Magic Items

258 results

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 “Equipment.” If either vessel is reduced to 0 Hit Points, the *Folding Boat* is destroyed.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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.

CategoryWeaponRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD

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.

CategoryWeaponRarityRareCost4000 gp
2024 SRD

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.

CategoryArmorRarityRareCost4000 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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 the Thrown property 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.

CategoryWeaponRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

While wearing this hat, you can cast the *Disguise * *Self* spell. The spell ends if the hat is removed.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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. **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**. **1d100** **Effect** 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 GM 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 GM chooses the item, which disappears after 1 hour if it’s not consumed or destroyed before then.

CategoryWondrous ItemRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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), *Fire**ball* (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.

CategoryWondrous ItemRarityVery RareAttunementRequiredCost40000 gp
2024 SRD

While wearing this helm, you can cast *Comprehend * *Languages* from it.

CategoryWondrous ItemRarityUncommonCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryWondrous ItemRarityRareAttunementRequiredCost4000 gp
2024 SRD