Magic Items

258 results

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 GM). 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.

CategoryWondrous ItemRarityUncommonAttunementRequiredCost400 gp
2024 SRD

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.

CategoryArmorRarityLegendaryAttunementRequiredCost200000 gp
2024 SRD

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 *Por**table 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*, *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.

CategoryWondrous ItemRarityRareCost4000 gp
2024 SRD

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.

CategoryPotionRarityUncommonCost200 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

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.

CategoryPotionRarityCommonCost50 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

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.

CategoryPotionRarityVery RareCost20000 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion’s transparent liquid has floating in it a sliver of light resembling a giant’s fingernail. **Potion** **Str.** **Rarity** *Potion of Giant Strength* (hill) 21 Uncommon *Potion of Giant Strength* (frost or stone) 23 Rare *Potion of Giant Strength* (fire) 25 Rare *Potion of Giant Strength* (cloud) 27 Very Rare *Potion of Giant Strength* (storm) 29 Legendary

CategoryPotionRarityUncommonCost200 gp
2024 SRD

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.

CategoryPotionRarityUncommonCost200 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

For 1 minute after you drink this potion, you have Resistance to all damage. This potion’s syrupy liquid looks like liquefied iron.

CategoryPotionRarityRareCost2000 gp
2024 SRD

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 Lon**gevity*, 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.

CategoryPotionRarityVery RareCost20000 gp
2024 SRD

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.

CategoryPotionRarityRareCost2000 gp
2024 SRD

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.

CategoryPotionRarityUncommonCost200 gp
2024 SRD

When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table. **1d10** **Damage Type** **1d10** **Damage Type** 1 Acid 6 Necrotic 2 Cold 7 Poison 3 Fire 8 Psychic 4 Force 9 Radiant 5 Lightning 10 Thunder

CategoryPotionRarityUncommonCost200 gp
2024 SRD

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.

CategoryPotionRarityVery RareCost20000 gp
2024 SRD

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.

CategoryPotionRarityVery RareCost20000 gp
2024 SRD