern information about demons or a Wisdom (Survival) check related to the Abyss. When you do so, you gain Advantage on the check.

Containment

The first ten pages of the Demonomicon are blank. As a Magic action while holding the book, you can target a Fiend that you can see that is trapped within the area of a Magic Circle spell. The Fiend must succeed on a DC 20 Charisma saving throw with Disadvantage or become trapped within one of the Demonomicon's blank pages, which fills with writing detailing the trapped creature's widely known name and depravities. Once used, this action can't be used again until the next dawn.

When you finish a Long Rest, if you and the Demonomicon are on the same plane of existence, one trapped creature within the book can attempt to possess you. You make a DC 20 Charisma saving throw. On a failed save, you are possessed by the creature, which controls you like a puppet. As a Magic action, the possessing creature can release you and appear in the closest unoccupied space to you. On a successful save, the Fiend can't try to possess you again for 7 days (but another Fiend trapped in the book can certainly try).

When the tome is discovered, it has 1d4 Fiends occupying its pages—typically an assortment of demons.

Ensnarement

While carrying the book, whenever you cast Magic Circle naming only Fiends or cast Planar Binding targeting a Fiend, the spell is cast at level 9, regardless of what level spell slot you used, if any. Additionally, the Fiend has Disadvantage on its saving throw against the spell.

Fiendish Scourging

While carrying the book, when you make a damage roll for a spell you cast against a Fiend, you use the maximum possible result instead of rolling.

Random Properties

The Artifact has the following random properties:

Spells

The book has 8 charges and regains 1d8 expended charges daily at dawn. While holding the book, you can take a Magic action to cast one of the spells (save DC 20) on the following table. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Magic Circle 1
Magic Jar 3
Planar Ally 3
Planar Binding 2
Plane Shift (to the Abyss only) 3
Summon Fiend 3
Tasha's Hideous Laughter 0

Destroying the Demonomicon

To destroy the book, six different demon lords must each tear out a sixth of the book's pages. If this occurs, the pages reappear after 24 hours. Before all those hours pass, anyone who opens the book's remaining binding is transported to a nascent layer of the Abyss that lies hidden within the book. At the heart of this deadly, semi-sentient domain lies a long-lost Artifact, Fraz-Urb'luu's Staff. If the staff is dragged from the pocket plane, the tome is reduced to a mundane and out-of-date copy of the Tome of Zyx, the work that served as the foundation of the Demonomicon of Iggwilv. The Tome of Zyx can be destroyed like any ordinary book. Once the staff emerges, the demon lord Fraz-Urb'luu knows instantly.

Source: Dungeon Master's Guide (2024) p. 252

Dimensional Shackles

Dimensional Shackles

Wondrous item, rare
/Rules/Source/items/img/dimensional-shackles.webpright wmed

You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. 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 take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.

Source: Dungeon Master's Guide (2024) p. 254. Available in the SRD and the Free Rules (2024)

Dragon Scale Mail

Dragon Scale Mail

Medium armor (scale mail), very rare (requires attunement)
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  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 254. Available in the SRD and the Free Rules (2024)

Dragon Slayer

Dragon Slayer

Rare
/Rules/Source/items/img/dragon-slayer.webpright wmed

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.

Variants:

Dragon Slayer Antimatter Rifle

Dragon Slayer Automatic Rifle

Dragon Slayer Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Dragon Slayer Blowgun

Dragon Slayer Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Dragon Slayer Dagger

Dragon Slayer Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Dragon Slayer Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Dragon Slayer Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Dragon Slayer Glaive

Dragon Slayer Greataxe

Dragon Slayer Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Dragon Slayer Greatsword

Dragon Slayer Halberd

Dragon Slayer Hand Crossbow

Dragon Slayer Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Dragon Slayer Heavy Crossbow

Dragon Slayer Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Dragon Slayer Hoopak

Dragon Slayer Hunting Rifle

Dragon Slayer Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Dragon Slayer Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Dragon Slayer Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Dragon Slayer Laser Rifle

Dragon Slayer Light Crossbow

Dragon Slayer Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Dragon Slayer Light Repeating Crossbow

Dragon Slayer Longbow

Dragon Slayer Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Dragon Slayer Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Dragon Slayer Maul

Dragon Slayer Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Dragon Slayer Musket

Dragon Slayer Pike

Dragon Slayer Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Dragon Slayer Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Dragon Slayer Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Dragon Slayer Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Dragon Slayer Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Dragon Slayer Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Dragon Slayer Shortbow

Dragon Slayer Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Dragon Slayer Shotgun

Dragon Slayer Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Dragon Slayer Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Dragon Slayer Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Dragon Slayer Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Dragon Slayer Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Dragon Slayer War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Dragon Slayer Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Dragon Slayer Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Dragon Slayer Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Dragon Slayer Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 254. Available in the SRD and the Free Rules (2024)

Dread Helm

Dread Helm

Wondrous item, common
/Rules/Source/items/img/dread-helm.webpright wmed

While you're wearing this fearsome steel helm, your eyes glow red and the rest of your face is hidden in shadow.

Source: Dungeon Master's Guide (2024) p. 254

Driftglobe

Driftglobe

Wondrous item, uncommon
/Rules/Source/items/img/driftglobe.webpright wmed

  • Weight: 1.0 lbs.

This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can command it to emanate light equivalent to that of the Light or Daylight spell (your choice). Once used, the Daylight effect can't be used again until the next dawn.

You can issue another command as a Magic 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: Dungeon Master's Guide (2024) p. 254

Dust of Disappearance

Dust of Disappearance

Wondrous item, uncommon
/Rules/Source/items/img/dust-of-disappearance.webpright wmed

This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.

Source: Dungeon Master's Guide (2024) p. 255. Available in the SRD and the Free Rules (2024)

Dust of Dryness

Dust of Dryness

Wondrous item, uncommon

This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic.

As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a Water Elemental or a Water Weird). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.

Source: Dungeon Master's Guide (2024) p. 255. Available in the SRD and the Free Rules (2024)

Dust of Sneezing and Choking

Dust of Sneezing and Choking

Wondrous item, uncommon
/Rules/Source/items/img/dust-of-sneezing-and-choking.webpright wmed

Found in a small container, this powder resembles Dust of Disappearance, and Identify reveals it to be such. There is enough of it for one use.

As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically.

On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a Lesser Restoration spell.

Source: Dungeon Master's Guide (2024) p. 255. Available in the SRD and the Free Rules (2024)

Dwarven Plate

Dwarven Plate

Very rare
/Rules/Source/items/img/dwarven-plate.webpright wmed

While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.

Variants:

Dwarven Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Dwarven Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Source: Dungeon Master's Guide (2024) p. 255. Available in the SRD and the Free Rules (2024)

Dwarven Thrower

Dwarven Thrower

Weapon (warhammer), very rare (requires attunement by a Dwarf or a Creature Attuned to a Belt of Dwarvenkind)
/Rules/Source/items/img/dwarven-thrower.webpright wmed

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 5.0 lbs.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has Thrown 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 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Source: Dungeon Master's Guide (2024) p. 256. Available in the SRD and the Free Rules (2024)

Orb of Dragonkind

Orb of Dragonkind

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/orb-of-dragonkind.webpright wmed

  • Weight: 3.0 lbs.

Long ago, in the Dragonlance setting, elves and humans waged a terrible war against chromatic dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and forged five Orbs of Dragonkind to help defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.

As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped over the centuries. Their primary purpose of calling dragons still functions, but they also allow some measure of control over dragons.

Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those who try to wield an orb's magic but lack sufficient force of personality might find themselves under the orb's control.

An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.

While attuned to an orb, you can take a Magic action to peer into the orb's depths. You must then make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes the Charmed condition on you for as long as you remain attuned to it.

While you are Charmed by the orb, you can't voluntarily end your Attunement to it, and the orb casts Suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of "Tiamat", or something else the DM decides.

Random Properties

An Orb of Dragonkind has the following random properties:

Spells

The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can cast one of the spells on the following table from it. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds (level 9 version) 4
Daylight 1
Death Ward 2
Detect Magic 0
Scrying (save DC 18) 3

Call Dragons

While you control the orb, you can take a Magic action to cause the orb to issue a telepathic call that extends in all directions for 40 miles. Chromatic dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as "Tiamat" are unaffected by this call. Chromatic dragons drawn to the orb might be Hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.

Destroying an Orb

An Orb of Dragonkind has AC 20 and is destroyed if it takes damage from a +3 Weapon or a Disintegrate spell. Nothing else can harm it.

Source: Dungeon Master's Guide (2024) p. 283. Available in the SRD (as) and the Free Rules (2024)

E

Bowl of Commanding Water Elementals

Bowl of Commanding Water Elementals

Wondrous item, rare
/Rules/Source/items/img/bowl-of-commanding-water-elementals.webpright wmed

While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. 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 holds about 3 gallons.

Source: Dungeon Master's Guide (2024) p. 240. Available in the SRD and the Free Rules (2024)

Brazier of Commanding Fire Elementals

Brazier of Commanding Fire Elementals

Wondrous item, rare
/Rules/Source/items/img/brazier-of-commanding-fire-elementals.webpright wmed

While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 241. Available in the SRD and the Free Rules (2024)

Censer of Controlling Air Elementals

Censer of Controlling Air Elementals

Wondrous item, rare
/Rules/Source/items/img/censer-of-controlling-air-elementals.webpright wmed

While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 243. Available in the SRD and the Free Rules (2024)

Ear Horn of Hearing

Ear Horn of Hearing

Wondrous item, common

While held up to your ear, this horn suppresses the effects of the Deafened condition on you.

Source: Dungeon Master's Guide (2024) p. 256

Efreeti Bottle

Efreeti Bottle

Wondrous item, very rare
/Rules/Source/items/img/efreeti-bottle.webpright wmed

When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. 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.

The first time the bottle is opened, the DM rolls on the following table to determine what happens.

dice: 1d10 Effect
1 The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
2-9 The efreeti understands your languages and obeys your commands for 1 hour, after which it 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.
10 The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.

Source: Dungeon Master's Guide (2024) p. 256. Available in the SRD and the Free Rules (2024)

Efreeti Chain

Efreeti Chain

Legendary (requires attunement)
/Rules/Source/items/img/efreeti-chain.webpright wmed

While wearing this armor, you gain a +3 bonus to Armor Class, you have Immunity to Fire damage, and you know Primordial. In addition, you can stand on and move across molten rock as if it were solid ground.

Variants:

Efreeti Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Efreeti Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Source: Dungeon Master's Guide (2024) p. 257. Available in the Free Rules (2024)

Elemental Gem

Elemental Gem

Wondrous item, uncommon
/Rules/Source/items/img/elemental-gem.webpright wmed

Items in this group:

Source: Dungeon Master's Guide (2024) p. 257. Available in the SRD and the Free Rules (2024)

Elixir of Health

Elixir of Health

Potion, rare

  • Weight: 0.5 lbs.

When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned.

The clear, red liquid has tiny bubbles of light in it.

Source: Dungeon Master's Guide (2024) p. 257. Available in the SRD and the Free Rules (2024)

Elven Chain

Elven Chain

Rare
/Rules/Source/items/img/elven-chain.webpright wmed

You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.

Variants:

Elven Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Elven Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Source: Dungeon Master's Guide (2024) p. 257. Available in the SRD and the Free Rules (2024)

Enduring Spellbook

Enduring Spellbook

Wondrous item, common

This spellbook, along with anything written on its pages, can't be damaged by fire or water. In addition, the spellbook doesn't deteriorate with age.

Source: Dungeon Master's Guide (2024) p. 257

Energy Bow

Energy Bow

Very rare (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

This weapon has the following additional properties.

Arrow of Restraint

Whenever you use this weapon to make a ranged attack against a creature, you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must succeed on a DC 15 Strength saving throw or have the Restrained condition for 1 minute. As an action, a creature Restrained by an arrow can make a DC 20 Strength (Athletics) check to try to break the restraint, ending the effect on itself on a successful check.

Arrow of Transport

As a Magic action, you can fire one energy arrow from this weapon at a target you can see within 60 feet of yourself. The target can be either a willing Medium or smaller creature or an object that isn't being worn or carried, provided the object is small enough to fit inside a 5-foot Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.

Energy Ladder

As a Magic action, you can loose a flurry of energy arrows from this weapon at a wall up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall. This ladder lasts for 1 minute before disappearing.

Variants:

Energy Longbow

Energy Shortbow

Source: Dungeon Master's Guide (2024) p. 257. Available in the SRD and the Free Rules (2024)

Enspelled Staff

Enspelled Staff

Staff, weapon (requires attunement by a Spellcaster)

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 258

Ersatz Eye

Ersatz Eye

Wondrous item, common

This magical eye replaces a real one that was lost or removed. While the Ersatz Eye is embedded in your eye socket, you can see through the tiny orb as though it were your natural eye. You can insert or remove the Ersatz Eye as a Magic action, and it can't be removed against your will while you are alive.

Source: Dungeon Master's Guide (2024) p. 259

Eversmoking Bottle

Eversmoking Bottle

Wondrous item, uncommon
/Rules/Source/items/img/eversmoking-bottle.webpright wmed

As a Magic action, you can open or close this bottle.

Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured.

Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet.

Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the Gust of Wind spell) disperses the cloud after 1 minute.

Source: Dungeon Master's Guide (2024) p. 259. Available in the SRD and the Free Rules (2024)

Executioner's Axe

Executioner's Axe

Very rare

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Any Humanoid you hit with the weapon takes an extra 2d6 Slashing damage, and you gain Temporary Hit Points equal to the extra damage dealt.

Variants:

Executioner's Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Executioner's Greataxe

Executioner's Halberd

Executioner's Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 259

Eye and Hand of Vecna

Eye and Hand of Vecna

Wondrous item, artifact (requires attunement)
/Rules/Source/items/img/eye-and-hand-of-vecna.webpright wmed

"Vecna" was a mighty wizard who, through magic and conquest, forged a terrible empire. For all his power, however, Vecna feared death and took steps to prevent his demise by becoming a lich.

A treacherous lieutenant named Kas brought Vecna's rule to an end in a terrible battle. Of Vecna, all that remained were one hand and one eye, grisly Artifacts that still seek to work Vecna's will in the world.

The Eye of Vecna and the Hand of Vecna are separate Artifacts that might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a shriveled left extremity.

Random Properties of the Eye and Hand

The Eye of Vecna and the Hand of Vecna each have the following random properties

Attuning to the Eye

To attune to the eye, you must press it into your empty socket. The eye grafts itself to your head and remains there until you die. If the eye is ever removed, you die.

Properties of the Eye

While you are attuned to the eye, your alignment is Neutral Evil, and you gain the following benefits:

  • Truesight. You have Truesight out to 240 feet.

  • Spellcasting. The eye has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Eye of Vecna Spells table from the eye (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from the eye, there is a 5 percent chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.

    Eye of Vecna Spells

    Spell Charge Cost
    Clairvoyance 2
    Crown of Madness 1
    Disintegrate 4
    Dominate Monster 5
    Eyebite 4
    ^eye-of-vecna-spells
  • X-ray Vision. You can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through themselves. 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.

Attuning to the Hand

To attune to the hand, you must press it against the stump where your left hand was. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.

Properties of the Hand

When you are attuned to the hand, your alignment is Neutral Evil, and you gain the following benefits:

  • Great Strength. Your Strength becomes 20 unless it is already 20 or higher.

  • Icy Touch. Any melee spell attack you make with the hand and any melee attack made with a weapon held by it deals an extra 2d8 Cold damage on a hit.

  • Spellcasting. The hand has 8 charges and regains 1d4 + 4 expended charges daily at dawn. You can cast a spell on the Hand of Vecna Spells table from the hand (save DC 18). The table indicates how many charges you must expend to cast the spell. Each time you cast a spell from it, the hand casts Suggestion on you (save DC 18; no Concentration required), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.

    Hand of Vecna Spells

    Spell Charge Cost
    Finger of Death 5
    Sleep 1
    Slow 2
    Teleport 3
    ^hand-of-vecna-spells

Properties of the Eye and Hand

While attuned to both the hand and eye, you gain the following additional benefits:

  • Danger Sense. You have Advantage on Initiative rolls.
  • Necrotic Reduction. As a Magic action, you can target one creature you can see within 5 feet of yourself. The target makes a DC 18 Constitution saving throw, taking 7d6 Necrotic damage on a failed save or half as much damage on a successful one. A creature reduced to 0 Hit Points by this damage is transformed into green slime (see chapter 3) that covers the ground in its space, each 5-foot square of slime representing a separate patch. Nonmagical objects worn or carried by the target that are made of metal or organic material are destroyed by the slime.
  • Poison Immunity. You have Immunity to Poison damage and the Poisoned condition.
  • Regeneration. If you start your turn with at least 1 Hit Point, you regain 1d10 Hit Points.
  • Wish. You can cast Wish. Once used, this property can't be used again until 30 days have passed.

Destroying the Eye and Hand

If the Eye of Vecna and the Hand of Vecna are both attached to the same creature and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed. Any other attempt to destroy the eye or hand seems to work, but the Artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 259

Eyes of Charming

Eyes of Charming

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/eyes-of-charming.webpright wmed

These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast Charm Person (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 261. Available in the SRD and the Free Rules (2024)

Eyes of Minute Seeing

Eyes of Minute Seeing

Wondrous item, uncommon

These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.

Source: Dungeon Master's Guide (2024) p. 261. Available in the SRD and the Free Rules (2024)

Eyes of the Eagle

Eyes of the Eagle

Wondrous item, uncommon
/Rules/Source/items/img/eyes-of-the-eagle.webpright wmed

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: Dungeon Master's Guide (2024) p. 261. Available in the SRD and the Free Rules (2024)

Ring of Elemental Command

Ring of Elemental Command

Ring, legendary (requires attunement)

Items in this group:

Source: Dungeon Master's Guide (2024) p. 292. Available in the SRD and the Free Rules (2024)

Stone of Controlling Earth Elementals

Stone of Controlling Earth Elementals

Wondrous item, rare
/Rules/Source/items/img/stone-of-controlling-earth-elementals.webpright wmed

While touching this 5-pound stone to the ground, you can take a Magic action to summon an Earth Elemental. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 312. Available in the SRD and the Free Rules (2024)

F

Flame Tongue

Flame Tongue

Rare (requires attunement)
/Rules/Source/items/img/flame-tongue.webpright wmed

While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.

Variants:

Flame Tongue Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Flame Tongue Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Flame Tongue Dagger

Flame Tongue Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Flame Tongue Glaive

Flame Tongue Greataxe

Flame Tongue Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Flame Tongue Greatsword

Flame Tongue Halberd

Flame Tongue Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Flame Tongue Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Flame Tongue Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Flame Tongue Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Flame Tongue Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Flame Tongue Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Flame Tongue Maul

Flame Tongue Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Flame Tongue Pike

Flame Tongue Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Flame Tongue Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Flame Tongue Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Flame Tongue Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Flame Tongue Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Flame Tongue Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Flame Tongue Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Flame Tongue War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Flame Tongue Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Flame Tongue Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 263. Available in the SRD and the Free Rules (2024)

Folding Boat

Folding Boat

Wondrous item, rare
/Rules/Source/items/img/folding-boat.webpright wmed

  • Weight: 4.0 lbs.

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 a Magic action to use:

  • First Command Word. The box unfolds into a Rowboat.
  • Second Command Word. The box unfolds into a Keelboat.
  • Third Command Word. The Folding Boat folds back into a box if 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.

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.

Statistics for the Rowboat and Keelboat appear in the "Player's Handbook". If either vessel is reduced to 0 Hit Points, the Folding Boat is destroyed.

Source: Dungeon Master's Guide (2024) p. 263. Available in the SRD and the Free Rules (2024)

Frost Brand

Frost Brand

Very rare (requires attunement)
/Rules/Source/items/img/frost-brand.webpright wmed

When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage.

In freezing temperatures, the weapon 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 yourself. Once used, this property can't be used again for 1 hour.

Variants:

Frost Brand Glaive

Frost Brand Greatsword

Frost Brand Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Frost Brand Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Frost Brand Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Frost Brand Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 263. Available in the SRD and the Free Rules (2024)

G

Belt of Giant Strength

Belt of Giant Strength

Wondrous item (requires attunement)
/Rules/Source/items/img/belt-of-giant-strength.webpright wmed

Belt Str. Rarity
Belt of Hill Giant Strength 21 Rare
Belt of Frost Giant Strength or Belt of Stone Giant Strength 23 Very Rare
Belt of Fire Giant Strength 25 Very Rare
Belt of Cloud Giant Strength 27 Legendary
Belt of Storm Giant Strength 29 Legendary

Items in this group:

Source: Dungeon Master's Guide (2024) p. 236. Available in the SRD and the Free Rules (2024)

Gauntlets of Ogre Power

Gauntlets of Ogre Power

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/gauntlets-of-ogre-power.webpright wmed

Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

Source: Dungeon Master's Guide (2024) p. 264. Available in the SRD and the Free Rules (2024)

Gem of Brightness

Gem of Brightness

Wondrous item, uncommon
/Rules/Source/items/img/gem-of-brightness.webpright wmed

This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects:

  • First Command Word. The gem sheds 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 take a Bonus Action to repeat the command word or until you use another function of the gem.
  • Second Command Word. You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
  • Third Command Word. You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes 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: Dungeon Master's Guide (2024) p. 264. Available in the SRD and the Free Rules (2024)

Gem of Seeing

Gem of Seeing

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/gem-of-seeing.webpright wmed

This gem has 3 charges. As a Magic action, you can 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: Dungeon Master's Guide (2024) p. 264. Available in the SRD and the Free Rules (2024)

Giant Slayer

Giant Slayer

Rare
/Rules/Source/items/img/giant-slayer.webpright wmed

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.

Variants:

Giant Slayer Antimatter Rifle

Giant Slayer Automatic Rifle

Giant Slayer Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Giant Slayer Blowgun

Giant Slayer Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Giant Slayer Dagger

Giant Slayer Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Giant Slayer Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Giant Slayer Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Giant Slayer Glaive

Giant Slayer Greataxe

Giant Slayer Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Giant Slayer Greatsword

Giant Slayer Halberd

Giant Slayer Hand Crossbow

Giant Slayer Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Giant Slayer Heavy Crossbow

Giant Slayer Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Giant Slayer Hoopak

Giant Slayer Hunting Rifle

Giant Slayer Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Giant Slayer Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Giant Slayer Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Giant Slayer Laser Rifle

Giant Slayer Light Crossbow

Giant Slayer Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Giant Slayer Light Repeating Crossbow

Giant Slayer Longbow

Giant Slayer Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Giant Slayer Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Giant Slayer Maul

Giant Slayer Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Giant Slayer Musket

Giant Slayer Pike

Giant Slayer Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Giant Slayer Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Giant Slayer Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Giant Slayer Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Giant Slayer Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Giant Slayer Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Giant Slayer Shortbow

Giant Slayer Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Giant Slayer Shotgun

Giant Slayer Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Giant Slayer Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Giant Slayer Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Giant Slayer Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Giant Slayer Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Giant Slayer War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Giant Slayer Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Giant Slayer Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Giant Slayer Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Giant Slayer Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 264. Available in the SRD and the Free Rules (2024)

Glamoured Studded Leather

Glamoured Studded Leather

Light armor (studded leather armor), rare

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to 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 doff the armor.

Source: Dungeon Master's Guide (2024) p. 264. Available in the SRD and the Free Rules (2024)

Gloves of Missile Snaring

Gloves of Missile Snaring

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/gloves-of-missile-snaring.webpright wmed

If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.

Source: Dungeon Master's Guide (2024) p. 265. Available in the SRD and the Free Rules (2024)

Gloves of Swimming and Climbing

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: Dungeon Master's Guide (2024) p. 265. Available in the SRD and the Free Rules (2024)

Gloves of Thievery

Gloves of Thievery

Wondrous item, uncommon
/Rules/Source/items/img/gloves-of-thievery.webpright wmed

These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

Source: Dungeon Master's Guide (2024) p. 265. Available in the SRD and the Free Rules (2024)

Goggles of Night

Goggles of Night

Wondrous item, uncommon
/Rules/Source/items/img/goggles-of-night.webpright wmed

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

Source: Dungeon Master's Guide (2024) p. 265. Available in the SRD and the Free Rules (2024)

Potion of Giant Strength

Potion of Giant Strength

Potion

  • Weight: 0.5 lbs.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

H

Hag Eye

Hag Eye

Wondrous item, uncommon
/Rules/Source/items/img/hag-eye.webpright wmed

A Hag Eye has 3 charges. While wearing or holding this item, you can expend 1 charge to cast Darkvision (targeting yourself only) or See Invisibility. The Hag Eye regains all expended charges daily at dawn.

Coven Sensor

The Hag Eye is usually entrusted to a hag's minion for safekeeping and transport. As a Magic action, a hag who belongs to the coven that created the Hag Eye can see what the Hag Eye sees if the hag and the Hag Eye are on the same plane of existence. This effect lasts as long as the hag maintains Concentration. Multiple hags in the coven can see through the Hag Eye simultaneously.

Creating a Hag Eye

Only a hag coven can craft this item, which is made from a real eye coated in varnish and often fitted to a pendant or another wearable item. A hag coven can have only one Hag Eye at a time, and creating a new one requires all three members of the coven to perform a special rite. This rite takes 1 hour, and the hags can't perform it if one or more of them has the Incapacitated condition. If the hags take any other actions during this rite, the rite fails and ends.

Source: Dungeon Master's Guide (2024) p. 265

Hammer of Thunderbolts

Hammer of Thunderbolts

Legendary (requires attunement)
/Rules/Source/items/img/hammer-of-thunderbolts.webpright wmed

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had Thrown with a normal range of 20 feet and a long range of 60 feet.

If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.

Giant's Bane

While you are attuned to the weapon and wearing either a Belt of Giant Strength or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits:

  • Giants' Bane. When you roll a 20 on the d20 for an attack roll made with this weapon against a Giant, the creature must succeed on a DC 17 Constitution saving throw or die.
  • Might of Giants. The Strength score bestowed by your Belt of Giant Strength or Gauntlets of Ogre Power increases by 4, to a maximum of 30.

Variants:

Maul of Thunderbolts

Warhammer of Thunderbolts

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Source: Dungeon Master's Guide (2024) p. 265. Available in the SRD and the Free Rules (2024)

Hat of Disguise

Hat of Disguise

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/hat-of-disguise.webpright wmed

While wearing this hat, you can cast the Disguise Self spell. The spell ends if the hat is removed.

Source: Dungeon Master's Guide (2024) p. 266. Available in the SRD and the Free Rules (2024)

Hat of Many Spells

Hat of Many Spells

Wondrous item, spellcasting focus, very rare (requires attunement by a wizard)

This pointed hat has the following properties.

Spellcasting Focus

While holding the hat, you can use it as a Spellcasting Focus for your Wizard spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat and "pull" the spell out of it.

Unknown Spell

While holding the hat, you can try to cast a level 1+ spell you don't know. The spell must be on the Wizard spell list, it must be of a level you can cast, and it can't have Material components costing more than 1,000 GP. Once you decide on the spell, you must expend a spell slot of the spell's level. Then, to determine whether you cast the spell, make an Intelligence (Arcana) check (DC 10 plus the spell's level). On a successful check, you cast the spell using its normal casting time, and you can't use this property again until you finish a Short or Long Rest. On a failed check, you fail to cast the spell and a random effect occurs instead, determined by rolling on the following table.

Any spell you cast from the hat uses your spell save DC and spell attack bonus.

dice: 1d100 Effect
01-50 You cast a random spell determined by rolling 1d10: on a 1, Enlarge/Reduce (enlarge effect); on a 2, Enlarge/Reduce (reduce effect); on a 3, Faerie Fire; on a 4, Fireball; on a 5, Gust of Wind; on a 6, Invisibility (cast on yourself); on a 7, Lightning Bolt; on an 8, Phantasmal Force; on a 9, Polymorph; on a 10, Stinking Cloud.
51-55 You have the Stunned condition until the end of your next turn, believing something awesome just happened.
56-60 A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.
61-65 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a vial of Acid; on a 2, a flask of Alchemist's Fire; on a 3, a Crowbar; on a 4, a lit Torch.
66-70 You suffer a bout of "magic sickness" and have the Poisoned condition for 1 hour.
71-75 You have the Petrified condition until the end of your next turn.
76-80 You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a 1, a Dagger; on a 2, a Rope with a Grappling Hook tied to one end; on a 3, a bag of Caltrops; on a 4, a gem worth 50 GP.
81-85 A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a Constrictor Snake; on a 3, an Elephant; on a 4, a Mule.
86-90 A Hostile Swarm of Bats flies out of the hat, occupies your space, and attacks you.
91-95 A vertical, 10-foot-diameter, two-way portal to another plane of existence opens in an unoccupied space within 30 feet of you and remains open until the end of your next turn. The DM determines where it leads.
96-00 You pull a magic item out of the hat. Roll 1d6 to determine the item's rarity: on a 1-3, Common; on a 4-5, Uncommon; on a 6, Rare. The DM chooses the item, which disappears after 1 hour if it's not consumed or destroyed before then.
Source: Dungeon Master's Guide (2024) p. 266. Available in the SRD and the Free Rules (2024)

Hat of Vermin

Hat of Vermin

Wondrous item, common
/Rules/Source/items/img/hat-of-vermin.webpright wmed

This hat has 3 charges. While holding the hat, you can take a Magic action to expend 1 charge and summon your choice of a Bat, a Frog, or a Rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is Indifferent toward you and other creatures, and it isn't under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 Hit Points. The hat regains all expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 267

Hat of Wizardry

Hat of Wizardry

Wondrous item, spellcasting focus, common (requires attunement by a wizard)
/Rules/Source/items/img/hat-of-wizardry.webpright wmed

This cone-shaped hat is adorned with moons and stars. While you are wearing it, you gain the following benefits.

Spellcasting Focus

You can use the hat as a Spellcasting Focus for your Wizard spells.

Unknown Spell

As a Magic action, you can try to cast a cantrip that you don't know. The cantrip must be on the Wizard spell list and have a casting time of an action, and you make a DC 10 Intelligence (Arcana) check. On a successful check, you cast the spell. On a failed check, the spell fails, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a Long Rest.

Source: Dungeon Master's Guide (2024) p. 267

Headband of Intellect

Headband of Intellect

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/headband-of-intellect.webpright wmed

Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

Source: Dungeon Master's Guide (2024) p. 268. Available in the SRD and the Free Rules (2024)

Helm of Brilliance

Helm of Brilliance

Wondrous item, very rare (requires attunement)
/Rules/Source/items/img/helm-of-brilliance.webpright wmed

This 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 the helm.

Diamond Light

As long as it has at least one diamond, the helm emits a 30-foot Emanation. When at least one Undead is within that area, the Emanation is filled with Dim Light. Any Undead that starts its turn in that area takes 1d6 Radiant damage.

Fire Opal Flames

As long as the helm has at least one fire opal, you can take a Magic action 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 take a Bonus Action to extinguish them or until you drop or stow the weapon.

Ruby Resistance

As long as the helm has at least one ruby, you have Resistance to Fire damage.

Spells

You can 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.

Taking Fire Damage

Roll 1d20 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 and is then destroyed. Each creature within a 60-foot Emanation originating from 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.

Source: Dungeon Master's Guide (2024) p. 268. Available in the SRD and the Free Rules (2024)

Helm of Comprehending Languages

Helm of Comprehending Languages

Wondrous item, uncommon
/Rules/Source/items/img/helm-of-comprehending-languages.webpright wmed

While wearing this helm, you can cast Comprehend Languages from it.

Source: Dungeon Master's Guide (2024) p. 268. Available in the SRD and the Free Rules (2024)

Helm of Telepathy

Helm of Telepathy

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/helm-of-telepathy.webpright wmed

While wearing this helm, you have telepathy with a range of 30 feet, and you can cast Detect Thoughts or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 268. Available in the SRD and the Free Rules (2024)

Helm of Teleportation

Helm of Teleportation

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/helm-of-teleportation.webpright wmed

This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 268. Available in the SRD and the Free Rules (2024)

Heward's Handy Haversack

Heward's Handy Haversack

Wondrous item, rare
/Rules/Source/items/img/hewards-handy-haversack.webpright wmed

  • Weight: 5.0 lbs.

This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents.

Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.

If any of its pouches is overloaded, pierced, or torn, 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.

Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside.

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 and not behind Total Cover 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: Dungeon Master's Guide (2024) p. 269. Available in the SRD (as) and the Free Rules (2024)

Heward's Handy Spice Pouch

Heward's Handy Spice Pouch

Wondrous item, common

This belt pouch appears empty and has 10 charges. While holding the pouch, you can take a Magic action to expend 1 charge, name any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 269

Holy Avenger

Holy Avenger

Legendary (requires attunement by a paladin)
/Rules/Source/items/img/holy-avenger.webpright wmed

You gain a +3 bonus to attack rolls 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 weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.

Variants:

Holy Avenger Antimatter Rifle

Holy Avenger Automatic Rifle

Holy Avenger Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Holy Avenger Blowgun

Holy Avenger Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Holy Avenger Dagger

Holy Avenger Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Holy Avenger Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Holy Avenger Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Holy Avenger Glaive

Holy Avenger Greataxe

Holy Avenger Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Holy Avenger Greatsword

Holy Avenger Halberd

Holy Avenger Hand Crossbow

Holy Avenger Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Holy Avenger Heavy Crossbow

Holy Avenger Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Holy Avenger Hoopak

Holy Avenger Hunting Rifle

Holy Avenger Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Holy Avenger Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Holy Avenger Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Holy Avenger Laser Rifle

Holy Avenger Light Crossbow

Holy Avenger Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Holy Avenger Light Repeating Crossbow

Holy Avenger Longbow

Holy Avenger Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Holy Avenger Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Holy Avenger Maul

Holy Avenger Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Holy Avenger Musket

Holy Avenger Pike

Holy Avenger Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Holy Avenger Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Holy Avenger Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Holy Avenger Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Holy Avenger Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Holy Avenger Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Holy Avenger Shortbow

Holy Avenger Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Holy Avenger Shotgun

Holy Avenger Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Holy Avenger Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Holy Avenger Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Holy Avenger Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Holy Avenger Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Holy Avenger War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Holy Avenger Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Holy Avenger Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Holy Avenger Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Holy Avenger Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 269. Available in the SRD and the Free Rules (2024)

Horn of Blasting

Horn of Blasting

Wondrous item, instrument (horn), rare
/Rules/Source/items/img/horn-of-blasting.webpright wmed

You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage.

Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.

Source: Dungeon Master's Guide (2024) p. 270. Available in the SRD and the Free Rules (2024)

Horn of Silent Alarm

Horn of Silent Alarm

Wondrous item, instrument (horn), common

This horn has 4 charges and regains 1d4 expended charges daily at dawn. As a Magic action, you can blow the horn while expending 1 charge. One creature of your choice hears the horn's blare, provided that creature is within 600 feet of the horn. No other creature hears the horn.

Source: Dungeon Master's Guide (2024) p. 270

Horn of Valhalla

Horn of Valhalla

Wondrous item
/Rules/Source/items/img/horn-of-valhalla.webpright wmed

You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

Four types of Horn of Valhalla are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The DM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you.

If you meet the requirement, they are Friendly to you and your allies and follow your commands.

dice: 1d100 Horn Type Spirits Requirement
01-40 Silver 2 None
41-75 Brass 3 Proficiency with all Simple weapons
76-90 Bronze 4 Training with all Medium armor
91-00 Iron 5 Proficiency with all Martial weapons

Items in this group:

Source: Dungeon Master's Guide (2024) p. 270. Available in the SRD and the Free Rules (2024)

Horseshoes of a Zephyr

Horseshoes of a Zephyr

Wondrous item, very rare

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

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 a surface. 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 travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.

Source: Dungeon Master's Guide (2024) p. 270. Available in the SRD and the Free Rules (2024)

Horseshoes of Speed

Horseshoes of Speed

Wondrous item, rare

These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action.

While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.

Source: Dungeon Master's Guide (2024) p. 270. Available in the SRD and the Free Rules (2024)

I

Immovable Rod

Immovable Rod

Rod, uncommon
/Rules/Source/items/img/immovable-rod.webpright wmed

  • Weight: 2.0 lbs.

This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.

Source: Dungeon Master's Guide (2024) p. 270. Available in the SRD and the Free Rules (2024)

Instrument of Illusions

Instrument of Illusions

Wondrous item, common
/Rules/Source/items/img/instrument-of-illusions.webpright wmed

While you are playing this musical instrument, you can take a Magic action to create harmless, illusory visual effects within a 5-foot Emanation originating from the instrument. If you are a Bard, the size of the Emanation increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing.

Source: Dungeon Master's Guide (2024) p. 271

Instrument of Scribing

Instrument of Scribing

Wondrous item, common

This musical instrument has 3 charges and regains all expended charges daily at dawn. While you are playing it, you can take a Magic action to expend 1 charge and write a magical message on a nonmagical object or surface that you can see within 30 feet of yourself. The message can be up to six words long and is written in a language you know. If you are a Bard, you can scribe an additional seven words and make the message glow faintly, allowing it to be seen in nonmagical Darkness. Casting the Dispel Magic spell on the message erases it. Otherwise, the message fades away after 24 hours.

Source: Dungeon Master's Guide (2024) p. 271

Instrument of the Bards

Instrument of the Bards

Wondrous item (requires attunement by a bard)
/Rules/Source/items/img/instrument-of-the-bards.webpright wmed

An Instrument of the Bards is superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 Psychic damage.

You can play the instrument to cast one 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.

All Instrument of the Bards can be used to cast the following spells: Fly, Invisibility, Levitate, Protection from Evil and Good

Items in this group:

Source: Dungeon Master's Guide (2024) p. 272

Ioun Stone

Ioun Stone

Wondrous item (requires attunement)
/Rules/Source/items/img/ioun-stone.webpright wmed

Roughly marble sized, Ioun Stones are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun Stones exist, each type a distinct combination of shape and color.

When you take a Magic action to toss an Ioun Stone into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three Ioun Stones orbiting your head at the same time.

Each Ioun Stone orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it.

As a Utilize action, you can seize and stow any number of Ioun Stones orbiting your head. If your Attunement to an Ioun Stone ends while it's orbiting your head, the stone falls as though you had dropped it.

The type of stone determines its rarity and effects.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 273. Available in the SRD and the Free Rules (2024)

Iron Bands of Bilarro

Iron Bands of Bilarro

Wondrous item, rare
/Rules/Source/items/img/iron-bands-of-bilarro.webpright wmed

  • Weight: 1.0 lbs.

This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. 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 has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more.

A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed.

Once the bands are used, they can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 274. Available in the SRD (as) and the Free Rules (2024)

Iron Flask

Iron Flask

Wondrous item, legendary
/Rules/Source/items/img/iron-flask.webpright wmed

While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and 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 save. 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 age and doesn't need to breathe, eat, or drink.

You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, 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 if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the DM or determined randomly by rolling on the following table (see the "Monster Manual" for the creature's stat block).

dice: 1d100 Contents
01-50 No creature
51 Arcanaloth
52-54 Bone Devil
55-56 Cambion
57-58 Dao
59 Deva
60-61 Djinni
62-63 Efreeti
64-65 Erinyes
66-67 Fomorian
68 Githyanki Knight
69 Githzerai Zerth
70-71 Glabrezu
72-74 Hezrou
75 Incubus
76-77 Invisible Stalker
78-79 Marid
80 Marilith
81-82 Mezzoloth
83-84 Nalfeshnee
85-86 Night Hag
87-88 Nycaloth
89 Planetar
90-91 Red Slaad
92-93 Salamander
94 Solar
95 Succubus
96 Ultroloth
97-99 Vrock
00 Xorn

Source: Dungeon Master's Guide (2024) p. 274. Available in the SRD and the Free Rules (2024)

J

Javelin of Lightning

Javelin of Lightning

Weapon (javelin), uncommon
/Rules/Source/items/img/javelin-of-lightning.webpright wmed

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.

Lightning Bolt

When you throw this weapon at a target no farther than 120 feet from you, you can forgo making a ranged attack roll and instead turn the weapon into a bolt of lightning. This bolt forms a 5-foot-wide Line between you and the target. The target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half as much damage on a successful one. Immediately after dealing this damage, the weapon reappears in your hand. This property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 275. Available in the SRD and the Free Rules (2024)

K

Keoghtom's Ointment

Keoghtom's Ointment

Wondrous item, uncommon
/Rules/Source/items/img/keoghtoms-ointment.webpright wmed

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 a Utilize action, you can swallow one dose of the ointment or apply it to a creature within 5 feet of yourself. The creature that receives it regains 2d8 + 2 Hit Points and ceases to have the Poisoned condition.

Source: Dungeon Master's Guide (2024) p. 275

L

Lantern of Revealing

Lantern of Revealing

Wondrous item, uncommon
/Rules/Source/items/img/lantern-of-revealing.webpright wmed

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 take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.

Source: Dungeon Master's Guide (2024) p. 275. Available in the SRD and the Free Rules (2024)

Lock of Trickery

Lock of Trickery

Wondrous item, common

This lock appears to be an ordinary Lock (of the type described in chapter 6 of the "Player's Handbook") and comes with a single key. The tumblers in this lock magically adjust to thwart burglars. Dexterity checks made to pick the lock have Disadvantage.

Source: Dungeon Master's Guide (2024) p. 275

Luck Blade

Luck Blade

Legendary (requires attunement)
/Rules/Source/items/img/luck-blade.webpright wmed

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

Luck

If the weapon is on your person, you can call on its luck (no action required) to reroll one failed D20 Test if you don't have the Incapacitated condition. You must use the second roll. Once used, this property can't be used again until the next dawn.

Wish

The weapon has 1d3 charges. While holding it, you can expend 1 charge and cast Wish from it. Once used, this property can't be used again until the next dawn. The weapon loses this property if it has no charges.

Variants:

Luck Glaive

Luck Greatsword

Luck Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Luck Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Luck Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Luck Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Luck Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 275. Available in the SRD and the Free Rules (2024)

Lute of Thunderous Thumping

Lute of Thunderous Thumping

Weapon (club), very rare

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

This reinforced lute can be wielded as a magic Club that deals an extra 2d8 Thunder damage on a hit.

Sing and Swing

If you're a Bard, you can use your Charisma modifier instead of your Strength modifier when making a melee attack roll with the lute, provided you sing or hum while making the attack.

Source: Dungeon Master's Guide (2024) p. 275

M

Mace of Disruption

Mace of Disruption

Weapon (mace), rare (requires attunement)
/Rules/Source/items/img/mace-of-disruption.webpright wmed

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

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 has the Frightened condition until the end of your next turn.

Light

While you hold this weapon, it sheds Bright Light in a 20-foot radius and Dim Light for an additional 20 feet.

Source: Dungeon Master's Guide (2024) p. 276. Available in the SRD and the Free Rules (2024)

Mace of Smiting

Mace of Smiting

Weapon (mace), rare
/Rules/Source/items/img/mace-of-smiting.webpright wmed

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.

Source: Dungeon Master's Guide (2024) p. 276. Available in the SRD and the Free Rules (2024)

Mace of Terror

Mace of Terror

Weapon (mace), rare (requires attunement)
/Rules/Source/items/img/mace-of-terror.webpright wmed

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While 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 make Opportunity Attacks. 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 take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.

Source: Dungeon Master's Guide (2024) p. 276. Available in the SRD

Mantle of Spell Resistance

Mantle of Spell Resistance

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/mantle-of-spell-resistance.webpright wmed

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

Source: Dungeon Master's Guide (2024) p. 276. Available in the SRD and the Free Rules (2024)

Manual of Bodily Health

Manual of Bodily Health

Wondrous item, very rare
/Rules/Source/items/img/manual-of-bodily-health.webpright wmed

  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 277. Available in the SRD and the Free Rules (2024)

Manual of Gainful Exercise

Manual of Gainful Exercise

Wondrous item, very rare

  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 277. Available in the SRD and the Free Rules (2024)

Manual of Golems

Manual of Golems

Wondrous item, very rare
/Rules/Source/items/img/manual-of-golems.webpright wmed

  • Weight: 5.0 lbs.

This tome contains information and incantations necessary to make a particular type of golem. 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.

dice: d20 Golem Time Cost
1-5 Manual of Clay Golems 30 days 65,000 GP
6-17 Manual of Flesh Golems 60 days 50,000 GP
18 Manual of Iron Golems 120 days 100,000 GP
19-20 Manual of Stone Golems 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.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 277. Available in the SRD and the Free Rules (2024)

Manual of Quickness of Action

Manual of Quickness of Action

Wondrous item, very rare
/Rules/Source/items/img/manual-of-quickness-of-action.webpright wmed

  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 278. Available in the SRD and the Free Rules (2024)

Mariner's Armor

Mariner's Armor

Uncommon
/Rules/Source/items/img/mariners-armor.webpright wmed

While wearing this armor, you have a Swim Speed equal to your Speed. In addition, if you start your turn underwater with 0 Hit Points, you immediately regain 1d4 Hit Points. The armor can't heal anyone again until the next dawn.

The armor is decorated with fish and shell motifs.

Variants:

Mariner's Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Mariner's Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Mariner's Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Mariner's Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Mariner's Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

Mariner's Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

Mariner's Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

Mariner's Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Mariner's Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Mariner's Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Mariner's Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Mariner's Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 278

Medallion of Thoughts

Medallion of Thoughts

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/medallion-of-thoughts.webpright wmed

  • Weight: 1.0 lbs.

The medallion has 5 charges. While wearing it, you can expend 1 charge to cast Detect Thoughts (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 278. Available in the SRD and the Free Rules (2024)

Mirror of Life Trapping

Mirror of Life Trapping

Wondrous item, very rare
/Rules/Source/items/img/mirror-of-life-trapping.webpright wmed

  • Weight: 50.0 lbs.

When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, 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 take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it.

Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror 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. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save 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 take a Magic action to name 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.

In a similar way, you can take a Magic action and use a second command word to 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.

Placing the mirror 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 and not behind Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Source: Dungeon Master's Guide (2024) p. 278. Available in the SRD and the Free Rules (2024)

Mithral Armor

Mithral 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.

Variants:

Mithral Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Mithral Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Mithral Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Mithral Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Mithral Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Mithral Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Mithral Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Mithral Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Source: Dungeon Master's Guide (2024) p. 279. Available in the SRD and the Free Rules (2024)

Moon-Touched Sword

Moon-Touched Sword

Common
/Rules/Source/items/img/moon-touched-sword.webpright wmed

In Darkness, the unsheathed blade of this weapon sheds moonlight, creating Bright Light in a 15-foot radius and Dim Light for an additional 15 feet.

Variants:

Moon-Touched Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Moon-Touched Greatsword

Moon-Touched Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Moon-Touched Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Moon-Touched Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Moon-Touched Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 280

Moonblade

Moonblade

Legendary (requires attunement by a creature of the weapon's choice)
/Rules/Source/items/img/moonblade.webpright wmed

Of all the magic items created by elves, one of the most prized and jealously guarded is a Moonblade. In ancient times, nearly all elven noble houses claimed one such weapon. Over the centuries, some of these weapons have faded from the world, their magic lost as family lines have become extinct. Others have vanished with their bearers during great quests. Thus, only a few of these weapons remain.

Every Moonblade longs for a bearer whose disposition and goals are compatible with its own. If you try to attune to a Moonblade that doesn't want you as its bearer, the weapon not only rejects you but also places a curse on you, causing you to make D20 Tests with Disadvantage for 24 hours or until the curse is ended by a Remove Curse spell or similar magic. If you're accepted by the weapon and try to attune to it, you become attuned to it instantly, and a new rune appears on it. You remain attuned to the weapon until you die or the weapon is destroyed. A Moonblade functions like a nonmagical weapon of its kind for anyone other than its chosen bearer.

A Moonblade has one rune on it for each bearer it has willingly served (typically 1d6 + 1). The first rune grants a +1 bonus to attack rolls and damage rolls made with this magic weapon. Each rune beyond the first grants the Moonblade an additional property. The DM chooses each property or determines it randomly by rolling on the Moonblade Properties table.

Minor Property

In addition to its aforementioned properties, each Moonblade has a minor property determined by rolling on the Magic Item's Minor Property table.

Sentience

A Moonblade is a sentient weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and Darkvision out to 120 feet. Its alignment matches that of its creator.

The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate through visions or dreams when the wielder is either in a trance or asleep.

Personality

A Moonblade has a personality similar to that of its creator. Once a Moonblade has decided on an owner, it believes that only that person should wield it, even if the bearer's alignment differs from that of the weapon's or the bearer's goals later clash with the weapon's goals.

Moonblade Properties

dice: 1d100 Property
01-60 Increase the weapon's bonus to attack rolls and damage rolls by 1, to a maximum of +3. Reroll if the Moonblade already has a +3 bonus.
61-75 When you hit with an attack roll using the Moonblade, you deal an extra 1d6 Force damage. Each time the weapon gains this property after the first, the extra damage increases by 1d6, to a maximum of 3d6. Reroll if the Moonblade already deals an extra 3d6 Force damage on a hit.
76-80 The Moonblade gains Thrown with a normal range of 20 feet and a long range of 60 feet. Each time you throw the weapon, it flies back to your hand after the attack.
81-85 The Moonblade scores a Critical Hit on a roll of 19 or 20 on the d20.
86-95 You can take a Bonus Action to cause the Moonblade to flash brightly. Each other creature that is within 30 feet of you and not behind Total Cover must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. You can't use this property again until you finish a Short or Long Rest.
96-99 The Moonblade has the properties of a Ring of Spell Storing.
100 You can take a Magic action to conjure a spectral entity that resembles a shadowy elf if you don't already have one serving you. The entity appears in an unoccupied space within 120 feet of you. It uses the Shadow stat block with these changes: it is a Fey, has a Neutral alignment, and doesn't create new shadows. You control this entity, deciding how it acts and moves. It remains until it drops to 0 Hit Points or you dismiss it as a Magic action.

Variants:

Moonblade Greatsword

Moonblade Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Moonblade Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Moonblade Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Moonblade Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 279

Mystery Key

Mystery Key

Wondrous item, common

A question mark is worked into the head of this key. The key has a 5 percent chance of unlocking any lock into which it's inserted. Once it unlocks something, the key disappears.

Source: Dungeon Master's Guide (2024) p. 280

N

Nature's Mantle

Nature's Mantle

Wondrous item, spellcasting focus, uncommon (requires attunement by a druid or ranger)
/Rules/Source/items/img/natures-mantle.webpright wmed

This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a Spellcasting Focus for your Druid and Ranger spells.

While you are in an area that is Lightly Obscured, you can Hide as a Bonus Action even if you are being directly observed.

Source: Dungeon Master's Guide (2024) p. 280

Necklace of Adaptation

Necklace of Adaptation

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/necklace-of-adaptation.webpright wmed

  • Weight: 1.0 lbs.

While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.

Source: Dungeon Master's Guide (2024) p. 280. Available in the SRD and the Free Rules (2024)

Necklace of Fireballs

Necklace of Fireballs

Wondrous item, rare
/Rules/Source/items/img/necklace-of-fireballs.webpright wmed

  • Weight: 1.0 lbs.

This necklace has 1d6 + 3 beads hanging from it. You can take a Magic 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 level 3 Fireball (save DC 15).

You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the Fireball by 1d6 for each bead after the first (maximum 12d6).

Source: Dungeon Master's Guide (2024) p. 280. Available in the SRD and the Free Rules (2024)

Necklace of Prayer Beads

Necklace of Prayer Beads

Wondrous item, rare (requires attunement by a cleric, druid, or paladin)
/Rules/Source/items/img/necklace-of-prayer-beads.webpright wmed

  • Weight: 1.0 lbs.

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 by rolling on the table below. 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.

dice: 1d20 Bead Spell
1-6 Bead of Blessing Bless
7-12 Bead of Curing Cure Wounds (level 2 version)
13-16 Bead of Favor Greater Restoration
17-18 Bead of Smiting Shining Smite
19 Bead of Summons Guardian of Faith
20 Bead of Wind Walking Wind Walk

Source: Dungeon Master's Guide (2024) p. 281. Available in the SRD and the Free Rules (2024)

Nine Lives Stealer

Nine Lives Stealer

Very rare (requires attunement)
/Rules/Source/items/img/nine-lives-stealer.webpright wmed

You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon.

Life Stealing

The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.

Variants:

Nine Lives Stealer Antimatter Rifle

Nine Lives Stealer Automatic Rifle

Nine Lives Stealer Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Nine Lives Stealer Blowgun

Nine Lives Stealer Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Nine Lives Stealer Dagger

Nine Lives Stealer Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Nine Lives Stealer Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Nine Lives Stealer Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Nine Lives Stealer Glaive

Nine Lives Stealer Greataxe

Nine Lives Stealer Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Nine Lives Stealer Greatsword

Nine Lives Stealer Halberd

Nine Lives Stealer Hand Crossbow

Nine Lives Stealer Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Nine Lives Stealer Heavy Crossbow

Nine Lives Stealer Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Nine Lives Stealer Hoopak

Nine Lives Stealer Hunting Rifle

Nine Lives Stealer Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Nine Lives Stealer Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Nine Lives Stealer Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Nine Lives Stealer Laser Rifle

Nine Lives Stealer Light Crossbow

Nine Lives Stealer Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Nine Lives Stealer Light Repeating Crossbow

Nine Lives Stealer Longbow

Nine Lives Stealer Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Nine Lives Stealer Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Nine Lives Stealer Maul

Nine Lives Stealer Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Nine Lives Stealer Musket

Nine Lives Stealer Pike

Nine Lives Stealer Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Nine Lives Stealer Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Nine Lives Stealer Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Nine Lives Stealer Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Nine Lives Stealer Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Nine Lives Stealer Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Nine Lives Stealer Shortbow

Nine Lives Stealer Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Nine Lives Stealer Shotgun

Nine Lives Stealer Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Nine Lives Stealer Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Nine Lives Stealer Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Nine Lives Stealer Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Nine Lives Stealer Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Nine Lives Stealer War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Nine Lives Stealer Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Nine Lives Stealer Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Nine Lives Stealer Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Nine Lives Stealer Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 281. Available in the SRD and the Free Rules (2024)

Nolzur's Marvelous Pigments

Nolzur's Marvelous Pigments

Wondrous item, very rare
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This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted.

When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube.

No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material.

If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.

Source: Dungeon Master's Guide (2024) p. 281. Available in the SRD (as) and the Free Rules (2024)

O

Oathbow

Oathbow

Very rare (requires attunement)
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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 utter or sign the following command words: "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn 7 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 Half Cover or Three-Quarters 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.

Variants:

Oath Longbow

Oath Shortbow

Source: Dungeon Master's Guide (2024) p. 282. Available in the SRD and the Free Rules (2024)

Oil of Etherealness

Oil of Etherealness

Potion, rare

  • Weight: 0.5 lbs.

One vial of this oil can cover one 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.

Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.

Source: Dungeon Master's Guide (2024) p. 282. Available in the SRD and the Free Rules (2024)

Oil of Sharpness

Oil of Sharpness

Potion, very rare

  • Weight: 0.5 lbs.

One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a +3 Weapon or the coated ammunition into +3 Ammunition.

This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.

Source: Dungeon Master's Guide (2024) p. 282. Available in the SRD and the Free Rules (2024)

Oil of Slipperiness

Oil of Slipperiness

Potion, uncommon

  • Weight: 0.5 lbs.

One vial of this oil can cover one 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 Freedom of Movement spell for 8 hours.

Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the Grease spell in that area for 8 hours.

This sticky, black unguent is thick and heavy, but it flows quickly when poured.

Source: Dungeon Master's Guide (2024) p. 283. Available in the SRD and the Free Rules (2024)

Orb of Direction

Orb of Direction

Wondrous item, common
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  • Weight: 3.0 lbs.

This orb can be used as an Arcane Focus.

While holding this orb, you can take a Magic action to determine which way is magnetic north. Nothing happens if the orb is used in a location that has no magnetic north.

Source: Dungeon Master's Guide (2024) p. 283

Orb of Time

Orb of Time

Wondrous item, common

  • Weight: 3.0 lbs.

This orb can be used as an Arcane Focus.

While holding the orb, you can take a Magic action to determine whether it is morning, afternoon, evening, or nighttime. This property functions only on the Material Plane.

Source: Dungeon Master's Guide (2024) p. 284

P

Pearl of Power

Pearl of Power

Wondrous item, uncommon (requires attunement by a spellcaster)

While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 284. Available in the SRD and the Free Rules (2024)

Perfume of Bewitching

Perfume of Bewitching

Wondrous item, common

This tiny vial contains magic perfume, enough for one use. You can take a Magic action to apply the perfume to yourself, and its effect lasts 1 hour. For the duration, you have Advantage on all Charisma (Deception and Persuasion) checks made to influence a creature within 5 feet of yourself.

Source: Dungeon Master's Guide (2024) p. 284

Periapt of Health

Periapt of Health

Wondrous item, uncommon (requires attunement)
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  • Weight: 1.0 lbs.

While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.

In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Source: Dungeon Master's Guide (2024) p. 284. Available in the SRD and the Free Rules (2024)

Periapt of Proof Against Poison

Periapt of Proof against Poison

Wondrous item, rare (requires attunement)

  • Weight: 1.0 lbs.

This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

Source: Dungeon Master's Guide (2024) p. 284. Available in the SRD and the Free Rules (2024)

Periapt of Wound Closure

Periapt of Wound Closure

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/periapt-of-wound-closure.webpright wmed

  • Weight: 1.0 lbs.

While wearing this pendant, you gain the following benefits.

Life Preservation

Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.

Natural Healing Boost

Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Source: Dungeon Master's Guide (2024) p. 284. Available in the SRD and the Free Rules (2024)

Philter of Love

Philter of Love

Potion, uncommon

  • Weight: 0.5 lbs.

The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.

This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Source: Dungeon Master's Guide (2024) p. 285. Available in the SRD and the Free Rules (2024)

Pipe of Smoke Monsters

Pipe of Smoke Monsters

Wondrous item, common
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While smoking this pipe, you can take a Magic action to exhale a puff of smoke that takes the form of a creature, such as a dragon, a flumph, or a slaad. The form must be small enough to fit in a 1-foot cube and loses its shape after a few seconds, becoming an ordinary puff of smoke.

Source: Dungeon Master's Guide (2024) p. 285

Pipes of Haunting

Pipes of Haunting

Wondrous item, uncommon
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These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

Source: Dungeon Master's Guide (2024) p. 285. Available in the SRD and the Free Rules (2024)

Pipes of the Sewers

Pipes of the Sewers

Wondrous item, uncommon (requires attunement)
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While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.

The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). 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.

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, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic 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 more than 30 feet away from you, 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: Dungeon Master's Guide (2024) p. 285. Available in the SRD and the Free Rules (2024)

Plate Armor of Etherealness

Plate Armor of Etherealness

Heavy armor, legendary (requires attunement)

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 286. Available in the SRD and the Free Rules (2024)

Pole of Angling

Pole of Angling

Wondrous item, common

This item functions as a Pole. While holding it, you can take a Magic action to cause it to transform into a fishing pole with a hook, a line, and a reel, or have the fishing pole revert to a Pole.

Source: Dungeon Master's Guide (2024) p. 286

Pole of Collapsing

Pole of Collapsing

Wondrous item, common
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This item functions as a Pole. While holding it, you can take a Magic action to collapse it into a 1-foot-long rod for ease of storage (the pole's weight doesn't change) or cause the 1-foot-long rod to revert to a Pole. The rod elongates only as far as the surrounding space allows.

Source: Dungeon Master's Guide (2024) p. 286

Portable Hole

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 take a Magic 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 of existence, 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 take a Magic 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 take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.

Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Heward's 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 and not behind Total Cover 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: Dungeon Master's Guide (2024) p. 286. Available in the SRD and the Free Rules (2024)

Pot of Awakening

Pot of Awakening

Wondrous item, common

If you plant an ordinary shrub in this 10-pound clay pot and let it grow for 30 days, the shrub magically transforms into an Awakened Shrub at the end of that time. When the shrub awakens, its roots break the pot, destroying it.

The awakened shrub is Friendly toward you and obeys your commands. Absent commands from you, it does nothing.

Source: Dungeon Master's Guide (2024) p. 289

Potion of Animal Friendship

Potion of Animal Friendship

Potion, uncommon

  • Weight: 0.5 lbs.

When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).

Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.

Source: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Clairvoyance

Potion of Clairvoyance

Potion, rare

  • Weight: 0.5 lbs.

When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).

An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.

Source: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Climbing

Potion of Climbing

Potion, common
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  • Weight: 0.5 lbs.

When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.

This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Source: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Comprehension

Potion of Comprehension

Potion, common

  • Weight: 0.5 lbs.

When you drink this potion, you gain the effect of the Comprehend Languages spell for 1 hour.

This potion's liquid is a clear concoction with bits of salt and soot swirling in it.

Source: Dungeon Master's Guide (2024) p. 287

Potion of Diminution

Potion of Diminution

Potion, rare

  • Weight: 0.5 lbs.

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: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Fire Breath

Potion of Fire Breath

Potion, uncommon
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  • Weight: 0.5 lbs.

After drinking this potion, you can take a Bonus Action to exhale fire at a target within 30 feet of yourself. The target makes 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 potion's orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.

Source: Dungeon Master's Guide (2024) p. 287

Potion of Flying

Potion of Flying

Potion, very rare

  • Weight: 0.5 lbs.

When you drink this potion, you gain a Fly Speed equal to your 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: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Gaseous Form

Potion of Gaseous Form

Potion, rare

  • Weight: 0.5 lbs.

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: Dungeon Master's Guide (2024) p. 287. Available in the SRD and the Free Rules (2024)

Potion of Greater Invisibility

Potion of Greater Invisibility

Potion, very rare
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  • Weight: 0.5 lbs.

This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour.

Source: Dungeon Master's Guide (2024) p. 288

Potion of Growth

Potion of Growth

Potion, uncommon

  • Weight: 0.5 lbs.

When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 10 minutes (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: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Healing

Potion of Healing

Potion, common
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  • Cost: 50 gp
  • Weight: 0.5 lbs.

This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. The potion's red liquid glimmers when agitated.

Source: Dungeon Master's Guide (2024) p. 288, Player's Handbook (2024) p. 228. Available in the SRD and the Free Rules (2024)

Potion of Heroism

Potion of Heroism

Potion, rare

  • Weight: 0.5 lbs.

When you drink this potion, 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 potion's blue liquid bubbles and steams as if boiling.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Invisibility

Potion of Invisibility

Potion, rare
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  • Weight: 0.5 lbs.

This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Invulnerability

Potion of Invulnerability

Potion, rare

  • Weight: 0.5 lbs.

For 1 minute after you drink this potion, you have Resistance to all damage.

This potion's syrupy liquid looks like liquefied iron.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Longevity

Potion of Longevity

Potion, very rare

  • Weight: 0.5 lbs.

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 is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Mind Reading

Potion of Mind Reading

Potion, rare

  • Weight: 0.5 lbs.

When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).

This potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Poison

Potion of Poison

Potion, uncommon

  • Weight: 0.5 lbs.

This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.

If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

Source: Dungeon Master's Guide (2024) p. 288. Available in the SRD and the Free Rules (2024)

Potion of Pugilism

Potion of Pugilism

Potion, uncommon
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  • Weight: 0.5 lbs.

After you drink this potion, each Unarmed Strike you make deals an extra 1d6 Force damage on a hit. This effect lasts 10 minutes.

This potion is a thick green fluid that tastes like spinach.

Source: Dungeon Master's Guide (2024) p. 289

Potion of Resistance

Potion of Resistance

Potion, uncommon

  • Weight: 0.5 lbs.

When you drink this potion, you have Resistance to one type of damage for 1 hour. The DM chooses the type or determines it randomly by rolling on the following table.

dice: d10 Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Necrotic
7 Poison
8 Psychic
9 Radiant
10 Thunder
Items in this group:

Source: Dungeon Master's Guide (2024) p. 289. Available in the SRD and the Free Rules (2024)

Potion of Speed

Potion of Speed

Potion, very rare

  • Weight: 0.5 lbs.

When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.

This potion's yellow fluid is streaked with black and swirls on its own.

Source: Dungeon Master's Guide (2024) p. 289. Available in the SRD and the Free Rules (2024)

Potion of Vitality

Potion of Vitality

Potion, very rare
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  • Weight: 0.5 lbs.

When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.

This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Source: Dungeon Master's Guide (2024) p. 289. Available in the SRD and the Free Rules (2024)

Potion of Water Breathing

Potion of Water Breathing

Potion, uncommon
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  • Weight: 0.5 lbs.

You can breathe underwater for 24 hours after drinking this potion.

This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Source: Dungeon Master's Guide (2024) p. 289. Available in the SRD and the Free Rules (2024)

Prosthetic Limb

Prosthetic Limb

Wondrous item, common
/Rules/Source/items/img/prosthetic-limb.webpright wmed

This magic item replaces a lost limb—a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as a Magic action, and it can't be removed against your will while you are alive.

Source: Dungeon Master's Guide (2024) p. 290

Q

Quaal's Feather Token

Quaal's Feather Token

Wondrous item
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This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly by rolling on the Quaal's Feather Tokens table. The type of token determines its rarity.

Quaal's Feather Tokens

dice: 1d100 Token Rarity
01-20 Anchor Uncommon
21-35 Bird Rare
36-50 Fan Uncommon
51-65 Swan Boat Rare
66-90 Tree Uncommon
91-00 Whip Rare

Items in this group:

Source: Dungeon Master's Guide (2024) p. 290. Available in the SRD and the Free Rules (2024)

Quarterstaff of the Acrobat

Quarterstaff of the Acrobat

Staff, weapon (quarterstaff), very rare (requires attunement)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Range: 30/120
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.

While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.

While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.

In certain forms, the weapon has the following additional properties.

Acrobatic Assist (Quarterstaff and 10-Foot Pole Forms Only)

While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.

Attack Deflection (Quarterstaff Form Only)

When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest.

Ranged Weapon (Quarterstaff Form Only)

This weapon has Thrown with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.

Source: Dungeon Master's Guide (2024) p. 291. Available in the SRD and the Free Rules (2024)

Quiver of Ehlonna

Quiver of Ehlonna

Wondrous item, uncommon
/Rules/Source/items/img/quiver-of-ehlonna.webpright wmed

  • Weight: 2.0 lbs.

Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 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: Dungeon Master's Guide (2024) p. 291. Available in the SRD (as) and the Free Rules (2024)

R

Ring of Animal Influence

Ring of Animal Influence

Ring, rare
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This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it:

Source: Dungeon Master's Guide (2024) p. 292. Available in the SRD and the Free Rules (2024)

Ring of Djinni Summoning

Ring of Djinni Summoning

Ring, legendary (requires attunement)
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While wearing this ring, you can take a Magic 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 yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points.

While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. 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.

Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.

Source: Dungeon Master's Guide (2024) p. 292. Available in the SRD and the Free Rules (2024)

Ring of Evasion

Ring of Evasion

Ring, rare (requires attunement)
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This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.

Source: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Feather Falling

Ring of Feather Falling

Ring, rare (requires attunement)
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When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.

Source: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Free Action

Ring of Free Action

Ring, rare (requires attunement)
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While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

Source: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Invisibility

Ring of Invisibility

Ring, legendary (requires attunement)
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While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.

Source: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Jumping

Ring of Jumping

Ring, uncommon (requires attunement)

While wearing this ring, you can cast Jump from it, but can target only yourself when you do so.

Source: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Mind Shielding

Ring of Mind Shielding

Ring, uncommon (requires attunement)
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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 take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, 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: Dungeon Master's Guide (2024) p. 293. Available in the SRD and the Free Rules (2024)

Ring of Protection

Ring of Protection

Ring, rare (requires attunement)
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You gain a +1 bonus to Armor Class and saving throws while wearing this ring.

Source: Dungeon Master's Guide (2024) p. 294. Available in the SRD and the Free Rules (2024)

Ring of Regeneration

Ring of Regeneration

Ring, very rare (requires attunement)
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While wearing this ring, you regain 1d6 Hit Points every 10 minutes if 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: Dungeon Master's Guide (2024) p. 294. Available in the SRD and the Free Rules (2024)

Ring of Resistance

Ring of Resistance

Ring, rare

You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the DM chooses or determines randomly by rolling on the following table.

dice: 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
Items in this group:

Source: Dungeon Master's Guide (2024) p. 294. Available in the SRD and the Free Rules (2024)

Ring of Shooting Stars

Ring of Shooting Stars

Ring, very rare (requires attunement)
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You can cast Dancing Lights or Light from the ring.

The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below.

Faerie Fire

You can expend 1 charge to cast Faerie Fire from the ring.

Lightning Spheres

You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning.

Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, 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 yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage.

Number of Spheres Lightning Damage
1 4d12
2 5d4
3 2d6
4 2d4

Shooting Stars

You can expend 1 to 3 charges as a Magic 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 yourself. Each creature in a 15-foot Cube originating from that point is showered in sparks and makes a DC 15 Dexterity saving throw, taking 5d4 Radiant damage on a failed save or half as much damage on a successful one.

Source: Dungeon Master's Guide (2024) p. 294. Available in the SRD and the Free Rules (2024)

Ring of Spell Storing

Ring of Spell Storing

Ring, rare (requires attunement)
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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 DM.

Any creature can cast a spell of level 1 through 5 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: Dungeon Master's Guide (2024) p. 295. Available in the SRD and the Free Rules (2024)

Ring of Spell Turning

Ring of Spell Turning

Ring, legendary (requires attunement)
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While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.

Source: Dungeon Master's Guide (2024) p. 295. Available in the SRD and the Free Rules (2024)

Ring of Swimming

Ring of Swimming

Ring, uncommon

You have a Swim Speed of 40 feet while wearing this ring.

Source: Dungeon Master's Guide (2024) p. 295. Available in the SRD and the Free Rules (2024)

Ring of Telekinesis

Ring of Telekinesis

Ring, very rare (requires attunement)
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While wearing this ring, you can cast Telekinesis from it.

Source: Dungeon Master's Guide (2024) p. 295. Available in the SRD and the Free Rules (2024)

Ring of the Ram

Ring of the Ram

Ring, rare (requires attunement)
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This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. 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 a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.

Source: Dungeon Master's Guide (2024) p. 296. Available in the SRD and the Free Rules (2024)

Ring of Three Wishes

Ring of Three Wishes

Ring, legendary
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While wearing this ring, you can expend 1 of its 3 charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.

Source: Dungeon Master's Guide (2024) p. 296. Available in the SRD and the Free Rules (2024)

Ring of Warmth

Ring of Warmth

Ring, uncommon (requires attunement)
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If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8.

In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.

Source: Dungeon Master's Guide (2024) p. 296. Available in the SRD and the Free Rules (2024)

Ring of Water Walking

Ring of Water Walking

Ring, uncommon
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While wearing this ring, you cast Water Walk from it, targeting only yourself.

Source: Dungeon Master's Guide (2024) p. 296. Available in the SRD and the Free Rules (2024)

Ring of X-Ray Vision

Ring of X-ray Vision

Ring, rare (requires attunement)
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While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. 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 or a thin sheet of lead block the vision.

Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.

Source: Dungeon Master's Guide (2024) p. 296. Available in the SRD and the Free Rules (2024)

Rival Coin

Rival Coin

Wondrous item, common
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This gold coin has a creature embossed on each side. The two depicted creatures must be famous rivals or enemies of each other. For example, a Rival Coin might show "Iggwilv" on one side and "Mordenkainen" on the other, or "Venger" on one side and "Tiamat" on the other. One of these figures is on the "heads" side of the coin, the other on the "tails" side.

The coin has 1 charge and regains its expended charge daily at dawn. You can take a Magic action to toss the coin, expending its charge. Roll any die to determine whether the coin comes up heads (on an even number) or tails (on an odd number). The roll also determines the effect:

  • Heads. Target one creature you can see within 60 feet of yourself. The target makes a DC 13 Wisdom saving throw. On a failed save, the target takes 2d4 Psychic damage and has Disadvantage on the next attack roll it makes before the end of its next turn. On a successful save, the target takes half as much damage only.
  • Tails. You take 1d4 Psychic damage.

Source: Dungeon Master's Guide (2024) p. 296

Robe of Eyes

Robe of Eyes

Wondrous item, rare (requires attunement)
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This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:

Drawbacks

A Light spell cast on the robe or a Daylight spell cast within 5 feet of the robe gives you the Blinded condition for 1 minute. At the end of each of your turns, you make a Constitution saving throw (DC 11 for Light or DC 15 for Daylight), ending the condition on yourself on a success.

Source: Dungeon Master's Guide (2024) p. 297. Available in the SRD and the Free Rules (2024)

Robe of Scintillating Colors

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 take a Magic 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, and creatures that can see you have Disadvantage on attack rolls against you. 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 have the Stunned condition until the effect ends.

Source: Dungeon Master's Guide (2024) p. 297. Available in the SRD and the Free Rules (2024)

Robe of Stars

Robe of Stars

Wondrous item, very rare (requires attunement)
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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 take a Magic action to remove one of the stars and expend it to cast the level 5 version of Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.

While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic 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: Dungeon Master's Guide (2024) p. 297. Available in the SRD and the Free Rules (2024)

Robe of the Archmagi

Robe of the Archmagi

Wondrous item, legendary (requires attunement by a sorcerer, warlock, or wizard)
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This elegant garment is made from exquisite cloth and adorned with runes.

You gain these benefits while wearing the robe.

Armor

If you aren't wearing armor, your base Armor Class is 15 plus your Dexterity modifier.

Magic Resistance

You have Advantage on saving throws against spells and other magical effects.

War Mage

Your spell save DC and spell attack bonus each increase by 2.

Source: Dungeon Master's Guide (2024) p. 298. Available in the SRD and the Free Rules (2024)

Robe of Useful Items

Robe of Useful Items

Wondrous item, uncommon
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This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic 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:

In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly by rolling on the following table.

dice: 1d100 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 Riding Horse with a Riding Saddle
52-59 Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself
60-68 4 Potions of Healing
69-75 Rowboat (12 feet long)
76-83 Spell Scroll containing one spell of level 1, 2, or 3 (your choice)
84-90 2 Mastiffs
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: Dungeon Master's Guide (2024) p. 298. Available in the SRD and the Free Rules (2024)

Rod of Absorption

Rod of Absorption

Rod, very rare (requires attunement)
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  • Weight: 2.0 lbs.

While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create 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. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. 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 level 5. 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 level 3 spell slot.

A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

Source: Dungeon Master's Guide (2024) p. 299. Available in the SRD and the Free Rules (2024)

Rod of Alertness

Rod of Alertness

Rod, very rare (requires attunement)

  • Weight: 2.0 lbs.

This rod has the following properties.

Alertness

While holding the rod, you have Advantage on Wisdom (Perception) checks and on Initiative rolls.

Spells

While holding the rod, you can cast the following spells from it:

Protective Aura

As a Magic action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds Bright Light in a 60-foot radius and Dim Light for an additional 60 feet. While in that Bright Light, you and your allies gain a +1 bonus to Armor Class and saving throws and can sense the location of any Invisible creature that is also in the Bright Light.

The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 299. Available in the SRD and the Free Rules (2024)

Rod of Lordly Might

Rod of Lordly Might

Rod, legendary (requires attunement)
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  • Weight: 2.0 lbs.

This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls 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.

Buttons

You can press one of the following buttons as a Bonus Action; a button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form:

  • Button 1. A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit.
  • 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 rolls and damage rolls made with it.
  • 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 rolls and damage rolls made with it.
  • Button 4. The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. 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.
  • Button 5. The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers.
  • 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.

Drain Life

When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to half that Necrotic damage. Once used, this property can't be used again until the next dawn.

Paralyze

When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failed save, the target has the Paralyzed condition for 1 minute. The target repeats the save at the end of each of its turns, ending the effect on a success. Once used, this property can't be used again until the next dawn.

Terrify

While holding the rod, you can take a Magic action to force each creature you can see within 30 feet of yourself to make a DC 17 Wisdom saving throw. On a failed save, a target has the Frightened condition for 1 minute. A Frightened target repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 300. Available in the SRD and the Free Rules (2024)

Rod of Resurrection

Rod of Resurrection

Rod, legendary (requires attunement)
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  • Weight: 2.0 lbs.

The rod has 5 charges. While you hold it, you can cast one 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 you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.

Source: Dungeon Master's Guide (2024) p. 301. Available in the SRD and the Free Rules (2024)

Rod of Rulership

Rod of Rulership

Rod, rare (requires attunement)
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  • Weight: 2.0 lbs.

You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 301. Available in the SRD and the Free Rules (2024)

Rod of Security

Rod of Security

Rod, very rare

  • Weight: 2.0 lbs.

While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane.

For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down).

When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.

Source: Dungeon Master's Guide (2024) p. 301. Available in the SRD and the Free Rules (2024)

Rod of the Pact Keeper

Rod of the Pact Keeper

Rod (requires attunement by a warlock)

  • Weight: 2.0 lbs.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 301

Rope of Climbing

Rope of Climbing

Wondrous item, uncommon

This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination 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 ability checks made to climb using the rope.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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: Dungeon Master's Guide (2024) p. 301. Available in the SRD and the Free Rules (2024)

Rope of Entanglement

Rope of Entanglement

Wondrous item, rare
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This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand).

A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space.

The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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: Dungeon Master's Guide (2024) p. 301. Available in the SRD and the Free Rules (2024)

Rope of Mending

Rope of Mending

Wondrous item, common

This 50-foot coil of rope can repair itself when cut into any number of smaller pieces. As a Magic action, you can cause all pieces of the rope that are in contact with each other and not otherwise in use to knit back together. A Rope of Mending is forever shortened if a section of it is lost or destroyed.

Source: Dungeon Master's Guide (2024) p. 302

Ruby of the War Mage

Ruby of the War Mage

Wondrous item, spellcasting focus, common (requires attunement by a spellcaster)

Etched with eldritch runes, this 1-inch-diameter ruby allows you to use a Simple or Martial weapon as a Spellcasting Focus for your spells. For this property to work, you must attach the ruby to the weapon by pressing the ruby against it for at least 10 minutes. Thereafter, the ruby can't be removed unless you detach it as a Magic action, the weapon is destroyed, or your Attunement to the ruby ends.

Source: Dungeon Master's Guide (2024) p. 302

S

Saddle of the Cavalier

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: Dungeon Master's Guide (2024) p. 302

Scarab of Protection

Scarab of Protection

Wondrous item, legendary (requires attunement)
/Rules/Source/items/img/scarab-of-protection.webpright wmed

  • Weight: 1.0 lbs.

This beetle-shaped medallion provides three benefits while it is on your person.

Defense

You gain a +1 bonus to Armor Class.

Preservation

The scarab has 12 charges. If you fail a saving throw against a Necromancy spell or a harmful effect originating from an Undead, you can take a 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.

Spell Resistance

You have Advantage on saving throws against spells.

Source: Dungeon Master's Guide (2024) p. 302. Available in the SRD and the Free Rules (2024)

Scimitar of Speed

Scimitar of Speed

Weapon (scimitar), very rare (requires attunement)
/Rules/Source/items/img/scimitar-of-speed.webpright wmed

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

You gain a +2 bonus to attack rolls 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: Dungeon Master's Guide (2024) p. 302. Available in the SRD and the Free Rules (2024)

Scroll of Protection

Scroll of Protection

Scroll, rare
/Rules/Source/items/img/scroll-of-protection.webpright wmed

Each Scroll of Protection works against creatures of a specific creature type chosen by the DM or determined by rolling on the following table.

dice: 1d100 Creature Type
01-10 Aberrations
11-15 Beasts
16-20 Celestials
21-25 Constructs
26-35 Dragons
36-45 Elementals
46-50 Humanoids
51-60 Fey
61-70 Fiends
71-75 Giants
76-80 Monstrosities
81-85 Oozes
86-90 Plants
91-00 Undead

Using a Magic action to read the scroll creates a 5-foot Emanation originating from you. For 5 minutes, creatures of the specified type can't enter or affect anything in the area. However, if you move in such a way that a creature of the specified type would be inside the area, the effect ends.

As a Magic action, a creature within 5 feet of the Emanation can attempt to overcome it, which forces the creature to make a DC 15 Charisma saving throw. On a successful save, the creature ceases to be affected by the Emanation.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 302

Scroll of Titan Summoning

Scroll of Titan Summoning

Scroll, legendary

When you take a Magic action to read this scroll, a particular titan named in the scroll appears in an unoccupied space on the ground or in water that you can see within 1 mile of yourself. The DM picks a suitable titan or determines it randomly by rolling on the table below.

The titan is Hostile toward all other creatures and disappears when it drops to 0 Hit Points. If the titan is summoned into a space that isn't large enough to contain it, the summoning fails, and the scroll is wasted.

dice: 1d100 Titan
01-15 Animal Lord
16-30 Blob of Annihilation
31-45 Colossus
46-60 Elemental Cataclysm
61-75 Empyrean
76-90 Kraken (a kraken requires a body of water large enough to contain it, or the summoning fails and the scroll is wasted)
91-100 Tarrasque
Items in this group:

Source: Dungeon Master's Guide (2024) p. 303

Sending Stones

Sending Stones

Wondrous item, uncommon
/Rules/Source/items/img/sending-stones.webpright wmed

Sending Stones come in pairs, with each stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can cast Sending from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone, and you don't cast the spell.

Once Sending is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.

Source: Dungeon Master's Guide (2024) p. 303. Available in the SRD and the Free Rules (2024)

Sentinel Shield

Sentinel Shield

Armor (shield), uncommon

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

Source: Dungeon Master's Guide (2024) p. 303. Available in the SRD and the Free Rules (2024)

+1 Shield

+1 Shield

Armor (shield), uncommon

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have a +1 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Source: Dungeon Master's Guide (2024) p. 303. Available in the SRD and the Free Rules (2024)

+2 Shield

+2 Shield

Armor (shield), rare

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have a +2 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Source: Dungeon Master's Guide (2024) p. 303. Available in the SRD and the Free Rules (2024)

+3 Shield

+3 Shield

Armor (shield), very rare

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have a +3 bonus to Armor Class, in addition to the Shield's normal bonus to AC.

Source: Dungeon Master's Guide (2024) p. 303. Available in the SRD and the Free Rules (2024)

Shield of Expression

Shield of Expression

Armor (shield), common

  • Armor Class: 2
  • Weight: 6.0 lbs.

The front of this Shield is shaped in the likeness of a face. While bearing the Shield, you can take a Bonus Action to alter the face's expression.

Source: Dungeon Master's Guide (2024) p. 303

Shield of Missile Attraction

Shield of Missile Attraction

Armor (shield), cursed item, rare (requires attunement)
/Rules/Source/items/img/shield-of-missile-attraction.webpright wmed

  • Armor Class: 2
  • Properties: Cursed
  • Weight: 6.0 lbs.

While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.

Curse

This Shield is cursed. Attuning to it curses you until you are targeted by a Remove Curse spell or similar magic. Removing the Shield fails to end the curse on you. Whenever an attack with a Ranged weapon targets a creature within 10 feet of you, the curse causes you to become the target instead.

Source: Dungeon Master's Guide (2024) p. 304. Available in the SRD and the Free Rules (2024)

Shield of the Cavalier

Shield of the Cavalier

Armor (shield), very rare (requires attunement)
/Rules/Source/items/img/shield-of-the-cavalier.webpright wmed

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC.

The Shield has the following additional properties that you can use while holding it.

Forceful Bash

When you take the Attack action, you can make one of the attack rolls using the Shield against a target within 5 feet of yourself. Apply your Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push it up to 10 feet directly away from yourself. If the creature is your size or smaller, you can also knock it down, giving it the Prone condition.

Protective Field

As a Reaction, when you or an ally you can see within 5 feet of you is targeted by an attack or makes a saving throw against an area of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When the Emanation appears, any creatures or objects not fully contained within it are pushed into the nearest unoccupied spaces outside it. The attack or area of effect that triggered the Reaction has no effect on creatures and objects inside the Emanation, which lasts as long as you maintain Concentration, up to 1 minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can't be damaged by attacks or effects originating from outside, nor can a creature inside the Emanation damage anything outside it. Once this property is used, it can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 304. Available in the SRD and the Free Rules (2024)

Silvered Weapon

Silvered Weapon

Common

An alchemical process has bonded silver to this magic weapon. When you score a Critical Hit with it against a creature that is shape-shifted, the weapon deals one additional die of damage.

Variants:

Silvered Antimatter Rifle

Silvered Automatic Rifle

Silvered Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Silvered, Versatile
  • Weight: 4.0 lbs.

Silvered Blowgun

Silvered Club

  • Damage: 1d4 bludgeoning
  • Properties: Light, Silvered
  • Weight: 2.0 lbs.

Silvered Dagger

Silvered Dart

Silvered Double-Bladed Scimitar

Silvered Flail

  • Damage: 1d8 bludgeoning
  • Properties: Silvered
  • Weight: 2.0 lbs.

Silvered Glaive

Silvered Greataxe

Silvered Greatclub

Silvered Greatsword

Silvered Halberd

Silvered Hand Crossbow

Silvered Handaxe

Silvered Heavy Crossbow

Silvered Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light, Silvered
  • Weight: 2.0 lbs.

Silvered Hoopak

Silvered Hunting Rifle

Silvered Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Silvered, Thrown
  • Weight: 2.0 lbs.

Silvered Lance

Silvered Laser Pistol

Silvered Laser Rifle

Silvered Light Crossbow

Silvered Light Hammer

Silvered Light Repeating Crossbow

Silvered Longbow

Silvered Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Silvered, Versatile
  • Weight: 3.0 lbs.

Silvered Mace

  • Damage: 1d6 bludgeoning
  • Properties: Silvered
  • Weight: 4.0 lbs.

Silvered Maul

Silvered Morningstar

  • Damage: 1d8 piercing
  • Properties: Silvered
  • Weight: 4.0 lbs.

Silvered Musket

Silvered Pike

Silvered Pistol

Silvered Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Silvered, Versatile
  • Weight: 4.0 lbs.

Silvered Rapier

Silvered Revolver

Silvered Scimitar

Silvered Semiautomatic Pistol

Silvered Shortbow

Silvered Shortsword

Silvered Shotgun

Silvered Sickle

  • Damage: 1d4 slashing
  • Properties: Light, Silvered
  • Weight: 2.0 lbs.

Silvered Sling

Silvered Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Silvered, Thrown, Versatile
  • Weight: 3.0 lbs.

Silvered Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Silvered Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Silvered, Thrown, Versatile
  • Weight: 4.0 lbs.

Silvered War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Silvered, Versatile
  • Weight: 2.0 lbs.

Silvered Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Silvered, Versatile
  • Weight: 5.0 lbs.

Silvered Whip

Silvered Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Silvered Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Silvered, Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 304

Slippers of Spider Climbing

Slippers of Spider Climbing

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/slippers-of-spider-climbing.webpright wmed

While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your 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: Dungeon Master's Guide (2024) p. 304. Available in the SRD and the Free Rules (2024)

Smoldering Armor

Smoldering Armor

Common

Wisps of harmless, odorless smoke rise from this armor while it is worn.

Variants:

Smoldering Breastplate

  • Armor Class: 14 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Smoldering Chain Mail

  • Armor Class: 16
  • Strength: Requires 13 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 55.0 lbs.

Smoldering Chain Shirt

  • Armor Class: 13 + Dex modifier (max of +2)
  • Weight: 20.0 lbs.

Smoldering Half Plate Armor

  • Armor Class: 15 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Smoldering Hide Armor

  • Armor Class: 12 + Dex modifier (max of +2)
  • Weight: 12.0 lbs.

Smoldering Leather Armor

  • Armor Class: 11 + Dex modifier
  • Weight: 10.0 lbs.

Smoldering Padded Armor

  • Armor Class: 11 + Dex modifier
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 8.0 lbs.

Smoldering Plate Armor

  • Armor Class: 18
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 65.0 lbs.

Smoldering Ring Mail

  • Armor Class: 14
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 40.0 lbs.

Smoldering Scale Mail

  • Armor Class: 14 + Dex modifier (max of +2)
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 45.0 lbs.

Smoldering Splint Armor

  • Armor Class: 17
  • Strength: Requires 15 STR.
  • Stealth: The wearer has disadvantage on Stealth (DEX) checks.
  • Weight: 60.0 lbs.

Smoldering Studded Leather Armor

  • Armor Class: 12 + Dex modifier
  • Weight: 13.0 lbs.

Source: Dungeon Master's Guide (2024) p. 305

Sovereign Glue

Sovereign Glue

Wondrous item, legendary
/Rules/Source/items/img/sovereign-glue.webpright wmed

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. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied 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: Dungeon Master's Guide (2024) p. 305. Available in the SRD and the Free Rules (2024)

Spell Scroll

Spell Scroll

Scroll
/Rules/Source/items/img/spell-scroll.webpright wmed

Items in this group:

Source: Dungeon Master's Guide (2024) p. 305. Available in the SRD and the Free Rules (2024)

Spellguard Shield

Spellguard Shield

Armor (shield), very rare (requires attunement)
/Rules/Source/items/img/spellguard-shield.webpright wmed

  • Armor Class: 2
  • Weight: 6.0 lbs.

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

Source: Dungeon Master's Guide (2024) p. 305. Available in the SRD and the Free Rules (2024)

Sphere of Annihilation

Sphere of Annihilation

Wondrous item, legendary
/Rules/Source/items/img/sphere-of-annihilation.webpright wmed

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 8d10 Force damage.

Controlling the Sphere

A Sphere of Annihilation is stationary until someone takes control of it. If you are within 60 feet of a sphere, you can take a Magic action to make a DC 25 Intelligence (Arcana) check. On a successful check, you control the sphere until the start of your next turn, and if it was under another creature's control, that creature loses control of the sphere. On a failed check, the sphere moves 10 feet toward you in a straight line.

While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains.

Sphere Interactions

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.

dice: 1d100 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 the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.

Source: Dungeon Master's Guide (2024) p. 306. Available in the SRD and the Free Rules (2024)

Spirit Board

Spirit Board

Wondrous item, very rare
/Rules/Source/items/img/spirit-board.webpright wmed

This ornate wooden board has the letters of the Common alphabet printed on one side, alongside the words "Yes" and "No" and symbols representing "Weal" and "Woe." The board comes with a heart-shaped, wooden planchette. This planchette must be resting on the lettered side of the board for the board's magic to function.

This board has 3 charges and regains 1 expended charge daily at dawn. While touching the planchette, you can take 1 minute to cast one of the spells on the table below. The table indicates how many charges you must expend to cast the spell. As you cast the spell, you call on the spirits of the dead to help guide the planchette across the board's surface, answering your questions by pointing to the letters or words on the board.

Spell Charge Cost
Augury 1
Commune 3

Source: Dungeon Master's Guide (2024) p. 306

Staff of Adornment

Staff of Adornment

Staff, weapon, common

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

If you place a Tiny object weighing no more than 1 pound (such as a shard of crystal, an egg, or a stone) above the tip of this staff while holding it, the object floats an inch from the staff's tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.

Source: Dungeon Master's Guide (2024) p. 306

Staff of Birdcalls

Staff of Birdcalls

Staff, weapon, common

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This wooden staff is decorated with bird carvings. It has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause it to create one of the following sounds, which can be heard out to 120 feet: a finch's chirp, a raven's caw, a duck's quack, a chicken's cluck, a goose's honk, a loon's call, a turkey's gobble, a seagull's cry, an owl's hoot, or an eagle's shriek.

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff explodes in a harmless cloud of bird feathers and is lost forever.

Source: Dungeon Master's Guide (2024) p. 307

Staff of Charming

Staff of Charming

Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
/Rules/Source/items/img/staff-of-charming.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 10 charges. While holding the staff, you can use any of its properties:

  • Cast Spell. You can expend 1 of the staff's charges to cast Charm Person, Command, or Comprehend Languages from it using your spell save DC.
  • Reflect Enchantment. If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
  • Resist Enchantment. If you 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.

Regaining Charges

The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles to dust and is destroyed.

Source: Dungeon Master's Guide (2024) p. 307. Available in the SRD and the Free Rules (2024)

Staff of Fire

Staff of Fire

Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
/Rules/Source/items/img/staff-of-fire.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

You have Resistance to Fire damage while you hold this staff.

Spells

The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Burning Hands 1
Fireball 3
Wall of Fire 4

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff crumbles into cinders and is destroyed.

Source: Dungeon Master's Guide (2024) p. 307. Available in the SRD and the Free Rules (2024)

Staff of Flowers

Staff of Flowers

Staff, weapon, common
/Rules/Source/items/img/staff-of-flowers.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This wooden staff has 10 charges. While holding it, you can take a Magic action to expend 1 charge from the staff and cause a flower to sprout from a patch of earth or soil within 5 feet of yourself, or from the staff itself. Unless you choose a specific kind of flower, the staff creates a mild-scented daisy. The flower is harmless and nonmagical, and it grows or withers as a normal flower would.

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns into flower petals and is lost forever.

Source: Dungeon Master's Guide (2024) p. 308

Staff of Frost

Staff of Frost

Staff, weapon, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
/Rules/Source/items/img/staff-of-frost.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

You have Resistance to Cold damage while you hold this staff.

Spells

The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cone of Cold 5
Fog Cloud 1
Ice Storm 4
Wall of Ice 4

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.

Source: Dungeon Master's Guide (2024) p. 308. Available in the SRD and the Free Rules (2024)

Staff of Healing

Staff of Healing

Staff, weapon, rare (requires attunement by a bard, cleric, or druid)
/Rules/Source/items/img/staff-of-healing.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cure Wounds 1 charge per spell level (maximum 4 for a level 4 spell)
Lesser Restoration 2
Mass Cure Wounds 5

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff vanishes in a flash of light, lost forever.

Source: Dungeon Master's Guide (2024) p. 308. Available in the SRD and the Free Rules (2024)

Staff of Power

Staff of Power

Staff, weapon, very rare (requires attunement by a sorcerer, warlock, or wizard)
/Rules/Source/items/img/staff-of-power.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.

Spells

While holding the staff , you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Cone of Cold 5
Fireball (level 5 version) 5
Globe of Invulnerability 6
Hold Monster 5
Levitate 2
Lightning Bolt (level 5 version) 5
Magic Missile 1
Ray of Enfeeblement 1
Wall of Force 5

Regaining Charges

The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff retains its +2 bonus to attack rolls and damage rolls but loses all other properties. On a 20, the staff regains 1d8 + 2 charges.

Retributive Strike

You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Source: Dungeon Master's Guide (2024) p. 308. Available in the SRD and the Free Rules (2024)

Staff of Striking

Staff of Striking

Staff, weapon, very rare (requires attunement)

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls 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 charges. For each charge you expend, the target takes an extra 1d6 Force damage.

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff becomes a nonmagical Quarterstaff.

Source: Dungeon Master's Guide (2024) p. 309. Available in the SRD and the Free Rules (2024)

Staff of Swarming Insects

Staff of Swarming Insects

Staff, weapon, rare (requires attunement by a bard, cleric, druid, sorcerer, warlock, or wizard)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 10 charges.

Insect Cloud

While holding the staff , you can take a Magic action and expend 1 charge to cause a swarm of harmless flying insects to fill a 30-foot Emanation originating from you. The insects remain for 10 minutes, making the area Heavily Obscured for creatures other than you. A strong wind (like that created by Gust of Wind) disperses the swarm and ends the effect.

Spells

While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Giant Insect 4
Insect Plague 5

Regaining Charges

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.

Source: Dungeon Master's Guide (2024) p. 309. Available in the SRD and the Free Rules (2024)

Staff of the Adder

Staff of the Adder

Staff, weapon, uncommon (requires attunement)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

As a Bonus Action, you can turn the head of this staff into that of an animate, venomous snake for 1 minute or revert the staff to its inanimate form.

When you take the Attack action, you can make one of the attack rolls using the animated snake head, which has a reach of 5 feet. Apply your Proficiency Bonus and Wisdom modifier to the attack roll. On a hit, the target takes 1d6 Piercing damage and 3d6 Poison damage.

The snake head can be attacked while it is animate. It has AC 15, HP 20, and Immunity to Poison and Psychic damage. 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: Dungeon Master's Guide (2024) p. 310

Staff of the Magi

Staff of the Magi

Staff, weapon, legendary (requires attunement by a sorcerer, warlock, or wizard)
/Rules/Source/items/img/staff-of-the-magi.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.

Spell Absorption

While holding the staff , you have Advantage on saving throws against spells. In addition, you can take a 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 cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Arcane Lock 0
Conjure Elemental 7
Detect Magic 0
Dispel Magic 3
Enlarge/Reduce 0
Fireball (level 7 version) 7
Flaming Sphere 2
Ice Storm 4
Invisibility 2
Knock 2
Light 0
Lightning Bolt (level 7 version) 7
Mage Hand 0
Passwall 5
Plane Shift 7
Protection from Evil and Good 0
Telekinesis 5
Wall of Fire 4
Web 2

Regaining Charges

The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 20, the staff regains 1d12 + 1 charges.

Retributive Strike

You can take a Magic action to break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in an explosion that fills a 30-foot Emanation originating from itself. 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 times the number of charges in the staff. Each other creature in the area makes a DC 17 Dexterity saving throw. On a failed save, a creature takes Force damage equal to 6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.

Source: Dungeon Master's Guide (2024) p. 310. Available in the SRD and the Free Rules (2024)

Staff of the Python

Staff of the Python

Staff, weapon, uncommon (requires attunement)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a Giant Constrictor Snake in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours.

On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself.

As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. 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: Dungeon Master's Guide (2024) p. 311. Available in the SRD and the Free Rules (2024)

Staff of the Woodlands

Staff of the Woodlands

Staff, weapon, rare (requires attunement by a druid)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.

Spells

While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Animal Friendship 1
Awaken 5
Barkskin 2
Locate Animals or Plants 2
Pass without Trace 2
Speak with Animals 1
Speak with Plants 3
Wall of Thorns 6

Tree Form

You can take a Magic action to plant one end of the staff in earth in an unoccupied space 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 that can be discerned with the Detect Magic spell. While touching the tree and using a Magic action, you return the staff to its normal form. Any creature in the tree falls when the tree reverts to a staff.

Regaining Charges

The staff regains 1d6 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.

Source: Dungeon Master's Guide (2024) p. 311. Available in the SRD and the Free Rules (2024)

Staff of Thunder and Lightning

Staff of Thunder and Lightning

Staff, weapon, very rare (requires attunement)
/Rules/Source/items/img/staff-of-thunder-and-lightning.webpright wmed

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn.

Lightning

When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 Lightning damage (no action required).

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 (no action required). The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn.

Thunder and Lightning

Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.

Lightning Strike

You can take a Magic action to cause a bolt of lightning to leap from the staff's tip in a Line that is 5 feet wide and 120 feet long. Each creature in that Line makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed save or half as much damage on a successful one.

Thunderclap

You can take a Magic action to cause the staff to produce a thunderclap audible out to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only.

Source: Dungeon Master's Guide (2024) p. 311. Available in the SRD and the Free Rules (2024)

Staff of Withering

Staff of Withering

Staff, weapon, rare (requires attunement by a cleric, druid, or warlock)
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  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

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 and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.

Source: Dungeon Master's Guide (2024) p. 312. Available in the SRD and the Free Rules (2024)

Stone of Good Luck

Stone of Good Luck

Wondrous item, uncommon (requires attunement)
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While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

Source: Dungeon Master's Guide (2024) p. 312. Available in the SRD and the Free Rules (2024)

Sun Blade

Sun Blade

Weapon (longsword), rare (requires attunement)
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  • Damage:
    • One-handed: 1d8 radiant
    • Two-handed: 1d10 radiant
  • Properties: Finesse, Versatile
  • Weight: 3.0 lbs.

This item appears to be a sword hilt.

Blade of Radiance

While grasping the hilt, you can take 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 weapon functions as a Longsword with Finesse. If you are proficient with Longswords or Shortswords, you are proficient with the Sun Blade.

You gain a +2 bonus to attack rolls 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.

Sunlight

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 take a Magic action to expand or reduce its radius of Bright Light and Dim Light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Source: Dungeon Master's Guide (2024) p. 312. Available in the SRD and the Free Rules (2024)

Sword of Answering

Sword of Answering

Weapon (longsword), legendary (requires attunement)

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

You gain a +3 bonus to attack rolls and damage rolls made with this sword. In addition, while you hold the sword, you can take a Reaction to make one 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 Immunity or Resistance the target has to that damage.

Source: Dungeon Master's Guide (2024) p. 313

Sword of Kas

Sword of Kas

Weapon (longsword), artifact (requires attunement)
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  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Kas was a powerful warrior who served "Vecna" and whose loyalty was rewarded with this sword. As Kas's power grew, so did his hubris. The sword urged Kas to destroy Vecna and usurp his throne. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind.

Bloodthirst

The sword thirsts for blood. If the sword doesn't taste blood on its blade within 1 minute of being drawn from its scabbard, its wielder makes a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 Psychic damage. On a failed save, the wielder is dominated by the sword, as if by the Dominate Monster spell, and the sword demands blood. The spell effect ends when the sword's demand is met.

Magic Weapon

You gain a +3 bonus to attack rolls and damage rolls made with the sword, which scores a Critical Hit on a roll of 19 or 20 on the d20 and deals an extra 2d10 Slashing damage to Undead.

Random Properties

The sword has the following random properties:

Spells

While the sword is on your person, you can cast the following spells (save DC 18) from it:

Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.

Spirit of Kas

While the sword is on your person, you gain the following benefits:

  • Battle Hunger. You add 1d10 to your Initiative rolls.
  • Blade of Defense. When you take an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
  • Necrotic Resistance. You have Resistance to Necrotic damage.

Sentience

The Sword of Kas is a sentient Chaotic Evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Common.

Personality

The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich's works, and foiling his machinations all help to fulfill this goal.

The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna.

Destroying the Sword

A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the Wish property of those combined Artifacts to unmake the Sword of Kas, provided the sword is within 30 feet of the spell's caster. Upon casting Wish, the creature makes a DC 18 Charisma saving throw. On a failed save, nothing happens, and the Wish spell is wasted. On a successful save, the Sword of Kas is destroyed.

Source: Dungeon Master's Guide (2024) p. 313

Sword of Life Stealing

Sword of Life Stealing

Rare (requires attunement)
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When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.

Variants:

Glaive of Life Stealing

Greatsword of Life Stealing

Longsword of Life Stealing

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Rapier of Life Stealing

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Scimitar of Life Stealing

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Shortsword of Life Stealing

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 314. Available in the SRD and the Free Rules (2024)

Sword of Sharpness

Sword of Sharpness

Very rare (requires attunement)
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When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.

Variants:

Glaive of Sharpness

Greatsword of Sharpness

Longsword of Sharpness

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Scimitar of Sharpness

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 314. Available in the SRD and the Free Rules (2024)

Sword of Vengeance

Sword of Vengeance

Cursed item, uncommon (requires attunement)

You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon.

Curse

This weapon is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the weapon, keeping it on your person at all times. While attuned to this weapon, you have Disadvantage on attack rolls made with weapons other than this one.

In addition, while the weapon is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage from another creature in combat. On a failed save, you must attack the creature that damaged you until you drop to 0 Hit Points or it does or until you can't reach the creature to make a melee attack against it.

You can break the curse in the usual ways. Alternatively, casting Banishment on the weapon forces the vengeful spirit to leave it. The weapon then becomes a +1 Weapon with no other properties.

Variants:

Glaive of Vengeance

Greatsword of Vengeance

Longsword of Vengeance

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Cursed, Versatile
  • Weight: 3.0 lbs.

Rapier of Vengeance

  • Damage: 1d8 piercing
  • Properties: Cursed, Finesse
  • Weight: 2.0 lbs.

Scimitar of Vengeance

Shortsword of Vengeance

Source: Dungeon Master's Guide (2024) p. 314

Sword of Wounding

Sword of Wounding

Rare (requires attunement)

When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.

Variants:

Glaive of Wounding

Greatsword of Wounding

Longsword of Wounding

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Rapier of Wounding

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Scimitar of Wounding

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Shortsword of Wounding

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Source: Dungeon Master's Guide (2024) p. 314. Available in the SRD and the Free Rules (2024)

Sylvan Talon

Sylvan Talon

Common (requires attunement)
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While this weapon is on your person, you understand the non-written communication of all Fey, and they understand yours.

Secret Message

As a Magic action, you can use the weapon to cast Message. Once this property is used, it can't be used again until the next dawn.

Variants:

Sylvan Talon Dagger

Sylvan Talon Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Sylvan Talon Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Sylvan Talon Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Sylvan Talon Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Sylvan Talon Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 314

T

Talisman of Pure Good

Talisman of Pure Good

Wondrous item, legendary (requires attunement by a cleric or paladin)

  • Weight: 1.0 lbs.

This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.

Holy Symbol

You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.

Pure Rebuke

The talisman has 7 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Fiend or an Undead, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, 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: Dungeon Master's Guide (2024) p. 314. Available in the SRD and the Free Rules (2024)

Talisman of the Sphere

Talisman of the Sphere

Wondrous item, legendary (requires attunement)
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  • Weight: 1.0 lbs.

While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a Sphere of Annihilation. In addition, when you start your turn in control of a Sphere of Annihilation, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.

Source: Dungeon Master's Guide (2024) p. 315. Available in the SRD and the Free Rules (2024)

Talisman of Ultimate Evil

Talisman of Ultimate Evil

Wondrous item, legendary (requires attunement)
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  • Weight: 1.0 lbs.

This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman.

Holy Symbol

You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it.

Ultimate End

The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, 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: Dungeon Master's Guide (2024) p. 315. Available in the SRD and the Free Rules (2024)

Talking Doll

Talking Doll

Wondrous item, common (requires attunement)
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While this doll is within 5 feet of you, you can spend a Short Rest telling it to say up to six phrases, none of which can be more than six words long, and set a condition under which the doll speaks each phrase. You can also replace old phrases with new ones. Whatever the condition, it must occur within 5 feet of the doll to make it speak. For example, whenever someone picks up the doll, it might say, "I want a piece of candy." The doll's phrases are lost when your Attunement to the doll ends.

Source: Dungeon Master's Guide (2024) p. 315

Tankard of Sobriety

Tankard of Sobriety

Wondrous item, common

This tankard has a stern face sculpted into one side. You can drink ale, wine, or any other nonmagical alcoholic beverage poured into it without becoming inebriated. The tankard has no effect on magical liquids or harmful substances such as poison.

Source: Dungeon Master's Guide (2024) p. 315

Tentacle Rod

Tentacle Rod

Rod, rare (requires attunement)
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  • Weight: 2.0 lbs.

This rod ends in three rubbery tentacles. While holding the rod, you can take a Magic action to direct the tentacles to stretch outward, each one attacking a creature you can see within 15 feet of yourself. For each tentacle, make a melee attack roll with a +9 bonus. A tentacle deals 1d6 Psychic damage on a hit. If you hit the same target with all three tentacles, the target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition until you have the Incapacitated condition, until you take a Bonus Action to release the target, or until the target is no longer within 15 feet of you. While Restrained in this way, the target takes 3d6 Psychic damage at the start of each of its turns. At the end of each of its turns, the target repeats the save, ending the effect on itself on a success.

Source: Dungeon Master's Guide (2024) p. 316

Thunderous Greatclub

Thunderous Greatclub

Weapon (greatclub), very rare (requires attunement)
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  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried.

The weapon has the following additional properties.

Clap of Thunder

As a Magic action, you can strike the weapon against a hard surface to create a loud clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength saving throw or have the Prone condition. Nonmagical objects in the Cone that aren't being worn or carried take 3d8 Thunder damage.

Earthquake

As a Magic action, you can strike the weapon against the ground to create an intense seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact with the ground in that area take 50 Bludgeoning damage, and each creature on the ground in that area must succeed on a DC 20 Dexterity saving throw or have the Prone condition. If that creature is also Concentrating, it must succeed on a DC 20 Constitution saving throw or its Concentration is broken. In addition, you can cause a 30-foot-deep, 10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the fissure opens must make a DC 20 Dexterity saving throw, falling into the fissure on a failed save or moving with the fissure's edge on a successful one. Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it can't be used again until the next dawn.

Source: Dungeon Master's Guide (2024) p. 316. Available in the SRD and the Free Rules (2024)

Tome of Clear Thought

Tome of Clear Thought

Wondrous item, very rare
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  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 317. Available in the SRD and the Free Rules (2024)

Tome of Leadership and Influence

Tome of Leadership and Influence

Wondrous item, very rare
/Rules/Source/items/img/tome-of-leadership-and-influence.webpright wmed

  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 317. Available in the SRD and the Free Rules (2024)

Tome of the Stilled Tongue

Tome of the Stilled Tongue

Wondrous item, spellcasting focus, legendary (requires attunement by a wizard)

  • Weight: 5.0 lbs.

This book has a desiccated tongue pinned to its front cover. Five of these tomes exist, and it's unknown which one is the original. The tongue on the first Tome of the Stilled Tongue belonged to a treacherous former servant of the lich "Vecna". The tongues pinned to the covers of the four 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.

While attuned to this item, you can use it as a Spellbook and an Arcane Focus. In addition, while holding the tome, you can take 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.

Only 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 and can write cryptic messages in it. These messages typically fade away after they are read.

Source: Dungeon Master's Guide (2024) p. 317

Tome of Understanding

Tome of Understanding

Wondrous item, very rare
/Rules/Source/items/img/tome-of-understanding.webpright wmed

  • Weight: 5.0 lbs.

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 increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.

Source: Dungeon Master's Guide (2024) p. 317. Available in the SRD and the Free Rules (2024)

Trident of Fish Command

Trident of Fish Command

Weapon (trident), uncommon (requires attunement)
/Rules/Source/items/img/trident-of-fish-command.webpright wmed

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 15) from it on a Beast that has a Swim Speed.

Source: Dungeon Master's Guide (2024) p. 317. Available in the SRD and the Free Rules (2024)

U

Universal Solvent

Universal Solvent

Wondrous item, legendary
/Rules/Source/items/img/universal-solvent.webpright wmed

This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces.

You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including Sovereign Glue.

Source: Dungeon Master's Guide (2024) p. 318. Available in the SRD and the Free Rules (2024)

V

Veteran's Cane

Veteran's Cane

Wondrous item, common

As a Bonus Action, you can transform this walking cane into an ordinary Longsword or change the Longsword back into a walking cane. In either case, you must be holding the item.

Source: Dungeon Master's Guide (2024) p. 318

Vicious Weapon

Vicious Weapon

Rare
/Rules/Source/items/img/vicious-weapon.webpright wmed

This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.

Variants:

Vicious Antimatter Rifle

Vicious Automatic Rifle

Vicious Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Vicious Blowgun

Vicious Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Vicious Dagger

Vicious Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Vicious Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Vicious Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Vicious Glaive

Vicious Greataxe

Vicious Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Vicious Greatsword

Vicious Halberd

Vicious Hand Crossbow

Vicious Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Vicious Heavy Crossbow

Vicious Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Vicious Hoopak

Vicious Hunting Rifle

Vicious Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Vicious Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Vicious Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Vicious Laser Rifle

Vicious Light Crossbow

Vicious Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Vicious Light Repeating Crossbow

Vicious Longbow

Vicious Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Vicious Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Vicious Maul

Vicious Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Vicious Musket

Vicious Pike

Vicious Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Vicious Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Vicious Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Vicious Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Vicious Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Vicious Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Vicious Shortbow

Vicious Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Vicious Shotgun

Vicious Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Vicious Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Vicious Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Vicious Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Vicious Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Vicious War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Vicious Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Vicious Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Vicious Wooden Staff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Vicious Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 318. Available in the SRD and the Free Rules (2024)

Vorpal Sword

Vorpal Sword

Legendary (requires attunement)
/Rules/Source/items/img/vorpal-sword.webpright wmed

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage.

When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for 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 has Immunity to Slashing damage, if it doesn't have or need a head, or if the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.

Variants:

Vorpal Glaive

Vorpal Greatsword

Vorpal Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Vorpal Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 318. Available in the SRD and the Free Rules (2024)

W

Walloping Ammunition

Walloping Ammunition

Ammunition, common

A creature hit by this ammunition must succeed on a DC 10 Strength saving throw or have the Prone condition.

Variants:

Walloping Arrow

  • Weight: 0.05 lbs.

Walloping Bolt

  • Weight: 0.075 lbs.

Walloping Energy Cell

  • Weight: 0.5 lbs.

Walloping Firearm Bullet

  • Weight: 0.2 lbs.

Walloping Needle

  • Weight: 0.02 lbs.

Walloping Sling Bullet

  • Weight: 0.075 lbs.

Source: Dungeon Master's Guide (2024) p. 318

Wand of Binding

Wand of Binding

Wand, rare (requires attunement)

  • Weight: 1.0 lbs.

This wand has 7 charges.

Spells

While holding the wand, you can cast one of the spells (save DC 17) on the following table from it. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Hold Monster 5
Hold Person 2

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 318. Available in the SRD and the Free Rules (2024)

Wand of Conducting

Wand of Conducting

Wand, common

  • Weight: 1.0 lbs.

This wand has 3 charges. While holding it, you can take a Magic action to expend 1 charge and create orchestral music by waving it around. The music can be heard out to 120 feet and ends when you stop waving the wand.

Regaining Charges

The wand regains all expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, a sad tuba sound plays as the wand crumbles into dust and is destroyed.

Source: Dungeon Master's Guide (2024) p. 319

Wand of Enemy Detection

Wand of Enemy Detection

Wand, rare (requires attunement)
/Rules/Source/items/img/wand-of-enemy-detection.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 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 Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 319. Available in the SRD and the Free Rules (2024)

Wand of Fear

Wand of Fear

Wand, rare (requires attunement)
/Rules/Source/items/img/wand-of-fear.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges.

Spells

While holding the wand, you can cast one of the spells (save DC 15) on the following table from it. The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Command ("flee" or "grovel" only) 1
Fear (60-foot Cone) 3

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 319. Available in the SRD and the Free Rules (2024)

Wand of Fireballs

Wand of Fireballs

Wand, rare (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-fireballs.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Fireball (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 319. Available in the SRD and the Free Rules (2024)

Wand of Lightning Bolts

Wand of Lightning Bolts

Wand, rare (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-lightning-bolts.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Lightning Bolt (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 320. Available in the SRD and the Free Rules (2024)

Wand of Magic Detection

Wand of Magic Detection

Wand, uncommon
/Rules/Source/items/img/wand-of-magic-detection.webpright wmed

  • Weight: 1.0 lbs.

This wand has 3 charges. While holding it, you can expend 1 charge to cast Detect Magic from it. The wand regains 1d3 expended charges daily at dawn.

Source: Dungeon Master's Guide (2024) p. 320. Available in the SRD and the Free Rules (2024)

Wand of Magic Missiles

Wand of Magic Missiles

Wand, uncommon
/Rules/Source/items/img/wand-of-magic-missiles.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast Magic Missile from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 320. Available in the SRD and the Free Rules (2024)

Wand of Orcus

Wand of Orcus

Weapon (mace), wand, artifact (requires attunement)
/Rules/Source/items/img/wand-of-orcus.webpright wmed

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Crafted and wielded by Orcus, this ghastly wand slips from the demon lord's grasp from time to time. When it does, it magically appears wherever the demon lord senses an opportunity to achieve some fell goal.

The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water within 10 feet of the wand is destroyed.

Any creature besides Orcus that tries to attune to the wand makes a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 Necrotic damage. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.

Magic Weapon

You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The wand deals an extra 2d12 Necrotic damage on a hit.

Random Properties

The Wand of Orcus has the following random properties:

The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus.

Protection

You gain a +3 bonus to Armor Class while holding the wand.

Spells

The wand has 7 charges and regains 1d4 + 3 expended charges daily at dawn. While holding the wand, you can cast one of the spells on the following table from it (save DC 18). The table indicates how many charges you must expend to cast the spell.

Spell Charge Cost
Animate Dead 1
Blight 2
Circle of Death 3
Finger of Death 3
Power Word Kill 4
Speak with Dead 1

While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).

Call Undead

While holding the wand, you can take a Magic action to conjure 15 Skeletons and 15 Zombies. These Undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until the next dawn, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property, you can't use it again until the next dawn.

While holding the wand, Orcus can summon any kind of Undead, not just skeletons and zombies. These Undead don't perish at dawn the following day, remaining until Orcus dismisses them.

Sentience

The Wand of Orcus is a sentient Chaotic Evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and Darkvision out to 120 feet.

The wand communicates telepathically with its wielder and speaks Abyssal and Common.

Personality

The wand's purpose is to help satisfy Orcus's desire to slay everything in the multiverse. The wand is cruel, nihilistic, and bereft of humor.

To further Orcus's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.

Destroying the Wand

Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.

Bathing the wand in positive energy (such as that which permeates the Positive Plane) causes it to crack and explode, but unless the above conditions are met, the wand instantly re-forms on Orcus's layer of the Abyss.

Source: Dungeon Master's Guide (2024) p. 320

Wand of Paralysis

Wand of Paralysis

Wand, rare (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-paralysis.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 321. Available in the SRD and the Free Rules (2024)

Wand of Polymorph

Wand of Polymorph

Wand, very rare (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-polymorph.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can expend 1 charge to cast Polymorph (save DC 15) from it.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 321. Available in the SRD and the Free Rules (2024)

Wand of Pyrotechnics

Wand of Pyrotechnics

Wand, common

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge and create a harmless burst of multicolored light at a point you can see up to 120 feet away. The burst of light is accompanied by a crackling noise that can be heard up to 300 feet away. The light is as bright as a torch flame but lasts only a second.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand erupts in a harmless pyrotechnic display and is destroyed.

Source: Dungeon Master's Guide (2024) p. 321

Wand of Secrets

Wand of Secrets

Wand, uncommon
/Rules/Source/items/img/wand-of-secrets.webpright wmed

  • Weight: 1.0 lbs.

This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.

Source: Dungeon Master's Guide (2024) p. 322. Available in the SRD and the Free Rules (2024)

Wand of the War Mage

Wand of the War Mage

Wand (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-the-war-mage.webpright wmed

  • Weight: 1.0 lbs.

Items in this group:

Source: Dungeon Master's Guide (2024) p. 322. Available in the SRD

Wand of Web

Wand of Web

Wand, uncommon (requires attunement by a spellcaster)
/Rules/Source/items/img/wand-of-web.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can expend 1 charge to cast Web (save DC 13) from it.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

Source: Dungeon Master's Guide (2024) p. 322. Available in the SRD and the Free Rules (2024)

Wand of Wonder

Wand of Wonder

Wand, rare (requires attunement)
/Rules/Source/items/img/wand-of-wonder.webpright wmed

  • Weight: 1.0 lbs.

This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the DM determines randomly which among them are affected.

Regaining Charges

The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into dust and is destroyed.

Wand of Wonder Effects

Wand of Wonder Effects

Source: Dungeon Master's Guide (2024)

Wand of Wonder Effects

dice: 1d100 Effect
01-20 You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1-2, Darkness; on a 3-4, Faerie Fire; on a 5-6, Fireball; on a 7-8, Slow; on a 9-10, Stinking Cloud.
21-25 Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.
26-30 You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.
31-35 Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.
36-40 Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.
41-45 A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.
46-50 You cast Lightning Bolt. The Line created by the spell extends from you to the chosen point of origin.
51-55 The creature closest to the chosen point of origin is enlarged as if you had cast Enlarge/Reduce on it. If the target isn't you and can't be affected by that spell, you become the target instead.
56-60 A magically formed creature appears in an unoccupied space as close to the chosen point of origin as possible. The creature isn't under your control, acts as it normally would, and disappears after 1 hour or when it drops to 0 Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears; on a 2, an Elephant appears; and on a 3-4, a Rat appears.
61-64 Grass covers a 60-foot-radius circle of ground, with the center of that circle as close to the chosen point of origin as possible. Grass that's already there grows to ten times its normal size and remains overgrown for 1 minute.
65-68 An object of the DM's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the chosen point of origin, and no larger than 10 feet in any dimension. If there are no such objects in range, nothing happens.
69-72 Nothing happens at the chosen point of origin. Instead, you shrink as if you had cast Enlarge/Reduce on yourself and remain in that state for 1 minute.
73-77 Leaves grow from the creature nearest to the chosen point of origin. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
78-82 Nothing happens at the chosen point of origin. Instead, a burst of colorful, shimmering light extends from you in a 30-foot Emanation. Each creature in the area must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success.
83-87 Nothing happens at the chosen point of origin. Instead, you cast Invisibility on yourself.
88-92 Nothing happens at the chosen point of origin. Instead, a stream of 1d4 × 10 gems, each worth 1 GP, shoots from the wand's tip in a Line 30 feet long and 5 feet wide toward the chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the Line.
93-97 You cast Polymorph, targeting the creature closest to the chosen point of origin. Roll 1d4 to determine the target's new form. On a 1, the new form is a Black Bear; on a 2, the new form is a Giant Wasp; on a 3-4, the new form is a Frog.
98-00 The creature closest to the chosen point of origin makes a DC 15 Constitution saving throw. On a failed save, the creature has the Restrained condition and begins to turn to stone. While Restrained in this way, the creature repeats the save at the end of its next turn. On a successful save, the effect ends. On a failed save, the creature has the Petrified condition instead of the Restrained condition. The petrification lasts until the creature is freed by the Greater Restoration spell or similar magic.
^wand-of-wonder-effects

Source: Dungeon Master's Guide (2024) p. 322. Available in the SRD and the Free Rules (2024)

Wave

Wave

Weapon (trident), artifact (requires attunement)

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

Held in the dungeon of White Plume Mountain, Wave is engraved with images of waves, shells, and sea creatures.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you roll a 20 on the d20 for an attack roll with this weapon, the target takes an extra 21 Necrotic damage.

While holding Wave, you gain the following benefits:

  • Combat Ready. You have Advantage on Initiative rolls.
  • Underwater Adaptation. A bubble of air forms around your head while you are underwater, allowing you to breathe normally in that environment.

Aquatic Command

Wave has 3 charges and regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast Dominate Beast (save DC 20) from it on a Beast that has a Swim Speed.

Globe of Invulnerability

While holding Wave, you can cast the level 9 version of Globe of Invulnerability from it. Once used, this property can't be used again until the next dawn.

Sentience

Wave is a sentient weapon of Neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Aquan.

Personality

Wave zealously encourages mortals to worship sea gods and has a habit of humming sea chanteys. Conflict arises if the wielder fails to further the weapon's objectives in the world.

Destroying Wave

Wave can be destroyed only on the island of Thunderforge, where it was forged. The weapon must be melted down by a storm giant or someone imbued with a storm giant's strength. Destroying Wave angers a god of the sea, who sends powerful agents to attack the island and punish the destroyers.

Source: Dungeon Master's Guide (2024) p. 323

+1 Weapon

+1 Weapon

Uncommon

You have a +1 bonus to attack and damage rolls made with this magic weapon.

Variants:

+1 Antimatter Rifle

+1 Automatic Rifle

+1 Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

+1 Blowgun

+1 Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

+1 Dagger

+1 Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

+1 Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

+1 Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

+1 Glaive

+1 Greataxe

+1 Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

+1 Greatsword

+1 Halberd

+1 Hand Crossbow

+1 Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+1 Heavy Crossbow

+1 Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

+1 Hoopak

+1 Hunting Rifle

+1 Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

+1 Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

+1 Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

+1 Laser Rifle

+1 Light Crossbow

+1 Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+1 Light Repeating Crossbow

+1 Longbow

+1 Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

+1 Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

+1 Maul

+1 Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

+1 Musket

+1 Pike

+1 Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

+1 Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

+1 Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

+1 Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+1 Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

+1 Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+1 Shortbow

+1 Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

+1 Shotgun

+1 Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

+1 Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

+1 Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

+1 Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

+1 War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

+1 Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

+1 Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

+1 Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD and the Free Rules (2024)

+2 Weapon

+2 Weapon

Rare

You have a +2 bonus to attack and damage rolls made with this magic weapon.

Variants:

+2 Antimatter Rifle

+2 Automatic Rifle

+2 Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

+2 Blowgun

+2 Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

+2 Dagger

+2 Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

+2 Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

+2 Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

+2 Glaive

+2 Greataxe

+2 Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

+2 Greatsword

+2 Halberd

+2 Hand Crossbow

+2 Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+2 Heavy Crossbow

+2 Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

+2 Hoopak

+2 Hunting Rifle

+2 Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

+2 Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

+2 Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

+2 Laser Rifle

+2 Light Crossbow

+2 Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+2 Light Repeating Crossbow

+2 Longbow

+2 Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

+2 Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

+2 Maul

+2 Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

+2 Musket

+2 Pike

+2 Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

+2 Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

+2 Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

+2 Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+2 Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

+2 Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+2 Shortbow

+2 Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

+2 Shotgun

+2 Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

+2 Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

+2 Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

+2 Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

+2 War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

+2 Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

+2 Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

+2 Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD and the Free Rules (2024)

+3 Weapon

+3 Weapon

Very rare

You have a +3 bonus to attack and damage rolls made with this magic weapon.

Variants:

+3 Antimatter Rifle

+3 Automatic Rifle

+3 Battleaxe

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

+3 Blowgun

+3 Club

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

+3 Dagger

+3 Dart

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

+3 Double-Bladed Scimitar

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

+3 Flail

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

+3 Glaive

+3 Greataxe

+3 Greatclub

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

+3 Greatsword

+3 Halberd

+3 Hand Crossbow

+3 Handaxe

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+3 Heavy Crossbow

+3 Hooked Shortspear

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

+3 Hoopak

+3 Hunting Rifle

+3 Javelin

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

+3 Lance

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

+3 Laser Pistol

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

+3 Laser Rifle

+3 Light Crossbow

+3 Light Hammer

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

+3 Light Repeating Crossbow

+3 Longbow

+3 Longsword

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

+3 Mace

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

+3 Maul

+3 Morningstar

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

+3 Musket

+3 Pike

+3 Pistol

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

+3 Quarterstaff

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

+3 Rapier

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

+3 Revolver

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+3 Scimitar

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

+3 Semiautomatic Pistol

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

+3 Shortbow

+3 Shortsword

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

+3 Shotgun

+3 Sickle

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

+3 Sling

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

+3 Spear

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

+3 Trident

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

+3 War Pick

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

+3 Warhammer

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

+3 Whip

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

+3 Yklwa

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD and the Free Rules (2024)

Weapon of Warning

Weapon of Warning

Uncommon (requires attunement)
/Rules/Source/items/img/weapon-of-warning.webpright wmed

As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.

Alarm

The weapon magically awakens each subject who is sleeping naturally when combat begins. This benefit doesn't wake a subject from magically induced sleep.

Supernatural Readiness

Each subject has Advantage on its Initiative rolls.

Variants:

Antimatter Rifle of Warning

Automatic Rifle of Warning

Battleaxe of Warning

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 4.0 lbs.

Blowgun of Warning

Club of Warning

  • Damage: 1d4 bludgeoning
  • Properties: Light
  • Weight: 2.0 lbs.

Dagger of Warning

Dart of Warning

  • Damage: 1d4 piercing
  • Range: 20/60
  • Properties: Finesse, Thrown
  • Weight: 0.25 lbs.

Double-Bladed Scimitar of Warning

  • Damage: 2d4 slashing
  • Properties: Two-Handed, special
  • Weight: 6.0 lbs.

Flail of Warning

  • Damage: 1d8 bludgeoning
  • Weight: 2.0 lbs.

Glaive of Warning

Greataxe of Warning

Greatclub of Warning

  • Damage: 1d8 bludgeoning
  • Properties: Two-Handed
  • Weight: 10.0 lbs.

Greatsword of Warning

Halberd of Warning

Hand Crossbow of Warning

Handaxe of Warning

  • Damage: 1d6 slashing
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Heavy Crossbow of Warning

Hooked Shortspear of Warning

  • Damage: 1d4 piercing
  • Properties: Light
  • Weight: 2.0 lbs.

Hoopak of Warning

Hunting Rifle of Warning

Javelin of Warning

  • Damage: 1d6 piercing
  • Range: 30/120
  • Properties: Thrown
  • Weight: 2.0 lbs.

Lance of Warning

  • Damage: 1d10 piercing
  • Properties: Heavy, Reach
  • Weight: 6.0 lbs.

Laser Pistol of Warning

  • Damage: 3d6 radiant
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 2.0 lbs.

Laser Rifle of Warning

Light Crossbow of Warning

Light Hammer of Warning

  • Damage: 1d4 bludgeoning
  • Range: 20/60
  • Properties: Light, Thrown
  • Weight: 2.0 lbs.

Light Repeating Crossbow of Warning

Longbow of Warning

Longsword of Warning

  • Damage:
    • One-handed: 1d8 slashing
    • Two-handed: 1d10 slashing
  • Properties: Versatile
  • Weight: 3.0 lbs.

Mace of Warning

  • Damage: 1d6 bludgeoning
  • Weight: 4.0 lbs.

Maul of Warning

Morningstar of Warning

  • Damage: 1d8 piercing
  • Weight: 4.0 lbs.

Musket of Warning

Pike of Warning

Pistol of Warning

  • Damage: 1d10 piercing
  • Range: 30/90
  • Properties: Ammunition, Loading
  • Weight: 3.0 lbs.

Quarterstaff of Warning

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Rapier of Warning

  • Damage: 1d8 piercing
  • Properties: Finesse
  • Weight: 2.0 lbs.

Revolver of Warning

  • Damage: 2d8 piercing
  • Range: 40/120
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Scimitar of Warning

  • Damage: 1d6 slashing
  • Properties: Finesse, Light
  • Weight: 3.0 lbs.

Semiautomatic Pistol of Warning

  • Damage: 2d6 piercing
  • Range: 50/150
  • Properties: Ammunition, Reload
  • Weight: 3.0 lbs.

Shortbow of Warning

Shortsword of Warning

  • Damage: 1d6 piercing
  • Properties: Finesse, Light
  • Weight: 2.0 lbs.

Shotgun of Warning

Sickle of Warning

  • Damage: 1d4 slashing
  • Properties: Light
  • Weight: 2.0 lbs.

Sling of Warning

  • Damage: 1d4 bludgeoning
  • Range: 30/120
  • Properties: Ammunition

Spear of Warning

  • Damage:
    • One-handed: 1d6 piercing
    • Two-handed: 1d8 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 3.0 lbs.

Staff of Warning

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Trident of Warning

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Range: 20/60
  • Properties: Thrown, Versatile
  • Weight: 4.0 lbs.

War Pick of Warning

  • Damage:
    • One-handed: 1d8 piercing
    • Two-handed: 1d10 piercing
  • Properties: Versatile
  • Weight: 2.0 lbs.

Warhammer of Warning

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Properties: Versatile
  • Weight: 5.0 lbs.

Whip of Warning

  • Damage: 1d4 slashing
  • Properties: Finesse, Reach
  • Weight: 3.0 lbs.

Wooden Staff of Warning

  • Damage:
    • One-handed: 1d6 bludgeoning
    • Two-handed: 1d8 bludgeoning
  • Properties: Versatile
  • Weight: 4.0 lbs.

Yklwa of Warning

  • Damage: 1d8 piercing
  • Range: 10/30
  • Properties: Thrown
  • Weight: 3.0 lbs.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD

Well of Many Worlds

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 take a Magic action to unfold the Well of Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up.

Once the Well of Many Worlds has opened a portal, it can't do so again for 1d8 hours.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD and the Free Rules (2024)

Whelm

Whelm

Weapon (warhammer), artifact (requires attunement by a dwarf or a creature attuned to a belt of dwarvenkind)

  • Damage:
    • One-handed: 1d8 bludgeoning
    • Two-handed: 1d10 bludgeoning
  • Range: 60/180
  • Properties: Thrown, Versatile
  • Weight: 5.0 lbs.

Whelm is a powerful weapon forged by dwarves and lost in the dungeon of White Plume Mountain.

You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon.

Hurl

Whelm has Thrown with a normal range of 60 feet and a long range of 180 feet. When you hit with a ranged attack roll using Whelm, the target takes an extra 1d8 Force damage, or an extra 4d8 Force damage if the target is a Construct, an Elemental, or a Giant. Immediately after hitting or missing, the weapon flies back to your hand.

Shock Wave

You can take a Magic action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 20 Constitution saving throw or have the Stunned condition for 1 minute. A creature repeats the save at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.

Supernatural Awareness

While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can cast Detect Evil and Good or Locate Object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.

Sentience

Whelm is a sentient, Lawful Neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and Darkvision out to 120 feet.

The weapon communicates telepathically with its wielder and speaks Dwarvish, Giant, and Goblin.

Personality

Whelm has ties to the dwarf clan that created it, called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. Whelm's purpose is to protect dwarves. Conflict arises if the wielder doesn't share this goal.

Destroying Whelm

Whelm can be dissolved in the acidic bile of a recently slain ancient black dragon. It can also be melted down in the forges of the Mightyhammer dwarf clan, but only by the rightful leader of that clan.

Source: Dungeon Master's Guide (2024) p. 324

Wind Fan

Wind Fan

Wondrous item, uncommon
/Rules/Source/items/img/wind-fan.webpright wmed

While holding this fan, you can cast Gust of Wind (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.

Source: Dungeon Master's Guide (2024) p. 325. Available in the SRD and the Free Rules (2024)

Winged Boots

Winged Boots

Wondrous item, uncommon (requires attunement)
/Rules/Source/items/img/winged-boots.webpright wmed

These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.

Source: Dungeon Master's Guide (2024) p. 325. Available in the SRD and the Free Rules (2024)

Wings of Flying

Wings of Flying

Wondrous item, rare (requires attunement)
/Rules/Source/items/img/wings-of-flying.webpright wmed

While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours.

Source: Dungeon Master's Guide (2024) p. 324. Available in the SRD and the Free Rules (2024)

Wraps of Unarmed Power

Wraps of Unarmed Power

Wondrous item

Items in this group:

Source: Dungeon Master's Guide (2024) p. 325

Random Magic Items

Use the tables in this section to randomly determine magic items the characters find in your adventures. The tables are sorted first by treasure theme (as described in the), and then by item rarity. If an item isn't associated with a theme, roll 1d4 to decide which table to roll on next: on a 1, roll on the Arcana tables; on a 2, Armaments; on a 3, Implements; and on a 4, Relics.

Arcana Tables

Arcana - Common

Arcana - Common

Source: Dungeon Master's Guide (2024) p. 326

Arcana - Common

dice: 1d100 Item
01–02 Bead of Nourishment
03–04 Bead of Refreshment
05–07 Candle of the Deep
08–10 Cloak of Billowing
11–13 Cloak of Many Fashions
14–15 Clothes of Mending
16–17 Dark Shard Amulet
18–19 Enduring Spellbook
20–21 Ersatz Eye
22–24 Hat of Vermin
25–27 Hat of Wizardry
28–29 Heward's Handy Spice Pouch
30–31 Horn of Silent Alarm
32–33 Instrument of Illusions
34–35 Instrument of Scribing
36–37 Lock of Trickery
38–40 Mystery Key
41–42 Orb of Direction
43–44 Orb of Time
45–46 Perfume of Bewitching
47–49 Pipe of Smoke Monsters
50–52 Potion of Climbing
53–55 Potion of Comprehension
56–58 Pot of Awakening
59–60 Prosthetic Limb
61–64 Rival Coin
65–66 Rope of Mending
67–68 Ruby of the War Mage
69–82 Spell Scroll (cantrip or level 1 spell)
83–84 Staff of Adornment
85–86 Staff of Birdcalls
87–89 Staff of Flowers
90–92 Talking Doll
93–94 Tankard of Sobriety
95–97 Wand of Conducting
98–00 Wand of Pyrotechnics
^arcana-common

Arcana - Uncommon

Arcana - Uncommon

Source: Dungeon Master's Guide (2024) p. 326

Arcana - Uncommon

dice: 1d100 Item
01 Amulet of Proof against Detection and Location
02 Baba Yaga's Dancing Broom
03–05 Bag of Holding
06–07 Bag of Tricks
08 Brooch of Shielding
09 Broom of Flying
10 Cap of Water Breathing
11 Circlet of Blasting
12–13 Cloak of Protection
14 Cloak of the Manta Ray
15 Decanter of Endless Water
16 Deck of Illusions
17–18 Driftglobe
19–20 Dust of Disappearance
21 Dust of Dryness
22 Dust of Sneezing and Choking
23–24 Elemental Gem
25 Enspelled Staff (cantrip or level 1 spell)
26 Eversmoking Bottle
27 Eyes of Charming
28 Eyes of Minute Seeing
29–30 Figurine of Wondrous Power (silver raven)
31 Gem of Brightness
32 Hag Eye
33 Hat of Disguise
34 Headband of Intellect
35 Helm of Comprehending Languages
36 Helm of Telepathy
37 Immovable Rod
38 Lantern of Revealing
39 Medallion of Thoughts
40 Mithral Armor
41–42 Necklace of Adaptation
43 Oil of Slipperiness
44 Pearl of Power
45 Periapt of Health
46–47 Philter of Love
48–49 Potion of Animal Friendship
50–51 Potion of Fire Breath
52–53 Potion of Giant Strength (hill)
54–55 Potion of Growth
56–57 Potion of Poison
58–59 Potion of Resistance
60–61 Potion of Water Breathing
62 Quaal's Feather Token (anchor, fan, or tree)
63 Ring of Mind Shielding
64–65 Robe of Useful Items
66–67 Rod of the Pact Keeper
68–69 Rope of Climbing
70 Saddle of the Cavalier
71–72 Sending Stones
73–74 Slippers of Spider Climbing
75–82 Spell Scroll (level 2 or level 3 spell)
83 Staff of the Adder
84 Staff of the Python
85–88 Wand of Magic Detection
89–91 Wand of Magic Missiles
92–93 Wand of Secrets
94–95 Wand of the War Mage, +1
96–97 Wand of Web
98–99 Wind Fan
00 Winged Boots
^arcana-uncommon

Arcana - Rare

Arcana - Rare

Source: Dungeon Master's Guide (2024) p. 326

Arcana - Rare

dice: 1d100 Item
01 Bag of Beans
02–03 Bead of Force
04 Bowl of Commanding Water Elementals
05–06 Bracers of Defense
07 Brazier of Commanding Fire Elementals
08–09 Cape of the Mountebank
10 Censer of Controlling Air Elementals
11–12 Chime of Opening
13–14 Cloak of Displacement
15–16 Cloak of the Bat
17 Cube of Force
18 Cube of Summoning
19 Daern's Instant Fortress
20–21 Enspelled Staff (level 2 or 3 spell)
22–23 Figurine of Wondrous Power (bronze griffon, ebony fly, golden lions, ivory goats, marble elephant, onyx dog, or serpentine owl)
24–25 Folding Boat
26–27 Gem of Seeing
28 Helm of Teleportation
29–30 Heward's Handy Haversack
31–32 Horseshoes of Speed
33–34 Ioun Stone (reserve)
35 Iron Bands of Bilarro
36 Mantle of Spell Resistance
37–38 Necklace of Fireballs
39 Oil of Etherealness
40 Portable Hole
41–42 Potion of Clairvoyance
43–44 Potion of Diminution
45–46 Potion of Gaseous Form
47 Potion of Giant Strength (fire)
48–49 Potion of Giant Strength (frost or stone)
50–51 Potion of Heroism
52–53 Potion of Invisibility
54–55 Potion of Invulnerability
56–57 Potion of Mind Reading
58–59 Quaal's Feather Token (bird, swan boat, or whip)
60–61 Ring of Feather Falling
62 Ring of Spell Storing
63 Ring of X-ray Vision
64–65 Robe of Eyes
66 Rod of Rulership
67–68 Rod of the Pact Keeper, +2
69–70 Scroll of Protection
71–75 Spell Scroll (level 4 or level 5 spell)
76–77 Staff of Charming
78–79 Staff of Swarming Insects
80–81 Staff of Withering
82 Stone of Controlling Earth Elementals
83–84 Wand of Binding
85–86 Wand of Fear
87–90 Wand of Fireballs
91–94 Wand of Lightning Bolts
95–96 Wand of the War Mage, +2
97–98 Wand of Wonder
99–00 Wings of Flying
^arcana-rare

Arcana - Legendary

Arcana - Legendary

Source: Dungeon Master's Guide (2024) p. 326

Arcana - Legendary

dice: 1d100 Item
01–04 Apparatus of Kwalish
05–08 Cloak of Invisibility
09–12 Crystal Ball of Mind Reading
13–16 Crystal Ball of Telepathy
17–20 Crystal Ball of True Seeing
21–22 Cubic Gate
23 Deck of Many Things
24–27 Enspelled Staff (level 6, 7, or 8 spell)
28–31 Ioun Stone (greater absorption, mastery, or regeneration)
32–33 Iron Flask
34–41 Potion of Storm Giant Strength (storm)
42–45 Ring of Djinni Summoning
46–49 Ring of Elemental Command (air, earth, fire, or water)
50–53 Ring of Invisibility
54–57 Ring of Spell Turning
58 Ring of Three Wishes
59 Robe of the Archmagi
60–61 Scroll of Titan Summoning
62–65 Sovereign Glue
66–83 Spell Scroll (level 9 spell)
84 Sphere of Annihilation
85 Staff of the Magi
86–88 Talisman of the Sphere
89–92 Tome of the Stilled Tongue
93–96 Universal Solvent
97–00 Well of Many Worlds
^arcana-legendary

Armaments Tables

Armaments - Common

Armaments - Common

Source: Dungeon Master's Guide (2024) p. 328

Armaments - Common

dice: 1d100 Item
01–10 Armor of Gleaming
11–20 Cast-Off Armor
21–30 Dread Helm
31–40 Moon-Touched Sword
41–50 Shield of Expression
51–60 Silvered Weapon
61–70 Smoldering Armor
71–80 Sylvan Talon
81–90 Veteran's Cane
91–00 Walloping Ammunition
^armaments-common

Armaments - Uncommon

Armaments - Uncommon

Source: Dungeon Master's Guide (2024) p. 328

Armaments - Uncommon

dice: 1d100 Item
01–04 Adamantine Armor
05–08 Adamantine Weapon
09–13 Ammunition, +1
14–18 Bracers of Archery
19–23 Enspelled Armor (cantrip or level 1 spell)
24–28 Enspelled Weapon (cantrip or level 1 spell)
29–33 Gauntlets of Ogre Power
34–38 Javelin of Lightning
39–43 Mariner's Armor
44–48 Mithral Armor
49–53 Potion of Giant Strength (hill)
54–58 Potion of Pugilism
59–62 Quiver of Ehlonna
63–66 Saddle of the Cavalier
67–71 Sentinel Shield
72–76 Shield, +1
77–81 Sword of Vengeance
82–85 Trident of Fish Command
86–90 Weapon, +1
91–95 Weapon of Warning
96–00 Wraps of Unarmed Power, +1
^armaments-uncommon

Armaments - Rare

Armaments - Rare

Source: Dungeon Master's Guide (2024) p. 328

Armaments - Rare

dice: 1d100 Item
01–03 Ammunition, +2
04–07 Armor, +1
08–10 Armor of Resistance
11–13 Armor of Vulnerability
14–15 Arrow-Catching Shield
16–18 Belt of Giant Strength (hill)
19–20 Berserker Axe
21–22 Daern's Instant Fortress
23–25 Dagger of Venom
26–28 Dragon Slayer
29–31 Elven Chain
32–34 Enspelled Armor (level 2 or 3 spell)
35–37 Enspelled Weapon (level 2 or 3 spell)
38–40 Flame Tongue
41–43 Giant Slayer
44–46 Horn of Blasting
47–48 Horn of Valhalla (brass or silver)
49–51 Ioun Stone (protection)
52–54 Mace of Disruption
55–57 Mace of Smiting
58–60 Mace of Terror
61–63 Potion of Giant Strength (fire)
64–66 Potion of Giant Strength (frost or stone)
67–69 Potion of Heroism
70–72 Potion of Invulnerability
73–75 Ring of Protection
76–78 Ring of the Ram
79–81 Shield, +2
82–84 Shield of Missile Attraction
85–86 Sun Blade
87–88 Sword of Life Stealing
89–90 Sword of Wounding
91–92 Tentacle Rod
93–94 Vicious Weapon
95–97 Weapon, +2
98–00 Wraps of Unarmed Power, +2
^armaments-rare

Armaments - Very Rare

Armaments - Very Rare

Source: Dungeon Master's Guide (2024) p. 328

Armaments - Very Rare

dice: 1d100 Item
01–03 Ammunition, +3
04–06 Ammunition of Slaying
07–09 Animated Shield
10–12 Armor, +2
13–14 Belt of Giant Strength (fire)
15–17 Belt of Giant Strength (frost or stone)
18–19 Dancing Sword
20–22 Demon Armor
23–25 Dragon Scale Mail
26–28 Dwarven Plate
29–31 Dwarven Thrower
32–34 Energy Bow
35–37 Enspelled Armor (level 4 or 5 spell)
38–40 Enspelled Weapon (level 4 or 5 spell)
41–43 Executioner's Axe
44–46 Frost Brand
47–49 Horn of Valhalla (bronze)
50–52 Ioun Stone (strength)
53–55 Lute of Thunderous Thumping
56–58 Manual of Gainful Exercise
59–61 Nine Lives Stealer
62–64 Oathbow
65–68 Oil of Sharpness
69–72 Potion of Giant Strength (cloud)
73–75 Quarterstaff of the Acrobat
76–78 Scimitar of Speed
79–82 Shield, +3
83–85 Shield of the Cavalier
86–88 Spellguard Shield
89–91 Sword of Sharpness
92–94 Thunderous Greatclub
95–97 Weapon, +3
98–00 Wraps of Unarmed Power, +3
^armaments-very-rare

Armaments - Legendary

Armaments - Legendary

Source: Dungeon Master's Guide (2024) p. 328

Armaments - Legendary

dice: 1d100 Item
01–06 Armor, +3
07–12 Armor of Invulnerability
13–18 Belt of Giant Strength (cloud)
19–21 Belt of Giant Strength (storm)
22–27 Defender
28–33 Efreeti Chain
34–39 Enspelled Armor (level 6, 7, or 8 spell)
40–45 Enspelled Weapon (level 6, 7, or 8 spell)
46–51 Hammer of Thunderbolts
52–56 Holy Avenger
57–62 Horn of Valhalla (iron)
63–68 Luck Blade
69–72 Moonblade
73–78 Plate Armor of Etherealness
79–87 Potion of Giant Strength (storm)
88–90 Rod of Lordly Might
91–95 Sword of Answering
96–00 Vorpal Sword
^armaments-legendary

Implements Tables

Implements - Common

Implements - Common

Source: Dungeon Master's Guide (2024) p. 329

Implements - Common

dice: 1d100 Item
01–02 Bead of Nourishment
03–04 Bead of Refreshment
05–06 Boots of False Tracks
07–08 Candle of the Deep
09–10 Charlatan's Die
11–13 Cloak of Many Fashions
14–15 Clockwork Amulet
16–17 Ear Horn of Hearing
18–19 Ersatz Eye
20–21 Heward's Handy Spice Pouch
22–23 Horn of Silent Alarm
24–25 Instrument of Illusions
26–27 Instrument of Scribing
28–29 Lock of Trickery
30–32 Moon-Touched Sword
33–34 Mystery Key
35–36 Orb of Direction
37–38 Orb of Time
39–40 Perfume of Bewitching
41–42 Pipe of Smoke Monsters
43–44 Pole of Angling
45–46 Pole of Collapsing
47–52 Potion of Climbing
53–58 Potion of Comprehension
59–74 Potion of Healing
75–76 Prosthetic Limb
77–78 Rope of Mending
79–80 Staff of Birdcalls
81–82 Sylvan Talon
83–84 Talking Doll
85–86 Tankard of Sobriety
87–90 Veteran's Cane
91–93 Walloping Ammunition
94–96 Wand of Conducting
97–00 Wand of Pyrotechnics
^implements-common

Implements - Rare

Implements - Rare

Source: Dungeon Master's Guide (2024) p. 329

Implements - Rare

dice: 1d100 Item
01–04 Ammunition, +2
05–08 Bag of Beans
09–12 Belt of Dwarvenkind
13–16 Boots of Levitation
17–20 Boots of Speed
21–24 Chime of Opening
25–28 Dimensional Shackles
29–32 Enspelled Weapon (level 2 or 3 spell)
33–36 Folding Boat
37–40 Glamoured Studded Leather
41–44 Heward's Handy Haversack
45–48 Horseshoes of Speed
49–52 Instrument of the Bards (Canaith mandolin or Cli lyre)
53–56 Ioun Stone (awareness)
57–60 Portable Hole
61–64 Potion of Diminution
65–68 Potion of Gaseous Form
69–76 Potion of Healing (superior)
77–80 Quaal's Feather Token (bird, swan boat, or whip)
81–84 Ring of Evasion
85–88 Ring of Free Action
89–92 Rope of Entanglement
93–96 Staff of Healing
97–00 Wand of Enemy Detection
^implements-rare

Implements - Very Rare

Implements - Very Rare

Source: Dungeon Master's Guide (2024) p. 329

Implements - Very Rare

dice: 1d100 Item
01–07 Ammunition, +3
08–14 Bag of Devouring
15–21 Carpet of Flying
22–28 Enspelled Weapon (level 4 or 5 spell)
29–35 Horseshoes of a Zephyr
36–42 Instrument of the Bards (Anstruth harp)
43–49 Ioun Stone (agility)
50–56 Lute of Thunderous Thumping
57–63 Manual of Quickness of Action
64–70 Nolzur's Marvelous Pigments
71–77 Potion of Flying
78–86 Potion of Healing (supreme)
87–93 Potion of Speed
94–00 Tome of Leadership and Influence
^implements-very-rare

Implements - Legendary

Implements - Legendary

Source: Dungeon Master's Guide (2024) p. 329

Implements - Legendary

dice: 1d100 Item
01–17 Enspelled Weapon (level 6, 7, or 8 spell)
18–34 Instrument of the Bards (Ollamh harp)
35–54 Sovereign Glue
55–70 Sphere of Annihilation
71–83 Talisman of the Sphere
84–00 Universal Solvent
^implements-legendary

Relics Tables

Relics - Common

Relics - Common

Source: Dungeon Master's Guide (2024) p. 330

Relics - Common

dice: 1d100 Item
01–08 Ear Horn of Hearing
09–28 Potion of Healing
29–36 Pot of Awakening
37–44 Ruby of the War Mage
45–52 Shield of Expression
53–60 Smoldering Armor
61–80 Spell Scroll (cantrip or level 1 spell)
81–90 Staff of Adornment
91–00 Staff of Flowers
^relics-common

Relics - Uncommon

Relics - Uncommon

Source: Dungeon Master's Guide (2024) p. 330

Relics - Uncommon

dice: 1d100 Item
01–05 Enspelled Staff (cantrip or level 1 spell)
06–10 Keoghtom's Ointment
11–15 Mariner's Armor
16–20 Nature's Mantle
21–25 Pearl of Power
26–30 Periapt of Health
31–35 Periapt of Wound Closure
36–40 Potion of Animal Friendship
41–55 Potion of Healing (greater)
56–60 Potion of Resistance
61–65 Ring of Water Walking
66–70 Sending Stones
71–80 Spell Scroll (level 2 or level 3 spell)
81–85 Staff of the Adder
86–90 Staff of the Python
91–95 Wand of Magic Detection
96–00 Wand of the War Mage, +1
^relics-uncommon

Relics - Very Rare

Relics - Very Rare

Source: Dungeon Master's Guide (2024) p. 330

Relics - Very Rare

dice: 1d100 Item
01–05 Armor, +2
06–10 Candle of Invocation
11–15 Cauldron of Rebirth
16–20 Enspelled Staff (level 4 or 5 spell)
21–25 Horn of Valhalla (bronze)
26–30 Ioun Stone (insight)
31–35 Manual of Bodily Health
36–43 Potion of Healing (supreme)
44–50 Potion of Vitality
51–55 Rod of Alertness
56–65 Spell Scroll (level 6, level 7, or level 8 spell)
66–70 Spirit Board
71–75 Staff of Fire
76–80 Staff of Frost
81–85 Staff of Striking
86–90 Staff of Thunder and Lightning
91–95 Tome of Understanding
96–00 Wand of the War Mage, +3
^relics-very-rare

Relics - Legendary

Relics - Legendary

Source: Dungeon Master's Guide (2024) p. 330

Relics - Legendary

dice: 1d100 Item
01–08 Armor of Invulnerability
09–18 Armor, +3
19–27 Enspelled Staff (level 6, 7, or 8 spell)
28–36 Holy Avenger
37–45 Horn of Valhalla (iron)
46–54 Rod of Resurrection
55–63 Scarab of Protection
64–72 Scroll of Titan Summoning
73–80 Spell Scroll (level 9 spell)
81–90 Talisman of Pure Good
91–00 Talisman of Ultimate Evil
^relics-legendary