Magic Items

258 results

*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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.

CategoryArmorRarityUncommonCost400 gp
2024 SRD

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.

CategoryArmorRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryArmorRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, in addition to the Shield’s normal bonus to AC.

CategoryArmorRarityUncommonCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityLegendaryCost200000 gp
2024 SRD

A *Spell Scroll* bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the following table. **Spell Level** **Rarity** **Save DC** **Attack Bonus** Cantrip Common 13 +5 1 Common 13 +5 2 Uncommon 13 +5 3 Uncommon 15 +7 **Spell Level** **Rarity** **Save DC** **Attack Bonus** 4 Rare 15 +7 5 Rare 17 +9 6 Very Rare 17 +9 7 Very Rare 18 +10 8 Very Rare 18 +10 9 Legendary 19 +11 **Copying a Scroll into a Spellbook.** A Wizard spell on a *Spell Scroll* can be copied into a spellbook. When a spell is copied in this way, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 plus the spell’s level. On a successful check, the spell is copied. Whether the check succeeds or fails, the *Spell Scroll* is destroyed.

CategoryScrollRarityCommonCost100 gp
2024 SRD

While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.

CategoryArmorRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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 GM determines randomly what happens using the following table. **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.

CategoryWondrous ItemRarityLegendaryCost200000 gp
2024 SRD

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.

CategoryStaffRarityRareAttunementRequiredCost4000 gp
2024 SRD

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** **Spell** **Charge ** **Cost** *Burning Hands* 1 *Wall of Fire* 4 *Fireball* 3 **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.

CategoryStaffRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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** **Spell** **Charge ** **Cost** *Cone of Cold* 5 *Ice Storm* 4 *Fog Cloud* 1 *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.

CategoryStaffRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryStaffRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryStaffRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryStaffRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryStaffRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryStaffRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryStaffRarityRareAttunementRequiredCost4000 gp
2024 SRD

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 **Spell** **Charge ** **Cost** *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.

CategoryStaffRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD