Magic Items

258 results

While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score. **Belt** **Str.** **Rarity** *Belt of Giant Strength* (hill) 21 Rare *Belt of Giant Strength* (frost or stone) 23 Very Rare *Belt of Giant Strength* (fire) 25 Very Rare *Belt of Giant Strength* (cloud) 27 Legendary *Belt of Giant Strength* (storm) 29 Legendary

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWeaponRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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 GM or determined by rolling on the following table. **1d100** **Outer Plane** **1d100** **Outer Plane** 01–05 Abyss 55–59 Gehenna 06–10 Acheron 60–64 Hades 11–17 Arborea 65–69 Limbo 18–25 Arcadia 70–77 Mechanus 26–33 Beastlands 78–85 Mount Celestia 34–41 Bytopia 86–90 Nine Hells 42–46 Carceri 91–95 Pandemonium 47–54 Elysium 96–00 Ysgard

CategoryWondrous ItemRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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 GM 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. **1d100** **Size** **Capacity** **Fly Speed** 01–20 3 ft. × 5 ft. 200 lb. 80 feet 21–55 4 ft. × 6 ft. 400 lb. 60 feet 56–80 5 ft. × 7 ft. 600 lb. 40 feet 81–00 6 ft. × 9 ft. 800 lb. 30 feet

CategoryWondrous ItemRarityVery RareCost40000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityVery RareAttunementRequiredCost40000 gp
2024 SRD