Magic Items

258 results

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.

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

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

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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

CategoryWondrous ItemRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

While touching this crystal orb, you can cast *Scrying* (save DC 17) with it. In addition, you can cast *Detect * *Thoughts* (save DC 17) targeting creatures you can see within 30 feet of the spell’s sensor. You don’t need to concentrate on this *Detect Thoughts* spell to maintain it during its duration, but it ends if the *Scrying* spell ends.

CategoryWondrous ItemRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

While touching this crystal orb, you can cast *Scry**ing* (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell’s sensor. You can also cast *Suggestion* (save DC 17) through the sensor on one of those creatures. You don’t need to concentrate on this *Suggestion* to maintain it during its duration, but it ends if *Scrying *ends. You can’t cast *Suggestion* in this way again until the next dawn.

CategoryWondrous ItemRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

While touching this crystal orb, you can cast *Scrying* (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell’s sensor.

CategoryWondrous ItemRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

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 *Tiny Hut* 3 *Private Sanctum* 4 *Resilient Sphere* 4 *Wall of Force* 5

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. 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.

CategoryWondrous ItemRarityLegendaryCost200000 gp
2024 SRD

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.

CategoryWeaponRarityRareCost4000 gp
2024 SRD

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.

CategoryWeaponRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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 1d20 - 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** **1d100** **Illusion** 01–03 Adult Red Dragon 04–06 Archmage 07–09 Assassin 10–12 Bandit Captain 13–15 Basilisk 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 **1d100** **Illusion** 82–84 Priest 85–87 Succubus 88–90 Troll 91–93 Veteran Warrior 94–96 Wyvern 97–00 The card drawer *Stat blocks for these creatures (except the card drawer) appear in “Monsters.”

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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.

CategoryWeaponRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

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.

CategoryArmorRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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 GM decides. **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.** A *Dragon Orb* has AC 20 and is destroyed if it takes damage from a *+3 Weapon* or a *Disintegrate* spell. Nothing else can harm it.

CategoryWondrous ItemRarityArtifactAttunementRequired
2024 SRD