DRAGON ADVENTURES
D20 RPG BETA
This work includes material taken from the System Reference
Document 5.1 (“SRD 5.1”) by Wizards of
the Coast LLC and available at https://dnd.wizards.com/resources/systems-reference-document.
The
SRD 5.1 is licensed under the Creative Commons Attribution
THE QUEST FOR THE GOLDEN ARROWS
Magic Items
Magic Items
Magic items are gleaned from the hoards of
conquered monsters or discovered in long-‐‑lost
vaults. Such items grant capabilities a character
could rarely have otherwise, or they complement
their owner’s capabilities in wondrous ways.
Attunement
Some magic items require a creature to form a bond
with them before their magical properties can be
used. This bond is called attunement, and certain
items have a prerequisite for it. If the prerequisite is
a class, a creature must be a member of that class to
attune to the item. (If the class is a spellcasting class,
a monster qualifies if it has spell slots and uses that
class’s spell list.) If the prerequisite is to be a
spellcaster, a creature qualifies if it can cast at least
one spell using its traits or features, not using a
magic item or the like.
Without becoming attuned to an item that
requires attunement, a creature gains only its
nonmagical benefits, unless its description states
otherwise. For example, a magic shield that requires
attunement provides the benefits of a normal shield
to a creature not attuned to it, but none of its magical
properties.
Attuning to an item requires a creature to spend a
short rest focused on only that item while being in
physical contact with it (this can’t be the same short
rest used to learn the item’s properties). This focus
can take the form of weapon practice (for a weapon),
meditation (for a wondrous item), or some other
appropriate activity. If the short rest is interrupted,
the attunement attempt fails. Otherwise, at the end
of the short rest, the creature gains an intuitive
understanding of how to activate any magical
properties of the item, including any necessary
command words.
An item can be attuned to only one creature at a
time, and a creature can be attuned to no more than
three magic items at a time. Any attempt to attune to
a fourth item fails; the creature must end its
attunement to an item first. Additionally, a creature
can’t attune to more than one copy of an item. For
example, a creature can’t attune to more than one
ring of protection at a time.
A creature’s attunement to an item ends if the
creature no longer satisfies the prerequisites for
attunement, if the item has been more than 100 feet
away for at least 24 hours, if the creature dies, or if
another creature attunes to the item. A creature can
also voluntarily end attunement by spending
another short rest focused on the item, unless the
item is cursed.
Wearing and Wielding Items
Using a magic item’s properties might mean wearing
or wielding it. A magic item meant to be worn must
be donned in the intended fashion: boots go on the
feet, gloves on the hands, hats and helmets on the
head, and rings on the finger. Magic armor must be
donned, a shield strapped to the arm, a cloak
fastened about the shoulders. A weapon must be
held.
In most cases, a magic item that’s meant to be
worn can fit a creature regardless of size or build.
Many magic garments are made to be easily
adjustable, or they magically adjust themselves to
the wearer. Rare exceptions exist. If the story
suggests a good reason for an item to fit only
creatures of a certain size or shape, you can rule that
it doesn’t adjust. For example, drow-‐‑made armor
might fit elves only. Dwarves might make items
usable only by dwarf-‐‑sized and dwarf-‐‑shaped folk.
When a nonhumanoid tries to wear an item, use
your discretion as to whether the item functions as
intended. A ring placed on a tentacle might work, but
a yuan-‐‑ti with a snakelike tail instead of legs can’t
wear boots.
Multiple Items of the Same Kind
Use common sense to determine whether more than
one of a given kind of magic item can be worn. A
character can’t normally wear more than one pair of
footwear, one pair of gloves or gauntlets, one pair of
bracers, one suit of armor, one item of headwear,
and one cloak. You can make exceptions; a character
might be able to wear a circlet under a helmet, for
example, or to layer two cloaks.
Paired Items
Items that come in pairs—such as boots, bracers,
gauntlets, and gloves—impart their benefits only if
both items of the pair are worn. For example, a
character wearing a boot of striding and springing
on one foot and a boot of elvenkind on the other foot
gains no benefit from either.
Activating an Item
Activating some magic items requires a user to do
something special, such as holding the item and
uttering a command word. The description of each
System Reference Document 5.1 207
item category or individual item details how an item
is activated. Certain items use the following rules for
their activation.
If an item requires an action to activate, that
action isn’t a function of the Use an Item action, so a
feature such as the rogue’s Fast Hands can’t be used
to activate the item.
Command Word
A command word is a word or phrase that must be
spoken for an item to work. A magic item that
requires a command word can’t be activated in an
area where sound is prevented, as in the area of the
silence spell.
Consumables
Some items are used up when they are activated. A
potion or an elixir must be swallowed, or an oil
applied to the body. The writing vanishes from a
scroll when it is read. Once used, a consumable item
loses its magic.
Spells
Some magic items allow the user to cast a spell from
the item. The spell is cast at the lowest possible spell
level, doesn’t expend any of the user’s spell slots, and
requires no components, unless the item’s
description says otherwise. The spell uses its normal
casting time, range, and duration, and the user of the
item must concentrate if the spell requires
concentration. Many items, such as potions, bypass
the casting of a spell and confer the spell’s effects,
with their usual duration. Certain items make
exceptions to these rules, changing the casting time,
duration, or other parts of a spell.
A magic item, such as certain staffs, may require
you to use your own spellcasting ability when you
cast a spell from the item. If you have more than one
spellcasting ability, you choose which one to use
with the item. If you don’t have a spellcasting
ability—perhaps you’re a rogue with the Use Magic
Device feature—your spellcasting ability modifier is
+0 for the item, and your proficiency bonus does
apply.
Charges
Some magic items have charges that must be
expended to activate their properties. The number of
charges an item has remaining is revealed when an
identify spell is cast on it, as well as when a creature
attunes to it. Additionally, when an item regains
charges, the creature attuned to it learns how many
charges it regained.
Magic Items A-Z
Magic items are presented in alphabetical order. A
magic item’s description gives the item’s name, its
category, its rarity, and its magical properties.
Adamantine Armor
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine,
one of the hardest substances in existence. While
you’re wearing it, any critical hit against you
becomes a normal hit.
Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare
(+2), or very rare (+3)
You have a bonus to attack and damage rolls made
with this piece of magic ammunition. The bonus is
determined by the rarity of the ammunition. Once it
hits a target, the ammunition is no longer magical.
Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this
amulet. It has no effect on you if your Constitution is
already 19 or higher.
Amulet of Proof against Detection and
Location
Wondrous item, uncommon (requires attunement)
While wearing this amulet, you are hidden from
divination magic. You can’t be targeted by such
magic or perceived through magical scrying sensors.
Amulet of the Planes
Wondrous item, very rare (requires attunement)
While wearing this amulet, you can use an action to
name a location that you are familiar with on
another plane of existence. Then make a DC 15
Intelligence check. On a successful check, you cast
the plane shift spell. On a failure, you and each
creature and object within 15 feet of you travel to a
random destination. Roll a d100. On a 1–60, you
travel to a random location on the plane you named.
On a 61–100, you travel to a randomly determined
plane of existence.
System Reference Document 5.1 208
Animated Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you can speak its
command word as a bonus action to cause it to
animate. The shield leaps into the air and hovers in
your space to protect you as if you were wielding it,
leaving your hands free. The shield remains
animated for 1 minute, until you use a bonus action
to end this effect, or until you are incapacitated or
die, at which point the shield falls to the ground or
into your hand if you have one free.
Apparatus of the Crab
Wondrous item, legendary
This item first appears to be a Large sealed iron
barrel weighing 500 pounds. The barrel has a hidden
catch, which can be found with a successful DC 20
Intelligence (Investigation) check. Releasing the
catch unlocks a hatch at one end of the barrel,
allowing two Medium or smaller creatures to crawl
inside. Ten levers are set in a row at the far end, each
in a neutral position, able to move either up or down.
When certain levers are used, the apparatus
transforms to resemble a giant lobster.
The apparatus of the Crab is a Large object with
the following statistics:
Armor Class: 20
Hit Points: 200
Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs
and tail aren’t extended)
Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one
pilot. While the apparatus’s hatch is closed, the
compartment is airtight and watertight. The
compartment holds enough air for 10 hours of
breathing, divided by the number of breathing
creatures inside.
The apparatus floats on water. It can also go
underwater to a depth of 900 feet. Below that, the
vehicle takes 2d6 bludgeoning damage per minute
from pressure.
A creature in the compartment can use an action
to move as many as two of the apparatus’s levers up
or down. After each use, a lever goes back to its
neutral position. Each lever, from left to right,
functions as shown in the Apparatus of the Crab
Levers table.
Apparatus of the Crab Levers
Lever Up Down
1 Legs and tail extend, Legs and tail retract,
allowing the apparatus
to walk and swim.
reducing the apparatus’s
speed to 0 and making it
unable to benefit from
bonuses to speed.
2 Forward window shutter
opens.
Forward window shutter
closes.
3 Side window shutters
open (two per side).
Side window shutters
close (two per side).
4 Two claws extend from
the front sides of the
apparatus.
The claws retract.
5 Each extended claw
makes the following
melee weapon attack:
+8 to hit, reach 5 ft., one
target. Hit: 7 (2d6)
bludgeoning damage.
Each extended claw
makes the following
melee weapon attack: +8
to hit, reach 5 ft., one
target. Hit: The target is
grappled (escape DC 15).
6 The apparatus walks or
swims forward.
The apparatus walks or
swims backward.
7 The apparatus turns 90
degrees left.
The apparatus turns 90
degrees right.
8 Eyelike fixtures emit
bright light in a 30-‐foot
radius and dim light for
an additional 30 feet.
The light turns off.
9 The apparatus sinks as
much as 20 feet in
liquid.
The apparatus rises up
to 20 feet in liquid.
10 The rear hatch unseals
and opens.
The rear hatch closes
and seals.
Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare
(+2), or legendary (+3)
You have a bonus to AC while wearing this armor.
The bonus is determined by its rarity.
Armor of Invulnerability
Armor (plate), legendary (requires attunement)
You have resistance to nonmagical damage while
you wear this armor. Additionally, you can use an
action to make yourself immune to nonmagical
damage for 10 minutes or until you are no longer
wearing the armor. Once this special action is used,
it can’t be used again until the next dawn.
Armor of Resistance
Armor (light, medium, or heavy), rare (requires
attunement)
You have resistance to one type of damage while you
wear this armor. The GM chooses the type or
determines it randomly from the options below.
System Reference Document 5.1 209
d10 Damage Type d10 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
Armor of Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to
one of the following damage types: bludgeoning,
piercing, or slashing. The GM chooses the type or
determines it randomly.
Curse. This armor is cursed, a fact that is revealed
only when an identify spell is cast on the armor or
you attune to it. Attuning to the armor curses you
until you are targeted by the remove curse spell or
similar magic; removing the armor fails to end the
curse. While cursed, you have vulnerability to two of
the three damage types associated with the armor
(not the one to which it grants resistance).
Arrow-Catching Shield
Armor (shield), rare (requires attunement)
You gain a +2 bonus to AC against ranged attacks
while you wield this shield. This bonus is in addition
to the shield’s normal bonus to AC. In addition,
whenever an attacker makes a ranged attack against
a target within 5 feet of you, you can use your
reaction to become the target of the attack instead.
Arrow of Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay
a particular kind of creature. Some are more focused
than others; for example, there are both arrows of
dragon slaying and arrows of blue dragon slaying. If a
creature belonging to the type, race, or group
associated with an arrow of slaying takes damage
from the arrow, the creature must make a DC 17
Constitution saving throw, taking an extra 6d10
piercing damage on a failed save, or half as much
extra damage on a successful one.
Once an arrow of slaying deals its extra damage to
a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist,
such as bolts of slaying meant for a crossbow, though
arrows are most common.
Bag of Beans
Wondrous item, rare
Inside this heavy cloth bag are 3d4 dry beans. The
bag weighs 1/2 pound plus 1/4 pound for each bean
it contains.
If you dump the bag’s contents out on the ground,
they explode in a 10-‐‑foot radius, extending from the
beans. Each creature in the area, including you, must
make a DC 15 Dexterity saving throw, taking 5d4 fire
damage on a failed save, or half as much damage on
a successful one. The fire ignites flammable objects
in the area that aren’t being worn or carried.
If you remove a bean from the bag, plant it in dirt
or sand, and then water it, the bean produces an
effect 1 minute later from the ground where it was
planted. The GM can choose an effect from the
following table, determine it randomly, or create an
effect.
d100 Effect
01 5d4 toadstools sprout. If a creature eats a
toadstool, roll any die. On an odd roll, the eater
must succeed on a DC 15 Constitution saving
throw or take 5d6 poison damage and become
poisoned for 1 hour. On an even roll, the eater
gains 5d6 temporary hit points for 1 hour.
02–10 A geyser erupts and spouts water, beer, berry
juice, tea, vinegar, wine, or oil (GM’s choice) 30
feet into the air for 1d12 rounds.
11–20 A treant sprouts. There’s a 50 percent chance
that the treant is chaotic evil and attacks.
21–30 An animate, immobile stone statue in your
likeness rises. It makes verbal threats against
you. If you leave it and others come near, it
describes you as the most heinous of villains and
directs the newcomers to find and attack you. If
you are on the same plane of existence as the
statue, it knows where you are. The statue
becomes inanimate after 24 hours.
31–40 A campfire with blue flames springs forth and
burns for 24 hours (or until it is extinguished).
41–50 1d6 + 6 shriekers sprout
51–60 1d4 + 8 bright pink toads crawl forth. Whenever
a toad is touched, it transforms into a Large or
smaller monster of the GM’s choice. The
monster remains for 1 minute, then disappears
in a puff of bright pink smoke.
61–70 A hungry bulette burrows up and attacks.
71–80 A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of
which act as randomly determined magic
potions, while one acts as an ingested poison of
the GM’s choice. The tree vanishes after 1 hour.
Picked fruit remains, retaining any magic for 30
days.
81–90 A nest of 1d4 + 3 eggs springs up. Any creature
System Reference Document 5.1 210
that eats an egg must make a DC 20 Constitution
saving throw. On a successful save, a creature
permanently increases its lowest ability score by
1, randomly choosing among equally low scores.
On a failed save, the creature takes 10d6 force
damage from an internal magical explosion.
91–99 A pyramid with a 60-‐foot-‐square base bursts
upward. Inside is a sarcophagus containing a
mummy lord. The pyramid is treated as the
mummy lord’s lair, and its sarcophagus contains
treasure of the GM’s choice.
00 A giant beanstalk sprouts, growing to a height of
the GM’s choice. The top leads where the GM
chooses, such as to a great view, a cloud giant’s
castle, or a different plane of existence.
Bag of Devouring
Wondrous item, very rare
This bag superficially resembles a bag of holding but
is a feeding orifice for a gigantic extradimensional
creature. Turning the bag inside out closes the
orifice.
The extradimensional creature attached to the bag
can sense whatever is placed inside the bag. Animal
or vegetable matter placed wholly in the bag is
devoured and lost forever. When part of a living
creature is placed in the bag, as happens when
someone reaches inside it, there is a 50 percent
chance that the creature is pulled inside the bag. A
creature inside the bag can use its action to try to
escape with a successful DC 15 Strength check.
Another creature can use its action to reach into the
bag to pull a creature out, doing so with a successful
DC 20 Strength check (provided it isn’t pulled inside
the bag first). Any creature that starts its turn inside
the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which
can hold a cubic foot of such material. However, once
each day, the bag swallows any objects inside it and
spits them out into another plane of existence. The
GM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and
anything contained within it is transported to a
random location on the Astral Plane.
Bag of Holding
Wondrous item, uncommon
This bag has an interior space considerably larger
than its outside dimensions, roughly 2 feet in
diameter at the mouth and 4 feet deep. The bag can
hold up to 500 pounds, not exceeding a volume of 64
cubic feet. The bag weighs 15 pounds, regardless of
its contents. Retrieving an item from the bag
requires an action.
If the bag is overloaded, pierced, or torn, it
ruptures and is destroyed, and its contents are
scattered in the Astral Plane. If the bag is turned
inside out, its contents spill forth, unharmed, but the
bag must be put right before it can be used again.
Breathing creatures inside the bag can survive up to
a number of minutes equal to 10 divided by the
number of creatures (minimum 1 minute), after
which time they begin to suffocate.
Placing a bag of holding inside an
extradimensional space created by a handy
haversack, 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 is sucked through it to a random location
on the Astral Plane. The gate then closes. The gate is
one-‐‑way only and can’t be reopened.
Bag of Tricks
Wondrous item, uncommon
This ordinary bag, made from gray, rust, or tan cloth,
appears empty. Reaching inside the bag, however,
reveals the presence of a small, fuzzy object. The bag
weighs 1/2 pound.
You can use an action to pull the fuzzy object from
the bag and throw it up to 20 feet. When the object
lands, it transforms into a creature you determine by
rolling a d8 and consulting the table that
corresponds to the bag’s color. The creature
vanishes at the next dawn or when it is reduced to 0
hit points.
The creature is friendly to you and your
companions, and it acts on your turn. You can use a
bonus action to command how the creature moves
and what action it takes on its next turn, or to give it
general orders, such as to attack your enemies. In
the absence of such orders, the creature acts in a
fashion appropriate to its nature.
Once three fuzzy objects have been pulled from
the bag, the bag can’t be used again until the next
dawn.
Gray Bag of Tricks
d8 Creature
1 Weasel
2 Giant rat
3 Badger
4 Boar
5 Panther
6 Giant badger
System Reference Document 5.1 211
7 Dire wolf
8 Giant elk
Rust Bag of Tricks
d8 Creature
1 Rat
2 Owl
3 Mastiff
4 Goat
5 Giant goat
6 Giant boar
7 Lion
8 Brown bear
Tan Bag of Tricks
d8 Creature
1 Jackal
2 Ape
3 Baboon
4 Axe beak
5 Black bear
6 Giant weasel
7 Giant hyena
8 Tiger
Bead of Force
Wondrous item, rare
This small black sphere measures 3/4 of an inch in
diameter and weighs an ounce. Typically, 1d4 + 4
beads of force are found together.
You can use an action to throw the bead up to 60
feet. The bead explodes on impact and is destroyed.
Each creature within a 10-‐‑foot radius of where the
bead landed must succeed on a DC 15 Dexterity
saving throw or take 5d4 force damage. A sphere of
transparent force then encloses the area for 1
minute. Any creature that failed the save and is
completely within the area is trapped inside this
sphere. Creatures that succeeded on the save, or are
partially within the area, are pushed away from the
center of the sphere until they are no longer inside it.
Only breathable air can pass through the sphere’s
wall. No attack or other effect can.
An enclosed creature can use its action to push
against the sphere’s wall, moving the sphere up to
half the creature’s walking speed. The sphere can be
picked up, and its magic causes it to weigh only 1
pound, regardless of the weight of creatures inside.
Belt of Dwarvenkind
Wondrous item, rare (requires attunement)
While wearing this belt, you gain the following
benefits:
• Your Constitution score increases by 2, to a
maximum of 20.
• You have advantage on Charisma (Persuasion)
checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50
percent chance each day at dawn of growing a full
beard if you’re capable of growing one, or a visibly
thicker beard if you already have one.
If you aren’t a dwarf, you gain the following
additional benefits while wearing the belt:
• You have advantage on saving throws against
poison, and you have resistance against poison
damage.
• You have darkvision out to a range of 60 feet.
• You can speak, read, and write Dwarvish.
Belt of Giant Strength
Wondrous item, rarity varies (requires attunement)
While wearing this belt, your Strength score changes
to a score granted by the belt. If your Strength is
already equal to or greater than the belt’s score, the
item has no effect on you.
Six varieties of this belt exist, corresponding with
and having rarity according to the six kinds of true
giants. The belt of stone giant strength and the belt of
frost giant strength look different, but they have the
same effect.
Type Strength Rarity
Hill giant 21 Rare
Stone/frost giant 23 Very rare
Fire giant 25 Very rare
Cloud giant 27 Legendary
Storm giant 29 Legendary
Berserker Axe
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack 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 axe 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 axe,
keeping it within reach at all times. You also have
disadvantage on attack rolls with weapons other
System Reference Document 5.1 212
than this one, unless no foe is within 60 feet of you
that you can see or hear.
Whenever a hostile creature damages you while
the axe is in your possession, you must succeed on a
DC 15 Wisdom saving throw or go berserk. While
berserk, you must use your action each round to
attack the creature nearest to you with the axe. If
you can make extra attacks as part of the Attack
action, you use those extra attacks, moving to attack
the next nearest creature after you fell your current
target. If you have multiple possible targets, you
attack one at random. You are berserk until you start
your turn with no creatures within 60 feet of you
that you can see or hear.
Boots of Elvenkind
Wondrous item, uncommon
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 that rely on moving silently.
Boots of Levitation
Wondrous item, rare (requires attunement)
While you wear these boots, you can use an action to
cast the levitate spell on yourself at will.
Boots of Speed
Wondrous item, rare (requires attunement)
While you wear these boots, you can use a bonus
action and click the boots’ heels together. If you do,
the boots double your walking 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 the boots’ property has been used for a total
of 10 minutes, the magic ceases to function until you
finish a long rest.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed
becomes 30 feet, unless your walking speed is higher,
and your speed isn’t reduced if you are encumbered
or wearing heavy armor. In addition, you can jump
three times the normal distance, though you can’t
jump farther than your remaining movement would
allow.
Boots of the Winterlands
Wondrous item, uncommon (requires attunement)
These furred boots are snug and feel quite warm.
While you wear them, you gain the following
benefits:
• You have resistance to cold damage.
• You ignore difficult terrain created by ice or snow.
• You can tolerate temperatures as low as −50
degrees Fahrenheit without any additional
protection. If you wear heavy clothes, you can
tolerate temperatures as low as −100 degrees
Fahrenheit.
Bowl of Commanding Water Elementals
Wondrous item, rare
While this bowl is filled with water, you can use an
action to speak the bowl’s command word and
summon a water elemental, as if you had cast the
conjure elemental spell. 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 weighs 3 pounds and holds about 3 gallons.
Bracers of Archery
Wondrous item, uncommon (requires attunement)
While wearing these bracers, you have proficiency
with the longbow and shortbow, and you gain a +2
bonus to damage rolls on ranged attacks made with
such weapons.
Bracers of Defense
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +2 bonus to
AC if you are wearing no armor and using no shield.
Brazier of Commanding Fire Elementals
Wondrous item, rare
While a fire burns in this brass brazier, you can use
an action to speak the brazier’s command word and
summon a fire elemental, as if you had cast the
conjure elemental spell. The brazier can’t be used
this way again until the next dawn.
The brazier weighs 5 pounds.
Brooch of Shielding
Wondrous item, uncommon (requires attunement)
While wearing this brooch, you have resistance to
force damage, and you have immunity to damage
from the magic missile spell.
System Reference Document 5.1 213
Broom of Flying
Wondrous item, uncommon
This wooden broom, which weighs 3 pounds,
functions like a mundane broom until you stand
astride it and speak its command word. It then
hovers beneath you and can be ridden in the air. It
has a flying speed of 50 feet. It can carry up to 400
pounds, but its flying speed becomes 30 feet while
carrying over 200 pounds. The broom stops
hovering when you land.
You can send the broom to travel alone to a
destination within 1 mile of you if you speak the
command word, name the location, and are familiar
with that place. The broom comes back to you when
you speak another command word, provided that
the broom is still within 1 mile of you.
Candle of Invocation
Wondrous item, very rare (requires attunement)
This slender taper is dedicated to a deity and shares
that deity’s alignment. The candle’s alignment can be
detected with the detect evil and good spell. The GM
chooses the god and associated alignment or
determines the alignment randomly.
d20 Alignment
1–2 Chaotic evil
3–4 Chaotic neutral
5–7 Chaotic good
8–9 Neutral evil
10–11 Neutral
12–13 Neutral good
14–15 Lawful evil
16–17 Lawful neutral
18–20 Lawful good
The candle’s magic is activated when the candle is
lit, which requires an 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 the candle’s
total burn time.
While lit, the candle sheds dim light in a 30-‐‑foot
radius. Any creature within that light whose
alignment matches that of the candle makes attack
rolls, saving throws, and ability checks with
advantage. In addition, a cleric or druid in the light
whose alignment matches the candle’s can cast 1st-‐‑
level spells he or she has prepared without
expending spell slots, though the spell’s effect is as if
cast with a 1st-‐‑level slot.
Alternatively, when you light the candle for the
first time, you can cast the gate spell with it. Doing so
destroys the candle.
Cape of the Mountebank
Wondrous item, rare
This cape smells faintly of brimstone. While wearing
it, you can use it to cast the dimension door spell as
an action. This property of the cape can’t be used
again until the next dawn.
When you disappear, you leave behind a cloud of
smoke, and you appear in a similar cloud of smoke at
your destination. The smoke lightly obscures the
space you left and the space you appear in, and it
dissipates at the end of your next turn. A light or
stronger wind disperses the smoke.
Carpet of Flying
Wondrous item, very rare
You can speak the carpet’s command word as an
action to make the carpet hover and fly. It moves
according to your spoken directions, provided that
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.
d100 Size Capacity Flying 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
81–100 6 ft. × 9 ft. 800 lb. 30 feet
A carpet can carry up to twice the weight shown
on the table, but it flies at half speed if it carries
more than its normal capacity.
Censer of Controlling Air Elementals
Wondrous item, rare
While incense is burning in this censer, you can use
an action to speak the censer’s command word and
summon an air elemental, as if you had cast the
conjure elemental spell. The censer can’t be used this
way again until the next dawn.
This 6-‐‑inch-‐‑wide, 1-‐‑foot-‐‑high vessel resembles a
chalice with a decorated lid. It weighs 1 pound.
Chime of Opening
Wondrous item, rare
This hollow metal tube measures about 1 foot long
and weighs 1 pound. You can strike it as an action,
pointing it at an object within 120 feet of you that
can be opened, such as a door, lid, or lock. The chime
System Reference Document 5.1 214
issues a clear tone, and one lock or latch on the
object opens unless the sound can’t reach the object.
If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth
time, it cracks and becomes useless.
Circlet of Blasting
Wondrous item, uncommon
While wearing this circlet, you can use an action to
cast the scorching ray spell with it. When you make
the spell’s attacks, you do so with an attack bonus of
+5. The circlet can’t be used this way again until the
next dawn.
Cloak of Arachnida
Wondrous item, very rare (requires attunement)
This fine garment is made of black silk interwoven
with faint silvery threads. While wearing it, you gain
the following benefits:
• You have resistance to poison damage.
• You have a climbing speed equal to your walking
speed.
• You can move up, down, and across vertical
surfaces and upside down along ceilings, while
leaving your hands free.
• You can’t be caught in webs of any sort and can
move through webs as if they were difficult terrain.
• You can use an action to cast the web spell (save
DC 13). The web created by the spell fills twice its
normal area. Once used, this property of the cloak
can’t be used again until the next dawn.
Cloak of Displacement
Wondrous item, rare (requires attunement)
While you wear this cloak, it 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 you are incapacitated, restrained, or otherwise
unable to move.
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom
(Perception) checks made to see you have
disadvantage, and you have advantage on Dexterity
(Stealth) checks made to hide, as the cloak’s color
shifts to camouflage you. Pulling the hood up or
down requires an action.
Cloak of Protection
Wondrous item, uncommon (requires attunement)
You gain a +1 bonus to AC and saving throws while
you wear this cloak.
Cloak of the Bat
Wondrous item, rare (requires attunement)
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 with
both hands and use it to fly at a 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 flying speed.
While wearing the cloak in an area of dim light or
darkness, you can use your action to cast polymorph
on yourself, transforming into a bat. While you are in
the form of the bat, you retain your Intelligence,
Wisdom, and Charisma scores. The cloak can’t be
used this way again until the next dawn.
Cloak of the Manta Ray
Wondrous item, uncommon
While wearing this cloak with its hood up, you can
breathe underwater, and you have a swimming
speed of 60 feet. Pulling the hood up or down
requires an action.
Crystal Ball
Wondrous item, very rare or legendary (requires
attunement)
The typical crystal ball, a very rare item, is about 6
inches in diameter. While touching it, you can cast
the scrying spell (save DC 17) with it.
The following crystal ball variants are legendary
items and have additional properties.
Crystal Ball of Mind Reading. You can use an
action to cast the detect thoughts spell (save DC 17)
while you are scrying with the crystal ball, targeting
creatures you can see within 30 feet of the spell’s
sensor. You don’t need to concentrate on this detect
thoughts to maintain it during its duration, but it
ends if scrying ends.
Crystal Ball of Telepathy. While scrying with the
crystal ball, you can communicate telepathically with
creatures you can see within 30 feet of the spell’s
sensor. You can also use an action to cast the
suggestion spell (save DC 17) through the sensor on
System Reference Document 5.1 215
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. Once used,
the suggestion power of the crystal ball can’t be used
again until the next dawn.
Crystal Ball of True Seeing. While scrying with
the crystal ball, you have truesight with a radius of
120 feet centered on the spell’s sensor.
Cube of Force
Wondrous item, rare (requires attunement)
This cube is about an inch across. Each face has a
distinct marking on it that can be pressed. The cube
starts with 36 charges, and it regains 1d20 expended
charges daily at dawn.
You can use an action to press one of the cube’s
faces, expending a number of charges based on the
chosen face, as shown in the Cube of Force Faces
table. Each face has a different effect. If the cube has
insufficient charges remaining, nothing happens.
Otherwise, a barrier of invisible force springs into
existence, forming a cube 15 feet on a side. The
barrier is centered on you, moves with you, and lasts
for 1 minute, until you use an action to press the
cube’s sixth face, or the cube runs out of charges.
You can change the barrier’s effect by pressing a
different face of the cube and expending the
requisite number of charges, resetting the duration.
If your movement causes the barrier to come into
contact with a solid object that can’t pass through
the cube, you can’t move any closer to that object as
long as the barrier remains.
Cube of Force Faces
Face Charges Effect
1 1 Gases, wind, and fog can’t pass through
the barrier.
2 2 Nonliving matter can’t pass through the
barrier. Walls, floors, and ceilings can pass
through at your discretion.
3 3 Living matter can’t pass through the
barrier.
4 4 Spell effects can’t pass through the barrier.
5 5 Nothing can pass through the barrier.
Walls, floors, and ceilings can pass through
at your discretion.
6 0 The barrier deactivates.
The cube loses charges when the barrier is
targeted by certain spells or comes into contact with
certain spell or magic item effects, as shown in the
table below.
Spell or Item Charges Lost
Disintegrate 1d12
Horn of blasting 1d10
Passwall 1d6
Prismatic spray 1d20
Wall of fire 1d4
Cubic Gate
Wondrous item, legendary
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.
You can use an action to press one side of the cube
to cast the gate spell with it, opening a portal to the
plane keyed to that side. Alternatively, if you use an
action to press one side twice, you can cast the plane
shift spell (save DC 17) with the cube and transport
the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube
expends 1 charge. The cube regains 1d3 expended
charges daily at dawn.
Dagger of Venom
Weapon (dagger), rare
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
You can use an action to cause thick, black poison
to coat the blade. 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
become poisoned for 1 minute. The dagger can’t be
used this way again until the next dawn.
Dancing Sword
Weapon (any sword), very rare (requires attunement)
You can use a bonus action to toss this magic sword
into the air and speak the command word. When you
do so, the sword begins to hover, flies up to 30 feet,
and attacks one creature of your choice within 5 feet
of it. The sword uses your attack roll and ability
score modifier to damage rolls.
While the sword hovers, you can use 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 sword to attack one
creature within 5 feet of it.
After the hovering sword attacks for the fourth
time, it flies up to 30 feet and tries to return to your
hand. If you have no hand free, it falls to the ground
System Reference Document 5.1 216
at your feet. If the sword 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 move more than 30 feet away from it.
Decanter of Endless Water
Wondrous item, uncommon
This stoppered flask sloshes when shaken, as if it
contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and
speak 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 options:
• “Stream” produces 1 gallon of water.
• “Fountain” produces 5 gallons of water.
• “Geyser” produces 30 gallons of water that gushes
forth in a geyser 30 feet long and 1 foot wide. As a
bonus action while holding the decanter, you can
aim the geyser at a creature you can see within 30
feet of you. The target must succeed on a DC 13
Strength saving throw or take 1d4 bludgeoning
damage and fall prone. Instead of a creature, you
can target an object that isn’t being worn or
carried and that weighs no more than 200 pounds.
The object is either knocked over or pushed up to
15 feet away from you.
Deck of Illusions
Wondrous item, uncommon
This box contains a set of parchment cards. A full
deck has 34 cards. A deck found as treasure is
usually missing 1d20 − 1 cards.
The magic of the deck functions only if cards are
drawn at random (you can use an altered deck of
playing cards to simulate the deck). You can use an
action to draw a card at random from the deck and
throw it to the ground at a point within 30 feet of
you.
An illusion of one or more creatures forms over
the thrown card and remains until dispelled. An
illusory creature appears real, of the appropriate
size, and behaves as if it were a real creature except
that it can do no harm. While you are within 120 feet
of the illusory creature and can see it, you can use an
action to move it magically anywhere within 30 feet
of its card. Any physical interaction with the illusory
creature reveals it to be an illusion, because objects
pass through it. Someone who uses an action to
visually inspect the creature identifies it as illusory
with a successful DC 15 Intelligence (Investigation)
check. The creature then appears translucent.
The illusion lasts until its card is moved or the
illusion is dispelled. When the illusion ends, the
image on its card disappears, and that card can’t be
used again.
Playing Card Illusion
Ace of hearts Red dragon
King of hearts Knight and four guards
Queen of hearts Succubus or incubus
Jack of hearts Druid
Ten of hearts Cloud giant
Nine of hearts Ettin
Eight of hearts Bugbear
Two of hearts Goblin
Ace of diamonds Beholder
King of diamonds Archmage and mage apprentice
Queen of diamonds Night hag
Jack of diamonds Assassin
Ten of diamonds Fire giant
Nine of diamonds Ogre mage
Eight of diamonds Gnoll
Two of diamonds Kobold
Ace of spades Lich
King of spades Priest and two acolytes
Queen of spades Medusa
Jack of spades Veteran
Ten of spades Frost giant
Nine of spades Troll
Eight of spades Hobgoblin
Two of spades Goblin
Ace of clubs Iron golem
King of clubs Bandit captain and three bandits
Queen of clubs Erinyes
Jack of clubs Berserker
Ten of clubs Hill giant
Nine of clubs Ogre
Eight of clubs Orc
Two of clubs Kobold
Jokers (2) You (the deck’s owner)
Deck of Many Things
Wondrous item, legendary
Usually found in a box or pouch, this deck contains a
number of cards made of ivory or vellum. Most (75
percent) of these decks have only thirteen cards, but
the rest have twenty-‐‑two.
Before you draw a card, you must declare how
many cards you intend to draw and then draw them
randomly (you can use an altered deck of playing
cards to simulate the deck). Any cards drawn in
excess of this number have no effect. Otherwise, as
System Reference Document 5.1 217
soon as you draw a card from the deck, its magic
takes effect. You must draw each card no more than
1 hour after the previous draw. If you fail to draw
the chosen number, the remaining number of cards
fly from the deck on their own and take effect all at
once.
Once a card is drawn, it fades from existence.
Unless the card is the Fool or the Jester, the card
reappears in the deck, making it possible to draw the
same card twice.
Playing Card Card
Ace of diamonds Vizier*
King of diamonds Sun
Queen of diamonds Moon
Jack of diamonds Star
Two of diamonds Comet*
Ace of hearts The Fates*
King of hearts Throne
Queen of hearts Key
Jack of hearts Knight
Two of hearts Gem*
Ace of clubs Talons*
King of clubs The Void
Queen of clubs Flames
Jack of clubs Skull
Two of clubs Idiot*
Ace of spades Donjon*
King of spades Ruin
Queen of spades Euryale
Jack of spades Rogue
Two of spades Balance*
Joker (with TM) Fool*
Joker (without TM) Jester
*Found only in a deck with twenty-‐two cards
Balance. Your mind suffers a wrenching alteration,
causing your alignment to change. Lawful becomes
chaotic, good becomes evil, and vice versa. If you are
true neutral or unaligned, this card has no effect on
you.
Comet. If you single-‐‑handedly defeat the next
hostile monster or group of monsters you encounter,
you gain experience points enough to gain one level.
Otherwise, this card has no effect.
Donjon. You disappear and become entombed in a
state of suspended animation in an extradimensional
sphere. Everything you were wearing and carrying
stays behind in the space you occupied when you
disappeared. You remain imprisoned until you are
found and removed from the sphere. You can’t be
located by any divination magic, but a wish spell can
reveal the location of your prison. You draw no more
cards.
Euryale. The card’s medusa-‐‑like visage curses you.
You take a −2 penalty on saving throws while cursed
in this way. Only a god or the magic of The Fates
card can end this curse.
The Fates. Reality’s fabric unravels and spins
anew, allowing you to avoid or erase one event as if
it never happened. You can use the card’s magic as
soon as you draw the card or at any other time
before you die.
Flames. A powerful devil becomes your enemy.
The devil seeks your ruin and plagues your life,
savoring your suffering before attempting to slay
you. This enmity lasts until either you or the devil
dies.
Fool. You lose 10,000 XP, discard this card, and
draw from the deck again, counting both draws as
one of your declared draws. If losing that much XP
would cause you to lose a level, you instead lose an
amount that leaves you with just enough XP to keep
your level.
Gem. Twenty-‐‑five pieces of jewelry worth 2,000
gp each or fifty gems worth 1,000 gp each appear at
your feet.
Idiot. Permanently reduce your Intelligence by
1d4 + 1 (to a minimum score of 1). You can draw one
additional card beyond your declared draws.
Jester. You gain 10,000 XP, or you can draw two
additional cards beyond your declared draws.
Key. A rare or rarer magic weapon with which you
are proficient appears in your hands. The GM
chooses the weapon.
Knight. You gain the service of a 4th-‐‑level fighter
who appears in a space you choose within 30 feet of
you. The fighter is of the same race as you and serves
you loyally until death, believing the fates have
drawn him or her to you. You control this character.
Moon. You are granted the ability to cast the wish
spell 1d3 times.
Rogue. A nonplayer character of the GM’s choice
becomes hostile toward you. The identity of your
new enemy isn’t known until the NPC or someone
else reveals it. Nothing less than a wish spell or
divine intervention can end the NPC’s hostility
toward you.
Ruin. All forms of wealth that you carry or own,
other than magic items, are lost to you. Portable
property vanishes. Businesses, buildings, and land
you own are lost in a way that alters reality the least.
Any documentation that proves you should own
something lost to this card also disappears.
Skull. You summon an avatar of death—a ghostly
humanoid skeleton clad in a tattered black robe and
carrying a spectral scythe. It appears in a space of
System Reference Document 5.1 218
the GM’s choice within 10 feet of you and attacks you,
warning all others that you must win the battle alone.
The avatar fights until you die or it drops to 0 hit
points, whereupon it disappears. If anyone tries to
help you, the helper summons its own avatar of
death. A creature slain by an avatar of death can’t be
restored to life.
Avatar of Death
Medium undead, neutral evil
Armor Class 20
Hit Points half the hit point maximum of its summoner
Speed 60 ft., fly 60 ft. (hover)
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3) 16 (+3)
Damage Immunities necrotic, poison
Condition Immunities charmed, frightened, paralyzed,
petrified, poisoned, unconscious
Senses darkvision 60 ft., truesight 60 ft., passive
Perception 13
Languages all languages known to its summoner
Challenge — (0 XP)
Incorporeal Movement. The avatar can move through
other creatures and objects as if they were difficult
terrain. It takes 5 (1d10) force damage if it ends its turn
inside an object.
Turning Immunity. The avatar is immune to features
that turn undead.
Actions
Reaping Scythe. The avatar sweeps its spectral scythe
through a creature within 5 feet of it, dealing 7 (1d8 +
3) slashing damage plus 4 (1d8) necrotic damage.
Star. Increase one of your ability scores by 2. The
score can exceed 20 but can’t exceed 24.
Sun. You gain 50,000 XP, and a wondrous item
(which the GM determines randomly) appears in
your hands.
Talons. Every magic item you wear or carry
disintegrates. Artifacts in your possession aren’t
destroyed but do vanish.
Throne. You gain proficiency in the Persuasion
skill, and you double your proficiency bonus on
checks made with that skill. In addition, you gain
rightful ownership of a small keep somewhere in the
world. However, the keep is currently in the hands of
monsters, which you must clear out before you can
claim the keep as yours.
Vizier. At any time you choose within one year of
drawing this card, you can ask a question in
meditation and mentally receive a truthful answer to
that question. Besides information, the answer helps
you solve a puzzling problem or other dilemma. In
other words, the knowledge comes with wisdom on
how to apply it.
The Void. This black card spells disaster. Your soul
is drawn from your body and contained in an object
in a place of the GM’s choice. One or more powerful
beings guard the place. While your soul is trapped in
this way, your body is incapacitated. A wish spell
can’t restore your soul, but the spell reveals the
location of the object that holds it. You draw no more
cards.
Defender
Weapon (any sword), legendary (requires
attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon.
The first time you attack with the sword on each of
your turns, you can transfer some or all of the
sword’s bonus to your Armor Class, instead of using
the bonus on any attacks that turn. For example, you
could reduce the bonus to your attack and damage
rolls to +1 and gain a +2 bonus to AC. The adjusted
bonuses remain in effect until the start of your next
turn, although you must hold the sword to gain a
bonus to AC from it.
Demon Armor
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to AC,
and you can understand and speak Abyssal. In
addition, the armor’s clawed gauntlets turn unarmed
strikes with your hands into magic weapons that
deal slashing damage, with a +1 bonus to attack rolls
and damage rolls and a damage die of 1d8.
Curse. Once you don this cursed armor, you can’t
doff it unless you are targeted by the 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.
System Reference Document 5.1 219
Dimensional Shackles
Wondrous item, rare
You can use an action to place these shackles on an
incapacitated creature. The shackles adjust to fit a
creature of Small to Large size. In addition to serving
as mundane manacles, 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 use an action to remove them. Once
every 30 days, the bound creature can make a DC 30
Strength (Athletics) check. On a success, the creature
breaks free and destroys the shackles.
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
Dragon scale mail is made of the scales of one kind of
dragon. Sometimes dragons collect their cast-‐‑off
scales and gift them to humanoids. Other times,
hunters carefully skin and preserve the hide of a
dead dragon. In either case, dragon scale mail is
highly valued.
While wearing this armor, you gain a +1 bonus to
AC, you have advantage on saving throws against the
Frightful Presence and breath weapons of dragons,
and you have resistance to one damage type that is
determined by the kind of dragon that provided the
scales (see the table).
Additionally, you can focus your senses as an
action to magically discern the distance and
direction to the closest dragon within 30 miles of
you that is of the same type as the armor. This
special action can’t be used again until the next
dawn.
Dragon Resistance Dragon Resistance
Black Acid Gold Fire
Blue Lightning Green Poison
Brass Fire Red Fire
Bronze Lightning Silver Cold
Copper Acid White Cold
Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
When you hit a dragon with this weapon, the
dragon takes an extra 3d6 damage of the weapon’s
type. For the purpose of this weapon, “dragon”
refers to any creature with the dragon type,
including dragon turtles and wyverns.
Dust of Disappearance
Wondrous item, uncommon
Found in a small packet, this powder resembles very
fine sand. There is enough of it for one use. When
you use an action to throw the dust into the air, you
and each creature and object within 10 feet of you
become invisible for 2d4 minutes. The duration is
the same for all subjects, and the dust is consumed
when its magic takes effect. If a creature affected by
the dust attacks or casts a spell, the invisibility ends
for that creature.
Dust of Dryness
Wondrous item, uncommon
This small packet contains 1d6 + 4 pinches of dust.
You can use an action to sprinkle a pinch of it over
water. The dust turns a cube of water 15 feet on a
side into one marble-‐‑sized pellet, which floats or
rests near where the dust was sprinkled. The pellet’s
weight is negligible.
Someone can use an action to smash the pellet
against a hard surface, causing the pellet to shatter
and release the water the dust absorbed. Doing so
ends that pellet’s magic.
An elemental composed mostly of water that is
exposed to a pinch of the dust must make a DC 13
Constitution saving throw, taking 10d6 necrotic
damage on a failed save, or half as much damage on
a successful one.
Dust of Sneezing and Choking
Wondrous item, uncommon
Found in a small container, this powder resembles
very fine sand. It appears to be dust of disappearance,
and an identify spell reveals it to be such. There is
enough of it for one use.
When you use an action to throw a handful of the
dust into the air, you and each creature that needs to
breathe within 30 feet of you must succeed on a DC
15 Constitution saving throw or become unable to
breathe, while sneezing uncontrollably. A creature
affected in this way is incapacitated and suffocating.
As long as it is conscious, a creature can repeat the
saving throw at the end of each of its turns, ending
the effect on it on a success. The lesser restoration
spell can also end the effect on a creature.
System Reference Document 5.1 220
Dwarven Plate
Armor (plate), very rare
While wearing this armor, you gain a +2 bonus to AC.
In addition, if an effect moves you against your will
along the ground, you can use your reaction to
reduce the distance you are moved by up to 10 feet.
Dwarven Thrower
Weapon (warhammer), very rare (requires
attunement by a dwarf)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. It has the thrown
property with a normal range of 20 feet and a long
range of 60 feet. When you hit with a ranged attack
using this weapon, it deals an extra 1d8 damage or, if
the target is a giant, 2d8 damage. Immediately after
the attack, the weapon flies back to your hand.
Efficient Quiver
Wondrous item, uncommon
Each of the quiver’s three compartments connects to
an extradimensional space that allows the quiver to
hold numerous items while never weighing more
than 2 pounds. The shortest compartment can hold
up to sixty arrows, bolts, or similar objects. The
midsize compartment holds up to eighteen javelins
or similar objects. The longest compartment holds
up to six long objects, such as bows, quarterstaffs, or
spears.
You can draw any item the quiver contains as if
doing so from a regular quiver or scabbard.
Efreeti Bottle
Wondrous item, very rare
This painted brass bottle weighs 1 pound. When you
use an action to remove the stopper, a cloud of thick
smoke flows out of the bottle. At the end of your turn,
the smoke disappears with a flash of harmless fire,
and an efreeti appears in an unoccupied space
within 30 feet of you.
The first time the bottle is opened, the GM rolls to
determine what happens.
d100 Effect
01–10 The efreeti attacks you. After fighting for 5
rounds, the efreeti disappears, and the bottle
loses its magic.
11–90 The efreeti serves you for 1 hour, doing as you
command. Then the efreeti returns to the bottle,
and a new stopper contains it. The stopper can’t
be removed for 24 hours. The next two times the
bottle is opened, the same effect occurs. If the
bottle is opened a fourth time, the efreeti
escapes and disappears, and the bottle loses its
magic.
91–00 The efreeti can cast the wish spell three times for
you. It disappears when it grants the final wish or
after 1 hour, and the bottle loses its magic.
Elemental Gem
Wondrous item, uncommon
This gem contains a mote of elemental energy. When
you use an action to break the gem, an elemental is
summoned as if you had cast the conjure elemental
spell, and the gem’s magic is lost. The type of gem
determines the elemental summoned by the spell.
Gem Summoned Elemental
Blue sapphire Air elemental
Yellow diamond Earth elemental
Red corundum Fire elemental
Emerald Water elemental
Elven Chain
Armor (chain shirt), rare
You gain a +1 bonus to AC while you wear this armor.
You are considered proficient with this armor even if
you lack proficiency with medium armor.
Eversmoking Bottle
Wondrous item, uncommon
Smoke leaks from the lead-‐‑stoppered mouth of this
brass bottle, which weighs 1 pound. When you use
an action to remove the stopper, a cloud of thick
smoke pours out in a 60-‐‑foot radius from the bottle.
The cloud’s area is heavily obscured. Each minute
the bottle remains open and within the cloud, the
radius increases by 10 feet until it reaches its
maximum radius of 120 feet.
The cloud persists as long as the bottle is open.
Closing the bottle requires you to speak its
command word as an action. Once the bottle is
closed, the cloud disperses after 10 minutes. A
moderate wind (11 to 20 miles per hour) can also
disperse the smoke after 1 minute, and a strong
wind (21 or more miles per hour) can do so after 1
round.
Eyes of Charming
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. They have 3
charges. While wearing them, you can expend 1
charge as an action to cast the charm person spell
System Reference Document 5.1 221
(save DC 13) on a humanoid within 30 feet of you,
provided that you and the target can see each other.
The lenses regain all expended charges daily at dawn.
Eyes of Minute Seeing
Wondrous item, uncommon
These crystal lenses fit over the eyes. While wearing
them, you can see much better than normal out to a
range of 1 foot. You have advantage on Intelligence
(Investigation) checks that rely on sight while
searching an area or studying an object within that
range.
Eyes of the Eagle
Wondrous item, uncommon (requires attunement)
These crystal lenses fit over the eyes. While wearing
them, you have advantage on Wisdom (Perception)
checks that rely on sight. In conditions of clear
visibility, you can make out details of even extremely
distant creatures and objects as small as 2 feet
across.
Feather Token
Wondrous item, rare
This tiny object looks like a feather. Different types
of feather tokens exist, each with a different single-‐‑
use effect. The GM chooses the kind of token or
determines it randomly.
d100 Feather Token d100 Feather Token
01–20 Anchor 51–65 Swan boat
21–35 Bird 66–90 Tree
36–50 Fan 91–00 Whip
Anchor. You can use an action to touch the token
to a boat or ship. For the next 24 hours, the vessel
can’t be moved by any means. Touching the token to
the vessel again ends the effect. When the effect ends,
the token disappears.
Bird. You can use an action to toss the token 5 feet
into the air. The token disappears and an enormous,
multicolored bird takes its place. The bird has the
statistics of a roc, but it obeys your simple
commands and can’t attack. It can carry up to 500
pounds while flying at its maximum speed (16 miles
an hour for a maximum of 144 miles per day, with a
one-‐‑hour rest for every 3 hours of flying), or 1,000
pounds at half that speed. The bird disappears after
flying its maximum distance for a day or if it drops to
0 hit points. You can dismiss the bird as an action.
Fan. If you are on a boat or ship, you can use an
action to toss the token up to 10 feet in the air. The
token disappears, and a giant flapping fan takes its
place. The fan floats and creates a wind strong
enough to fill the sails of one ship, increasing its
speed by 5 miles per hour for 8 hours. You can
dismiss the fan as an action.
Swan Boat. You can use an action to touch the
token to a body of water at least 60 feet in diameter.
The token disappears, and a 50-‐‑foot-‐‑long, 20-‐‑foot-‐‑
wide boat shaped like a swan takes its place. The
boat is self-‐‑propelled and moves across water at a
speed of 6 miles per hour. You can use an action
while on the boat to command it to move or to turn
up to 90 degrees. The boat can carry up to thirty-‐‑two
Medium or smaller creatures. A Large creature
counts as four Medium creatures, while a Huge
creature counts as nine. The boat remains for 24
hours and then disappears. You can dismiss the boat
as an action.
Tree. You must be outdoors to use this token. You
can use an action to touch it to an unoccupied space
on the ground. The token disappears, and in its place
a nonmagical oak tree springs into existence. The
tree is 60 feet tall and has a 5-‐‑foot-‐‑diameter trunk,
and its branches at the top spread out in a 20-‐‑foot
radius.
Whip. You can use an action to throw the token to
a point within 10 feet of you. The token disappears,
and a floating whip takes its place. You can then use
a bonus action to make a melee spell attack against a
creature within 10 feet of the whip, with an attack
bonus of +9. On a hit, the target takes 1d6 + 5 force
damage.
As a bonus action on your turn, you can direct the
whip to fly up to 20 feet and repeat the attack
against a creature within 10 feet of it. The whip
disappears after 1 hour, when you use an action to
dismiss it, or when you are incapacitated or die.
Figurine of Wondrous Power
Wondrous item, rarity by figurine
A figurine of wondrous power is a statuette of a beast
small enough to fit in a pocket. If you use an action to
speak the command word and throw the figurine to
a point on the ground within 60 feet of you, the
figurine becomes a living creature. If the space
where the creature would appear is occupied by
other creatures or objects, or if there isn’t enough
space for the creature, the figurine doesn’t become a
creature.
The creature is friendly to you and your
companions. It understands your languages and
obeys your spoken commands. If you issue no
System Reference Document 5.1 222
commands, the creature defends itself but takes no
other actions.
The creature exists for a duration specific to each
figurine. At the end of the duration, the creature
reverts to its figurine form. It reverts to a figurine
early if it drops to 0 hit points or if you use an action
to speak the command word again while touching it.
When the creature becomes a figurine again, its
property can’t be used again until a certain amount
of time has passed, as specified in the figurine’s
description.
Bronze Griffon (Rare). This bronze statuette is of
a griffon rampant. It can become a griffon for up to 6
hours. Once it has been used, it can’t be used again
until 5 days have passed.
Ebony Fly (Rare). This ebony statuette is carved
in the likeness of a horsefly. It can become a giant fly
for up to 12 hours and can be ridden as a mount.
Once it has been used, it can’t be used again until 2
days have passed.
Giant Fly
Large beast, unaligned
Armor Class 11
Hit Points 19 (3d10 + 3)
Speed 30 ft., fly 60 ft.
STR DEX CON INT WIS CHA
14 (+2) 13 (+1) 13 (+1) 2 (−4) 10 (+0) 3 (−4)
Senses darkvision 60 ft., passive Perception 10
Languages —
Golden Lions (Rare). These gold statuettes of
lions are always created in pairs. You can use one
figurine or both simultaneously. Each can become a
lion for up to 1 hour. Once a lion has been used, it
can’t be used again until 7 days have passed.
Ivory Goats (Rare). These ivory statuettes of
goats are always created in sets of three. Each goat
looks unique and functions differently from the
others. Their properties are as follows:
• The goat of traveling can become a Large goat with
the same statistics as a riding horse. It has 24
charges, and each hour or portion thereof it
spends in beast form costs 1 charge. While it has
charges, you can use it as often as you wish. When
it runs out of charges, it reverts to a figurine and
can’t be used again until 7 days have passed, when
it regains all its charges.
• The goat of travail becomes a giant goat for up to 3
hours. Once it has been used, it can’t be used again
until 30 days have passed.
• The goat of terror becomes a giant goat for up to 3
hours. The goat can’t attack, but you can remove
its horns and use them as weapons. One horn
becomes a +1 lance, and the other becomes a +2
longsword. Removing a horn requires an action,
and the weapons disappear and the horns return
when the goat reverts to figurine form. In addition,
the goat radiates a 30-‐‑foot-‐‑radius aura of terror
while you are riding it. Any creature hostile to you
that starts its turn in the aura must succeed on a
DC 15 Wisdom saving throw or be frightened of
the goat for 1 minute, or until the goat reverts to
figurine form. The frightened creature can repeat
the saving throw at the end of each of its turns,
ending the effect on itself on a success. Once it
successfully saves against the effect, a creature is
immune to the goat’s aura for the next 24 hours.
Once the figurine has been used, it can’t be used
again until 15 days have passed.
Marble Elephant (Rare). This marble statuette is
about 4 inches high and long. It can become an
elephant for up to 24 hours. Once it has been used, it
can’t be used again until 7 days have passed.
Obsidian Steed (Very Rare). This polished
obsidian horse can become a nightmare for up to 24
hours. The nightmare fights only to defend itself.
Once it has been used, it can’t be used again until 5
days have passed.
If you have a good alignment, the figurine has a 10
percent chance each time you use it to ignore your
orders, including a command to revert to figurine
form. If you mount the nightmare while it is ignoring
your orders, you and the nightmare are instantly
transported to a random location on the plane of
Hades, where the nightmare reverts to figurine form.
Onyx Dog (Rare). This onyx statuette of a dog can
become a mastiff for up to 6 hours. The mastiff has
an Intelligence of 8 and can speak Common. It also
has darkvision out to a range of 60 feet and can see
invisible creatures and objects within that range.
Once it has been used, it can’t be used again until 7
days have passed.
Serpentine Owl (Rare). This serpentine statuette
of an owl can become a giant owl for up to 8 hours.
Once it has been used, it can’t be used again until 2
days have passed. The owl can telepathically
communicate with you at any range if you and it are
on the same plane of existence.
Silver Raven (Uncommon). This silver statuette of
a raven can become a raven for up to 12 hours. Once
System Reference Document 5.1 223
it has been used, it can’t be used again until 2 days
have passed. While in raven form, the figurine allows
you to cast the animal messenger spell on it at will.
Flame Tongue
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic
sword’s command word, causing flames to erupt
from the blade. These flames shed bright light in a
40-‐‑foot radius and dim light for an additional 40 feet.
While the sword is ablaze, it deals an extra 2d6 fire
damage to any target it hits. The flames last until you
use a bonus action to speak the command word
again or until you drop or sheathe the sword.
Folding Boat
Wondrous item, rare
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 you to use an action to speak
it.
One command word causes the box to unfold into
a boat 10 feet long, 4 feet wide, and 2 feet deep. The
boat has one pair of oars, an anchor, a mast, and a
lateen sail. The boat can hold up to four Medium
creatures comfortably.
The second command word causes the box to
unfold into a ship 24 feet long, 8 feet wide, and 6 feet
deep. The ship has a deck, rowing seats, five sets of
oars, a steering oar, an anchor, a deck cabin, and a
mast with a square sail. The ship can hold fifteen
Medium creatures comfortably.
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.
The third command word causes the folding boat
to fold back into a box, provided that 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.
Frost Brand
Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword,
the target takes an extra 1d6 cold damage. In
addition, while you hold the sword, you have
resistance to fire damage.
In freezing temperatures, the blade 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 you. This
property can be used no more than once per hour.
Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement)
Your Strength score is 19 while you wear these
gauntlets. They have no effect on you if your
Strength is already 19 or higher.
Gem of Brightness
Wondrous item, uncommon
This prism has 50 charges. While you are holding it,
you can use an action to speak one of three
command words to cause one of the following
effects:
• The first command word causes the gem to shed
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 use a bonus action to
repeat the command word or until you use
another function of the gem.
• The second command word expends 1 charge and
causes the gem to fire a brilliant beam of light at
one creature you can see within 60 feet of you. The
creature must succeed on a DC 15 Constitution
saving throw or become blinded for 1 minute. The
creature can repeat the saving throw at the end of
each of its turns, ending the effect on itself on a
success.
• The third command word expends 5 charges and
causes the gem to flare with blinding light in a 30-‐‑
foot cone originating from it. Each creature in the
cone must make 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.
Gem of Seeing
Wondrous item, rare (requires attunement)
This gem has 3 charges. As an action, you can speak
the gem’s command word and 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.
System Reference Document 5.1 224
Giant Slayer
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
When you hit a giant with it, the giant takes an
extra 2d6 damage of the weapon’s type and must
succeed on a DC 15 Strength saving throw or fall
prone. For the purpose of this weapon, “giant” refers
to any creature with the giant type, including ettins
and trolls.
Glamoured Studded Leather
Armor (studded leather), rare
While wearing this armor, you gain a +1 bonus to AC.
You can also use a bonus action to speak the armor’s
command word and 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
remove the armor.
Gloves of Missile Snaring
Wondrous item, uncommon (requires attunement)
These gloves seem to almost meld into your hands
when you don them. When a ranged weapon attack
hits you while you’re wearing them, you can use
your reaction to reduce the damage by 1d10 + your
Dexterity modifier, provided that you have a free
hand. If you reduce the damage to 0, you can catch
the missile if it is small enough for you to hold in that
hand.
Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming
don’t cost you extra movement, and you gain a +5
bonus to Strength (Athletics) checks made to climb
or swim.
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have
darkvision out to a range of 60 feet. If you already
have darkvision, wearing the goggles increases its
range by 60 feet.
Hammer of Thunderbolts
Weapon (maul), legendary
You gain a +1 bonus to attack and damage rolls
made with this magic weapon.
Giant’s Bane (Requires Attunement). You must
be wearing a belt of giant strength (any variety) and
gauntlets of ogre power to attune to this weapon. The
attunement ends if you take off either of those items.
While you are attuned to this weapon and holding it,
your Strength score increases by 4 and can exceed
20, but not 30. When you roll a 20 on an attack roll
made with this weapon against a giant, the giant
must succeed on a DC 17 Constitution saving throw
or die.
The hammer also has 5 charges. While attuned to
it, you can expend 1 charge and make a ranged
weapon attack with the hammer, 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
hammer unleashes a thunderclap audible out to 300
feet. The target and every creature within 30 feet of
it must succeed on a DC 17 Constitution saving
throw or be stunned until the end of your next turn.
The hammer regains 1d4 + 1 expended charges daily
at dawn.
Handy Haversack
Wondrous item, rare
This backpack has a central pouch and two side
pouches, each of which is an extradimensional space.
Each side pouch can hold up to 20 pounds of
material, not exceeding a volume of 2 cubic feet. The
large central pouch can hold up to 8 cubic feet or 80
pounds of material. The backpack always weighs 5
pounds, regardless of its contents.
Placing an object in the haversack follows the
normal rules for interacting with objects. Retrieving
an item from the haversack requires you to use an
action. When you reach into the haversack for a
specific item, the item is always magically on top.
The haversack has a few limitations. If it is
overloaded, or if a sharp object pierces it or tears it,
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. If a
breathing creature is placed within the haversack,
the creature can survive for up to 10 minutes, after
which time it begins to suffocate.
System Reference Document 5.1 225
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 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.
Hat of Disguise
Wondrous item, uncommon (requires attunement)
While wearing this hat, you can use an action to cast
the disguise self spell from it at will. The spell ends if
the hat is removed.
Headband of Intellect
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this
headband. It has no effect on you if your Intelligence
is already 19 or higher.
Helm of Brilliance
Wondrous item, very rare (requires attunement)
This dazzling 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 it:
• You can use an action to 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), fireball (fire opal), prismatic spray
(diamond), or wall of fire (ruby). The gem is
destroyed when the spell is cast and disappears
from the helm.
• As long as it has at least one diamond, the helm
emits dim light in a 30-‐‑foot radius when at least
one undead is within that area. Any undead that
starts its turn in that area takes 1d6 radiant
damage.
• As long as the helm has at least one ruby, you have
resistance to fire damage.
• As long as the helm has at least one fire opal, you
can use an action and speak a command word 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 use a bonus action to speak
the command word again or until you drop or
stow the weapon.
Roll a d20 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. Each creature
within 60 feet of the helm other than 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. The helm and its gems
are then destroyed.
Helm of Comprehending Languages
Wondrous item, uncommon
While wearing this helm, you can use an action to
cast the comprehend languages spell from it at will.
Helm of Telepathy
Wondrous item, uncommon (requires attunement)
While wearing this helm, you can use an action to
cast the detect thoughts spell (save DC 13) from it. As
long as you maintain concentration on the spell, you
can use a bonus action to send a telepathic message
to a creature you are focused on. It can reply—using
a bonus action to do so—while your focus on it
continues.
While focusing on a creature with detect thoughts,
you can use an action to cast the suggestion spell
(save DC 13) from the helm on that creature. Once
used, the suggestion property can’t be used again
until the next dawn.
Helm of Teleportation
Wondrous item, rare (requires attunement)
This helm has 3 charges. While wearing it, you can
use an action and expend 1 charge to cast the
teleport spell from it. The helm regains 1d3
expended charges daily at dawn.
Holy Avenger
Weapon (any sword), legendary (requires attunement
by a paladin)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. When you hit a fiend
or an undead with it, that creature takes an extra
2d10 radiant damage.
While you hold the drawn sword, it creates an
aura in a 10-‐‑foot radius around you. You and all
creatures friendly to you in the aura have advantage
System Reference Document 5.1 226
on saving throws against spells and other magical
effects. If you have 17 or more levels in the paladin
class, the radius of the aura increases to 30 feet.
Horn of Blasting
Wondrous item, rare
You can use an action to speak the horn’s command
word and then blow the horn, which emits a
thunderous blast in a 30-‐‑foot cone that is audible
600 feet away. Each creature in the cone must make
a DC 15 Constitution saving throw. On a failed save, a
creature takes 5d6 thunder damage and is deafened
for 1 minute. On a successful save, a creature takes
half as much damage and isn’t deafened. Creatures
and objects made of glass or crystal have
disadvantage on the saving throw and take 10d6
thunder damage instead of 5d6.
Each use of the horn’s magic has a 20 percent
chance of causing the horn to explode. The explosion
deals 10d6 fire damage to the blower and destroys
the horn.
Horn of Valhalla
Wondrous item, rare (silver or brass), very rare
(bronze), or legendary (iron)
You can use an action to blow this horn. In response,
warrior spirits from the Valhalla appear within 60
feet of you. They use the statistics of a berserker.
They return to Valhalla after 1 hour or when they
drop to 0 hit points. Once you use the horn, it can’t
be used again until 7 days have passed.
Four types of horn of Valhalla are known to exist,
each made of a different metal. The horn’s type
determines how many berserkers answer its
summons, as well as the requirement for its use. The
GM chooses the horn’s type or determines it
randomly.
d100 Horn
Type
Berserkers
Summoned
Requirement
01–40 Silver 2d4 + 2 None
41–75 Brass 3d4 + 3 Proficiency with all
simple weapons
76–90 Bronze 4d4 + 4 Proficiency with all
medium armor
91–00 Iron 5d4 + 5 Proficiency with all
martial weapons
If you blow the horn without meeting its
requirement, the summoned berserkers attack you.
If you meet the requirement, they are friendly to you
and your companions and follow your commands.
Horseshoes of a Zephyr
Wondrous item, very rare
These iron horseshoes come in a set of four. While
all four shoes are affixed to the hooves of a horse or
similar creature, they allow the creature to move
normally while floating 4 inches above the ground.
This effect means the creature can cross or stand
above nonsolid or unstable surfaces, such as water
or lava. The creature leaves no tracks and ignores
difficult terrain. In addition, the creature can move
at normal speed for up to 12 hours a day without
suffering exhaustion from a forced march.
Horseshoes of Speed
Wondrous item, rare
These iron horseshoes come in a set of four. While
all four shoes are affixed to the hooves of a horse or
similar creature, they increase the creature’s
walking speed by 30 feet.
Immovable Rod
Rod, uncommon
This flat iron rod has a button on one end. You can
use an action to press the button, which causes the
rod to become magically fixed in place. Until you or
another creature uses an action to push the button
again, the rod doesn’t move, even if it is defying
gravity. The rod can hold up to 8,000 pounds of
weight. More weight causes the rod to deactivate
and fall. A creature can use an action to make a DC
30 Strength check, moving the fixed rod up to 10 feet
on a success.
Instant Fortress
Wondrous item, rare
You can use an action to place this 1-‐‑inch metal cube
on the ground and speak its command word. The
cube rapidly grows into a fortress that remains until
you use an action to speak the command word that
dismisses it, which works only if the fortress is
empty.
The fortress is a square tower, 20 feet on a side
and 30 feet high, with arrow slits on all sides and a
battlement atop it. Its interior is divided into two
floors, with a ladder running along one wall to
connect them. The ladder ends at a trapdoor leading
to the roof. When activated, the tower has a small
door on the side facing you. The door opens only at
your command, which you can speak as a bonus
action. It is immune to the knock spell and similar
magic, such as that of a chime of opening.
System Reference Document 5.1 227
Each creature in the area where the fortress
appears must make a DC 15 Dexterity saving throw,
taking 10d10 bludgeoning damage on a failed save,
or half as much damage on a successful one. In either
case, the creature is pushed to an unoccupied space
outside but next to the fortress. Objects in the area
that aren’t being worn or carried take this damage
and are pushed automatically.
The tower is made of adamantine, and its magic
prevents it from being tipped over. The roof, the
door, and the walls each have 100 hit points,
immunity to damage from nonmagical weapons
excluding siege weapons, and resistance to all other
damage. Only a wish spell can repair the fortress
(this use of the spell counts as replicating a spell of
8th level or lower). Each casting of wish causes the
roof, the door, or one wall to regain 50 hit points.
Ioun Stone
Wondrous item, rarity varies (requires attunement)
An Ioun stone is named after Ioun, a god of
knowledge and prophecy revered on some worlds.
Many types of Ioun stone exist, each type a distinct
combination of shape and color.
When you use an action to toss one of these stones
into the air, the stone orbits your head at a distance
of 1d3 feet and confers a benefit to you. Thereafter,
another creature must use an action to grasp or net
the stone to separate it from you, either by making a
successful attack roll against AC 24 or a successful
DC 24 Dexterity (Acrobatics) check. You can use an
action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to
all damage. It is considered to be an object that is
being worn while it orbits your head.
Absorption (Very Rare). While this pale lavender
ellipsoid orbits your head, you can use your reaction
to cancel a spell of 4th level or lower cast by a
creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it
burns out and turns dull gray, losing its magic. If you
are targeted by a spell whose level is higher than the
number of spell levels the stone has left, the stone
can’t cancel it.
Agility (Very Rare). Your Dexterity score
increases by 2, to a maximum of 20, while this deep
red sphere orbits your head.
Awareness (Rare). You can’t be surprised while
this dark blue rhomboid orbits your head.
Fortitude (Very Rare). Your Constitution score
increases by 2, to a maximum of 20, while this pink
rhomboid orbits your head.
Greater Absorption (Legendary). While this
marbled lavender and green ellipsoid orbits your
head, you can use your reaction to cancel a spell of
8th level or lower cast by a creature you can see and
targeting only you.
Once the stone has canceled 50 levels of spells, it
burns out and turns dull gray, losing its magic. If you
are targeted by a spell whose level is higher than the
number of spell levels the stone has left, the stone
can’t cancel it.
Insight (Very Rare). Your Wisdom score
increases by 2, to a maximum of 20, while this
incandescent blue sphere orbits your head.
Intellect (Very Rare). Your Intelligence score
increases by 2, to a maximum of 20, while this
marbled scarlet and blue sphere orbits your head.
Leadership (Very Rare). Your Charisma score
increases by 2, to a maximum of 20, while this
marbled pink and green sphere orbits your head.
Mastery (Legendary). Your proficiency bonus
increases by 1 while this pale green prism orbits
your head.
Protection (Rare). You gain a +1 bonus to AC
while this dusty rose prism orbits your head.
Regeneration (Legendary). You regain 15 hit
points at the end of each hour this pearly white
spindle orbits your head, provided that you have at
least 1 hit point.
Reserve (Rare). This vibrant purple prism stores
spells cast into it, holding them until you use them.
The stone can store up to 3 levels worth of spells at a
time. When found, it contains 1d4 − 1 levels of
stored spells chosen by the GM.
Any creature can cast a spell of 1st through 3rd
level into the stone by touching it as the spell is cast.
The spell has no effect, other than to be stored in the
stone. If the stone can’t hold the spell, the spell is
expended without effect. The level of the slot used to
cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any
spell stored in it. The spell uses the slot level, spell
save DC, spell attack bonus, and spellcasting ability
of the original caster, but is otherwise treated as if
you cast the spell. The spell cast from the stone is no
longer stored in it, freeing up space.
Strength (Very Rare). Your Strength score
increases by 2, to a maximum of 20, while this pale
blue rhomboid orbits your head.
Sustenance (Rare). You don’t need to eat or drink
while this clear spindle orbits your head.
System Reference Document 5.1 228
Iron Bands of Binding
Wondrous item, rare
This rusty iron sphere measures 3 inches in
diameter and weighs 1 pound. You can use an action
to speak the command word and throw the sphere at
a Huge or smaller creature you can see within 60
feet of you. As the sphere moves through the air, it
opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus
equal to your Dexterity modifier plus your
proficiency bonus. On a hit, the target is restrained
until you take a bonus action to speak the command
word again to release it. Doing so, or missing with
the attack, causes the bands to contract and become
a sphere once more.
A creature, including the one restrained, can use
an action to make a DC 20 Strength check to break
the iron bands. On a success, the item is destroyed,
and the restrained creature is freed. If the check fails,
any further attempts made by that creature
automatically fail until 24 hours have elapsed.
Once the bands are used, they can’t be used again
until the next dawn.
Iron Flask
Wondrous item, legendary
This iron bottle has a brass stopper. You can use an
action to speak the flask’s command word, targeting
a creature that you can see within 60 feet of you. If
the target is native to a plane of existence other than
the one you’re on, the target must succeed on a DC
17 Wisdom saving throw or be trapped in the flask.
If the target has been trapped by the flask before, it
has advantage on the saving throw. Once trapped, a
creature remains in the flask until released. The flask
can hold only one creature at a time. A creature
trapped in the flask doesn’t need to breathe, eat, or
drink and doesn’t age.
You can use an action to remove the flask’s
stopper and release the creature the flask contains.
The creature is friendly to you and your companions
for 1 hour and obeys your commands for that
duration. If you give no commands or give it a
command that is likely to result in its death, it
defends itself but otherwise takes no actions. At the
end of the duration, the creature acts in accordance
with its normal disposition and alignment.
An identify spell reveals that a creature is inside
the flask, but the only way to determine the type of
creature is to open the flask. A newly discovered
bottle might already contain a creature chosen by
the GM or determined randomly.
d100 Contents
1‒50 Empty
51‒54 Demon (type 1)
55‒58 Demon (type 2)
59‒62 Demon (type 3)
63‒64 Demon (type 4)
65 Demon (type 5)
66 Demon (type 6)
67 Deva
68‒69 Devil (greater)
70‒73 Devil (lesser)
74‒75 Djinni
76‒77 Efreeti
78‒83 Elemental (any)
84‒86 Invisible stalker
87‒90 Night hag
91 Planetar
92‒95 Salamander
96 Solar
97‒99 Succubus/incubus
100 Xorn
Javelin of Lightning
Weapon (javelin), uncommon
This javelin is a magic weapon. When you hurl it and
speak its command word, it transforms into a bolt of
lightning, forming a line 5 feet wide that extends out
from you to a target within 120 feet. Each creature in
the line excluding you and the target must make a
DC 13 Dexterity saving throw, taking 4d6 lightning
damage on a failed save, and half as much damage on
a successful one. The lightning bolt turns back into a
javelin when it reaches the target. Make a ranged
weapon attack against the target. On a hit, the target
takes damage from the javelin plus 4d6 lightning
damage.
The javelin’s property can’t be used again until the
next dawn. In the meantime, the javelin can still be
used as a magic weapon.
Lantern of Revealing
Wondrous item, uncommon
While lit, this hooded lantern burns for 6 hours on 1
pint of oil, shedding bright light in a 30-‐‑foot radius
and dim light for an additional 30 feet. Invisible
creatures and objects are visible as long as they are
in the lantern’s bright light. You can use an action to
lower the hood, reducing the light to dim light in a 5-‐‑
foot radius.
System Reference Document 5.1 229
Luck Blade
Weapon (any sword), legendary (requires
attunement)
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. While the sword is on
your person, you also gain a +1 bonus to saving
throws.
Luck. If the sword is on your person, you can call
on its luck (no action required) to reroll one attack
roll, ability check, or saving throw you dislike. You
must use the second roll. This property can’t be used
again until the next dawn.
Wish. The sword has 1d4 – 1 charges. While
holding it, you can use an action to expend 1 charge
and cast the wish spell from it. This property can’t be
used again until the next dawn. The sword loses this
property if it has no charges.
Mace of Disruption
Weapon (mace), rare (requires attunement)
When you hit a fiend or an undead with this magic
weapon, that creature takes an extra 2d6 radiant
damage. If the target has 25 hit points or fewer after
taking this damage, it must succeed on a DC 15
Wisdom saving throw or be destroyed. On a
successful save, the creature becomes frightened of
you until the end of your next turn.
While you hold this weapon, it sheds bright light in
a 20-‐‑foot radius and dim light for an additional 20
feet.
Mace of Smiting
Weapon (mace), rare
You gain a +1 bonus to attack and damage rolls
made with this magic weapon. The bonus increases
to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with
this weapon, the target takes an extra 2d6
bludgeoning damage, or 4d6 bludgeoning damage if
it’s a construct. If a construct has 25 hit points or
fewer after taking this damage, it is destroyed.
Mace of Terror
Weapon (mace), rare (requires attunement)
This magic weapon has 3 charges. While holding it,
you can use an action and expend 1 charge to release
a wave of terror. Each creature of your choice in a
30-‐‑foot radius extending from you must succeed on
a DC 15 Wisdom saving throw or become frightened
of you for 1 minute. While it is frightened in this way,
a creature must spend its turns trying to move as far
away from you as it can, and it can’t willingly move
to a space within 30 feet of you. It also can’t take
reactions. For its action, it can use only the Dash
action or try to escape from an effect that prevents it
from moving. If it has nowhere it can move, the
creature can use the Dodge action. At the end of each
of its turns, a creature can repeat the saving throw,
ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at
dawn.
Mantle of Spell Resistance
Wondrous item, rare (requires attunement)
You have advantage on saving throws against spells
while you wear this cloak.
Manual of Bodily Health
Wondrous item, very rare
This book contains health and diet tips, and its
words are charged with magic. If you spend 48 hours
over a period of 6 days or fewer studying the book’s
contents and practicing its guidelines, your
Constitution score increases by 2, as does your
maximum for that score. The manual then loses its
magic, but regains it in a century.
Manual of Gainful Exercise
Wondrous item, very rare
This book describes fitness exercises, and its words
are charged with magic. If you spend 48 hours over a
period of 6 days or fewer studying the book’s
contents and practicing its guidelines, your Strength
score increases by 2, as does your maximum for that
score. The manual then loses its magic, but regains it
in a century.
Manual of Golems
Wondrous item, very rare
This tome contains information and incantations
necessary to make a particular type of golem. The
GM chooses the type or determines it randomly. To
decipher and use the manual, you must be a
spellcaster with at least two 5th-‐‑level spell slots. A
creature that can’t use a manual of golems and
attempts to read it takes 6d6 psychic damage.
d20 Golem Time Cost
1–5 Clay 30 days 65,000 gp
6–17 Flesh 60 days 50,000 gp
18 Iron 120 days 100,000 gp
19–20 Stone 90 days 80,000 gp
System Reference Document 5.1 230
To create a golem, you must spend the time shown
on the table, working without interruption with the
manual at hand and resting no more than 8 hours
per day. You must also pay the specified cost to
purchase supplies.
Once you finish creating the golem, the book is
consumed in eldritch flames. The golem becomes
animate when the ashes of the manual are sprinkled
on it. It is under your control, and it understands and
obeys your spoken commands.
Manual of Quickness of Action
Wondrous item, very rare
This book contains coordination and balance
exercises, and its words are charged with magic. If
you spend 48 hours over a period of 6 days or fewer
studying the book’s contents and practicing its
guidelines, your Dexterity score increases by 2, as
does your maximum for that score. The manual then
loses its magic, but regains it in a century.
Marvelous Pigments
Wondrous item, very rare
Typically found in 1d4 pots inside a fine wooden box
with a brush (weighing 1 pound in total), these
pigments allow you to create three-‐‑dimensional
objects by painting them in two dimensions. The
paint flows from the brush to form the desired
object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000
square feet of a surface, which lets you create
inanimate objects or terrain features—such as a
door, a pit, flowers, trees, cells, rooms, or weapons—
that are up to 10,000 cubic feet. It takes 10 minutes
to cover 100 square feet.
When you complete the painting, the object or
terrain feature depicted becomes a real, nonmagical
object. Thus, painting a door on a wall creates an
actual door that can be opened to whatever is
beyond. Painting a pit on a floor creates a real pit,
and its depth counts against the total area of objects
you create.
Nothing created by the pigments can have a value
greater than 25 gp. If you paint an object of greater
value (such as a diamond or a pile of gold), the object
looks authentic, but close inspection reveals it is
made from paste, bone, or some other worthless
material.
If you paint a form of energy such as fire or
lightning, the energy appears but dissipates as soon
as you complete the painting, doing no harm to
anything.
Medallion of Thoughts
Wondrous item, uncommon (requires attunement)
The medallion has 3 charges. While wearing it, you
can use an action and expend 1 charge to cast the
detect thoughts spell (save DC 13) from it. The
medallion regains 1d3 expended charges daily at
dawn.
Mirror of Life Trapping
Wondrous item, very rare
When this 4-‐‑foot-‐‑tall mirror is viewed indirectly, its
surface shows faint images of creatures. The mirror
weighs 50 pounds, and it has AC 11, 10 hit points,
and vulnerability to bludgeoning damage. It shatters
and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and
you are within 5 feet of it, you can use an action to
speak its command word and activate it. It remains
activated until you use an action to speak the
command word again.
Any creature other than you that sees its reflection
in the activated mirror while within 30 feet of it
must succeed on a DC 15 Charisma saving throw or
be trapped, along with anything it is wearing or
carrying, in one of the mirror’s twelve
extradimensional cells. This saving throw is made
with advantage if the creature knows the mirror’s
nature, and constructs succeed on the saving throw
automatically.
An extradimensional cell is an infinite expanse
filled with thick fog that reduces visibility to 10 feet.
Creatures trapped in the mirror’s cells don’t age, and
they don’t need to eat, drink, or sleep. A creature
trapped within a cell can escape using magic that
permits planar travel. Otherwise, the creature is
confined to the cell until freed.
If the mirror traps a creature but its twelve
extradimensional cells are already occupied, the
mirror frees one trapped creature at random to
accommodate the new prisoner. A freed creature
appears in an unoccupied space within sight of the
mirror but facing away from it. If the mirror is
shattered, all creatures it contains are freed and
appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can use an
action to speak the name of one creature trapped in
it or call out a particular cell by number. The
creature named or contained in the named cell
appears as an image on the mirror’s surface. You and
the creature can then communicate normally.
In a similar way, you can use an action to speak a
second command word and free one creature
System Reference Document 5.1 231
trapped in the mirror. The freed creature appears,
along with its possessions, in the unoccupied space
nearest to the mirror and facing away from it.
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt
or breastplate can be worn under normal clothes. If
the armor normally imposes disadvantage on
Dexterity (Stealth) checks or has a Strength
requirement, the mithral version of the armor
doesn’t.
Necklace of Adaptation
Wondrous item, uncommon (requires attunement)
While wearing this necklace, you can breathe
normally in any environment, and you have
advantage on saving throws made against harmful
gases and vapors (such as cloudkill and stinking
cloud effects, inhaled poisons, and the breath
weapons of some dragons).
Necklace of Fireballs
Wondrous item, rare
This necklace has 1d6 + 3 beads hanging from it. You
can use an action to detach a bead and throw it up to
60 feet away. When it reaches the end of its
trajectory, the bead detonates as a 3rd-‐‑level fireball
spell (save DC 15).
You can hurl multiple beads, or even the whole
necklace, as one action. When you do so, increase the
level of the fireball by 1 for each bead beyond the
first.
Necklace of Prayer Beads
Wondrous item, rare (requires attunement by a cleric,
druid, or paladin)
This necklace has 1d4 + 2 magic beads made from
aquamarine, black pearl, or topaz. It also has many
nonmagical beads made from stones such as amber,
bloodstone, citrine, coral, jade, pearl, or quartz. If a
magic bead is removed from the necklace, that bead
loses its magic.
Six types of magic beads exist. The GM decides the
type of each bead on the necklace or determines it
randomly. A necklace can have more than one bead
of the same type. To use one, you must be wearing
the necklace. Each bead contains a spell that you can
cast from it as a bonus action (using your spell save
DC if a save is necessary). Once a magic bead’s spell
is cast, that bead can’t be used again until the next
dawn.
d20 Bead of … Spell
1–6 Blessing Bless
7–12 Curing Cure wounds (2nd level) or lesser
restoration
13–16 Favor Greater restoration
17–18 Smiting Branding smite
19 Summons Planar ally
20 Wind
walking
Wind walk
Nine Lives Stealer
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls
made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a
critical hit against a creature that has fewer than 100
hit points, it must succeed on a DC 15 Constitution
saving throw or be slain instantly as the sword tears
its life force from its body (a construct or an undead
is immune). The sword loses 1 charge if the creature
is slain. When the sword has no charges remaining,
it loses this property.
Oathbow
Weapon (longbow), very rare (requires attunement)
When you nock an arrow on this bow, it whispers in
Elvish, “Swift defeat to my enemies.” When you use
this weapon to make a ranged attack, you can, as a
command phrase, say, “Swift death to you who have
wronged me.” The target of your attack becomes
your sworn enemy until it dies or until dawn seven
days later. You can have only one such sworn enemy
at a time. When your sworn enemy dies, you can
choose a new one after the next dawn.
When you make a ranged attack roll with this
weapon against your sworn enemy, you have
advantage on the roll. In addition, your target gains
no benefit from cover, other than total cover, and
you suffer no disadvantage due to long range. If the
attack hits, your sworn enemy takes an extra 3d6
piercing damage.
While your sworn enemy lives, you have
disadvantage on attack rolls with all other weapons.
Oil of Etherealness
Potion, rare
Beads of this cloudy gray oil form on the outside of
its container and quickly evaporate. The oil can
cover a Medium or smaller creature, along with the
equipment it’s wearing and carrying (one additional
System Reference Document 5.1 232
vial is required for each size category above
Medium). Applying the oil takes 10 minutes. The
affected creature then gains the effect of the
etherealness spell for 1 hour.
Oil of Sharpness
Potion, very rare
This clear, gelatinous oil sparkles with tiny, ultrathin
silver shards. The oil can coat one slashing or
piercing weapon or up to 5 pieces of slashing or
piercing ammunition. Applying the oil takes 1
minute. For 1 hour, the coated item is magical and
has a +3 bonus to attack and damage rolls.
Oil of Slipperiness
Potion, uncommon
This sticky black unguent is thick and heavy in the
container, but it flows quickly when poured. The oil
can cover a Medium or smaller creature, along with
the equipment it’s wearing and carrying (one
additional vial is required for each size category
above Medium). Applying the oil takes 10 minutes.
The affected creature then gains the effect of a
freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground
as an action, where it covers a 10-‐‑foot square,
duplicating the effect of the grease spell in that area
for 8 hours.
Pearl of Power
Wondrous item, uncommon (requires attunement by a
spellcaster)
While this pearl is on your person, you can use an
action to speak its command word and regain one
expended spell slot. If the expended slot was of 4th
level or higher, the new slot is 3rd level. Once you
use the pearl, it can’t be used again until the next
dawn.
Periapt of Health
Wondrous item, uncommon
You are immune to contracting any disease while
you wear this pendant. If you are already infected
with a disease, the effects of the disease are
suppressed you while you wear the pendant.
Periapt of Proof against Poison
Wondrous item, rare
This delicate silver chain has a brilliant-‐‑cut black
gem pendant. While you wear it, poisons have no
effect on you. You are immune to the poisoned
condition and have immunity to poison damage.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement)
While you wear this pendant, you stabilize whenever
you are dying at the start of your turn. In addition,
whenever you roll a Hit Die to regain hit points,
double the number of hit points it restores.
Philter of Love
Potion, uncommon
The next time you see a creature within 10 minutes
after drinking this philter, you become charmed by
that creature for 1 hour. If the creature is of a species
and gender you are normally attracted to, you
regard it as your true love while you are charmed.
This potion’s rose-‐‑hued, effervescent liquid contains
one easy-‐‑to-‐‑miss bubble shaped like a heart.
Pipes of Haunting
Wondrous item, uncommon
You must be proficient with wind instruments to use
these pipes. They have 3 charges. You can use an
action to play them and expend 1 charge to create an
eerie, spellbinding tune. Each creature within 30 feet
of you that hears you play must succeed on a DC 15
Wisdom saving throw or become frightened of you
for 1 minute. If you wish, all creatures in the area
that aren’t hostile toward you automatically succeed
on the saving throw. A creature that fails the saving
throw can repeat it at the end of each of its turns,
ending the effect on itself on a success. A creature
that succeeds on its saving throw is immune to the
effect of these pipes for 24 hours. The pipes regain
1d3 expended charges daily at dawn.
Pipes of the Sewers
Wondrous item, uncommon (requires attunement)
You must be proficient with wind instruments to use
these pipes. While you are attuned to the pipes,
ordinary rats and giant rats are indifferent toward
you and will not attack you unless you threaten or
harm them.
The pipes have 3 charges. If you play the pipes as
an action, you can use a bonus action to expend 1 to
3 charges, calling forth one swarm of rats with each
expended charge, provided that 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
System Reference Document 5.1 233
swarms move toward the music by the shortest
available route but aren’t under your control
otherwise. The pipes regain 1d3 expended charges
daily at dawn.
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, you can make a Charisma
check contested by the swarm’s Wisdom check. If
you lose the contest, the swarm behaves as it
normally would and can’t be swayed by the pipes’
music for the next 24 hours. If you win the contest,
the swarm is swayed by the pipes’ music and
becomes friendly to you and your companions for as
long as you continue to play the pipes each round as
an 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 and can’t hear the
pipes’ music, 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.
Plate Armor of Etherealness
Armor (plate), legendary (requires attunement)
While you’re wearing this armor, you can speak its
command word as an action to gain the effect of the
etherealness spell, which last for 10 minutes or until
you remove the armor or use an action to speak the
command word again. This property of the armor
can’t be used again until the next dawn.
Portable Hole
Wondrous item, rare
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 use an action to unfold a portable 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, 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 use an 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 use an action to make a
DC 10 Strength check. On a successful check, the
creature forces its way out and appears within 5 feet
of the portable hole or the creature carrying it. A
breathing creature within a closed portable hole can
survive for up to 10 minutes, after which time it
begins to suffocate.
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 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.
Potion of Animal Friendship
Potion, uncommon
When you drink this potion, you can cast the animal
friendship spell (save DC 13) for 1 hour at will.
Agitating this muddy liquid brings little bits into
view: a fish scale, a hummingbird tongue, a cat claw,
or a squirrel hair.
Potion of Clairvoyance
Potion, rare
When you drink this potion, you gain the effect of the
clairvoyance spell. An eyeball bobs in this yellowish
liquid but vanishes when the potion is opened.
Potion of Climbing
Potion, common
When you drink this potion, you gain a climbing
speed equal to your walking speed for 1 hour.
During this time, you have advantage on Strength
(Athletics) checks you make to climb. The potion is
separated into brown, silver, and gray layers
resembling bands of stone. Shaking the bottle fails to
mix the colors.
Potion of Diminution
Potion, rare
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.
System Reference Document 5.1 234
Potion of Flying
Potion, very rare
When you drink this potion, you gain a flying speed
equal to your walking 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.
Potion of Gaseous Form
Potion, rare
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.
Potion of Giant Strength
Potion, rarity varies
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 fingernail from a giant of the appropriate
type. The potion of frost giant strength and the potion
of stone giant strength have the same effect.
Type of Giant Strength Rarity
Hill giant 21 Uncommon
Frost/stone giant 23 Rare
Fire giant 25 Rare
Cloud giant 27 Very rare
Storm giant 29 Legendary
Potion of Growth
Potion, uncommon
When you drink this potion, you gain the “enlarge”
effect of the enlarge/reduce spell for 1d4 hours (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.
Potion of Healing
Potion, rarity varies
You regain hit points when you drink this potion.
The number of hit points depends on the potion’s
rarity, as shown in the Potions of Healing table.
Whatever its potency, the potion’s red liquid
glimmers when agitated.
Potions of Healing
Potion of … Rarity HP Regained
Healing Common 2d4 + 2
Greater healing Uncommon 4d4 + 4
Superior healing Rare 8d4 + 8
Supreme healing Very rare 10d4 + 20
Potion of Heroism
Potion, rare
For 1 hour after drinking it, 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 blue potion bubbles
and steams as if boiling.
Potion of Invisibility
Potion, very rare
This potion’s container looks empty but feels as
though it holds liquid. When you drink it, you
become invisible for 1 hour. Anything you wear or
carry is invisible with you. The effect ends early if
you attack or cast a spell.
Potion of Mind Reading
Potion, rare
When you drink this potion, you gain the effect of the
detect thoughts spell (save DC 13). The potion’s
dense, purple liquid has an ovoid cloud of pink
floating in it.
Potion of Poison
Potion, uncommon
This concoction looks, smells, and tastes like a potion
of healing or other beneficial potion. However, it is
actually poison masked by illusion magic. An identify
spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and
you must succeed on a DC 13 Constitution saving
throw or be poisoned. At the start of each of your
turns while you are poisoned in this way, you take
3d6 poison damage. At the end of each of your turns,
you can repeat the saving throw. On a successful
save, the poison damage you take on your
subsequent turns decreases by 1d6. The poison ends
when the damage decreases to 0.
System Reference Document 5.1 235
Potion of Resistance
Potion, uncommon
When you drink this potion, you gain resistance to
one type of damage for 1 hour. The GM chooses the
type or determines it randomly from the options
below.
d10 Damage Type d10 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
Potion of Speed
Potion, very rare
When you drink this potion, you gain the effect of the
haste spell for 1 minute (no concentration required).
The potion’s yellow fluid is streaked with black and
swirls on its own.
Potion of Water Breathing
Potion, uncommon
You can breathe underwater for 1 hour after
drinking this potion. Its cloudy green fluid smells of
the sea and has a jellyfish-‐‑like bubble floating in it.
Restorative Ointment
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1
doses of a thick mixture that smells faintly of aloe.
The jar and its contents weigh 1/2 pound.
As an action, one dose of the ointment can be
swallowed or applied to the skin. The creature that
receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.
Ring of Animal Influence
Ring, rare
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you
can use an action to expend 1 of its charges to cast
one of the following spells:
• Animal friendship (save DC 13)
• Fear (save DC 13), targeting only beasts that have
an Intelligence of 3 or lower
• Speak with animals
Ring of Djinni Summoning
Ring, legendary (requires attunement)
While wearing this ring, you can speak its command
word as an action to summon a particular djinni
from the Elemental Plane of Air. The djinni appears
in an unoccupied space you choose within 120 feet
of you. It remains as long as you concentrate (as if
concentrating on a spell), to a maximum of 1 hour, or
until it drops to 0 hit points. It then returns to its
home plane.
While summoned, the djinni is friendly to you and
your companions. It obeys any commands you give it,
no matter what language you use. If you fail to
command it, the djinni defends itself against
attackers but takes no other actions.
After the djinni departs, it can’t be summoned
again for 24 hours, and the ring becomes nonmagical
if the djinni dies.
Ring of Elemental Command
Ring, legendary (requires attunement)
This ring is linked to one of the four Elemental
Planes. The GM chooses or randomly determines the
linked plane.
While wearing this ring, you have advantage on
attack rolls against elementals from the linked plane,
and they have disadvantage on attack rolls against
you. In addition, you have access to properties based
on the linked plane.
The ring has 5 charges. It regains 1d4 + 1
expended charges daily at dawn. Spells cast from the
ring have a save DC of 17.
Ring of Air Elemental Command. You can expend
2 of the ring’s charges to cast dominate monster on
an air elemental. In addition, when you fall, you
descend 60 feet per round and take no damage from
falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to
the ring, you gain access to the following additional
properties:
• You have resistance to lightning damage.
• You have a flying speed equal to your walking
speed and can hover.
• You can cast the following spells from the ring,
expending the necessary number of charges: chain
lightning (3 charges), gust of wind (2 charges), or
wind wall (1 charge).
Ring of Earth Elemental Command. You can
expend 2 of the ring’s charges to cast dominate
monster on an earth elemental. In addition, you can
move in difficult terrain that is composed of rubble,
System Reference Document 5.1 236
rocks, or dirt as if it were normal terrain. You can
also speak and understand Terran.
If you help slay an earth elemental while attuned
to the ring, you gain access to the following
additional properties:
• You have resistance to acid damage.
• You can move through solid earth or rock as if
those areas were difficult terrain. If you end your
turn there, you are shunted out to the nearest
unoccupied space you last occupied.
• You can cast the following spells from the ring,
expending the necessary number of charges: stone
shape (2 charges), stoneskin (3 charges), or wall of
stone (3 charges).
Ring of Fire Elemental Command. You can
expend 2 of the ring’s charges to cast dominate
monster on a fire elemental. In addition, you have
resistance to fire damage. You can also speak and
understand Ignan.
If you help slay a fire elemental while attuned to
the ring, you gain access to the following additional
properties:
• You are immune to fire damage.
• You can cast the following spells from the ring,
expending the necessary number of charges:
burning hands (1 charge), fireball (2 charges), and
wall of fire (3 charges).
Ring of Water Elemental Command. You can
expend 2 of the ring’s charges to cast dominate
monster on a water elemental. In addition, you can
stand on and walk across liquid surfaces as if they
were solid ground. You can also speak and
understand Aquan.
If you help slay a water elemental while attuned to
the ring, you gain access to the following additional
properties:
• You can breathe underwater and have a
swimming speed equal to your walking speed.
• You can cast the following spells from the ring,
expending the necessary number of charges:
create or destroy water (1 charge), control water (3
charges), ice storm (2 charges), or wall of ice (3
charges).
Ring of Evasion
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. When you fail a Dexterity
saving throw while wearing it, you can use your
reaction to expend 1 of its charges to succeed on that
saving throw instead.
Ring of Feather Falling
Ring, rare (requires attunement)
When you fall while wearing this ring, you descend
60 feet per round and take no damage from falling.
Ring of Free Action
Ring, rare (requires attunement)
While you wear this ring, difficult terrain doesn’t
cost you extra movement. In addition, magic can
neither reduce your speed nor cause you to be
paralyzed or restrained.
Ring of Invisibility
Ring, legendary (requires attunement)
While wearing this ring, you can turn invisible as an
action. Anything you are wearing or carrying is
invisible with you. You remain invisible until the
ring is removed, until you attack or cast a spell, or
until you use a bonus action to become visible again.
Ring of Jumping
Ring, uncommon (requires attunement)
While wearing this ring, you can cast the jump spell
from it as a bonus action at will, but can target only
yourself when you do so.
Ring of Mind Shielding
Ring, uncommon (requires attunement)
While wearing this ring, you are immune to magic
that allows other creatures to read your thoughts,
determine whether you are lying, know your
alignment, or know your creature type. Creatures
can telepathically communicate with you only if you
allow it.
You can use an action to cause the ring to become
invisible until you use another action to make it
visible, until you remove the ring, or until you die.
If you die while wearing the ring, your soul enters
it, unless it already houses a soul. You can remain in
the ring or depart for the afterlife. As long as your
soul is in the ring, you can telepathically
communicate with any creature wearing it. A wearer
can’t prevent this telepathic communication.
System Reference Document 5.1 237
Ring of Protection
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while
wearing this ring.
Ring of Regeneration
Ring, very rare (requires attunement)
While wearing this ring, you regain 1d6 hit points
every 10 minutes, provided that you have at least 1
hit point. If you lose a body part, the ring causes the
missing part to regrow and return to full
functionality after 1d6 + 1 days if you have at least 1
hit point the whole time.
Ring of Resistance
Ring, rare (requires attunement)
You have resistance to one damage type while
wearing this ring. The gem in the ring indicates the
type, which the GM chooses or determines randomly.
d10 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Force Sapphire
5 Lightning Citrine
6 Necrotic Jet
7 Poison Amethyst
8 Psychic Jade
9 Radiant Topaz
10 Thunder Spinel
Ring of Shooting Stars
Ring, very rare (requires attunement outdoors at
night)
While wearing this ring in dim light or darkness, you
can cast dancing lights and light from the ring at will.
Casting either spell from the ring requires an action.
The ring has 6 charges for the following other
properties. The ring regains 1d6 expended charges
daily at dawn.
Faerie Fire. You can expend 1 charge as an action
to cast faerie fire from the ring.
Ball Lightning. You can expend 2 charges as an
action to create one to four 3-‐‑foot-‐‑diameter spheres
of lightning. The more spheres you create, the less
powerful each sphere is individually.
Each sphere appears in an unoccupied space you
can see within 120 feet of you. The spheres last as
long as you concentrate (as if concentrating on a
spell), up to 1 minute. Each sphere sheds dim light in
a 30-‐‑foot radius.
As a bonus action, you can move each sphere up to
30 feet, but no farther than 120 feet away from you.
When a creature other than you comes within 5 feet
of a sphere, the sphere discharges lightning at that
creature and disappears. That creature must make a
DC 15 Dexterity saving throw. On a failed save, the
creature takes lightning damage based on the
number of spheres you created.
Spheres Lightning Damage
4 2d4
3 2d6
2 5d4
1 4d12
Shooting Stars. You can expend 1 to 3 charges as
an action. For every charge you expend, you launch a
glowing mote of light from the ring at a point you
can see within 60 feet of you. Each creature within a
15-‐‑foot cube originating from that point is showered
in sparks and must make a DC 15 Dexterity saving
throw, taking 5d4 fire damage on a failed save, or
half as much damage on a successful one.
Ring of Spell Storing
Ring, rare (requires attunement)
This ring stores spells cast into it, holding them until
the attuned wearer uses them. The ring can store up
to 5 levels worth of spells at a time. When found, it
contains 1d6 − 1 levels of stored spells chosen by the
GM.
Any creature can cast a spell of 1st through 5th
level into the ring by touching the ring as the spell is
cast. The spell has no effect, other than to be stored
in the ring. If the ring can’t hold the spell, the spell is
expended without effect. The level of the slot used to
cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell
stored in it. The spell uses the slot level, spell save
DC, spell attack bonus, and spellcasting ability of the
original caster, but is otherwise treated as if you cast
the spell. The spell cast from the ring is no longer
stored in it, freeing up space.
Ring of Spell Turning
Ring, legendary (requires attunement)
While wearing this ring, you have advantage on
saving throws against any spell that targets only you
(not in an area of effect). In addition, if you roll a 20
for the save and the spell is 7th level or lower, the
spell has no effect on you and instead targets the
caster, using the slot level, spell save DC, attack
bonus, and spellcasting ability of the caster.
System Reference Document 5.1 238
Ring of Swimming
Ring, uncommon
You have a swimming speed of 40 feet while wearing
this ring.
Ring of Telekinesis
Ring, very rare (requires attunement)
While wearing this ring, you can cast the telekinesis
spell at will, but you can target only objects that
aren’t being worn or carried.
Ring of the Ram
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended
charges daily at dawn. While wearing the ring, you
can use an action to expend 1 to 3 of its charges to
attack one creature you can see within 60 feet of you.
The ring produces a spectral ram’s head and makes
its attack roll with a +7 bonus. On a hit, for each
charge you spend, the target takes 2d10 force
damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring’s
charges as an action to try to break an object you can
see within 60 feet of you that isn’t being worn or
carried. The ring makes a Strength check with a +5
bonus for each charge you spend.
Ring of Three Wishes
Ring, legendary
While wearing this ring, you can use an action to
expend 1 of its 3 charges to cast the wish spell from
it. The ring becomes nonmagical when you use the
last charge.
Ring of Warmth
Ring, uncommon (requires attunement)
While wearing this ring, you have resistance to cold
damage. In addition, you and everything you wear
and carry are unharmed by temperatures as low as
−50 degrees Fahrenheit.
Ring of Water Walking
Ring, uncommon
While wearing this ring, you can stand on and move
across any liquid surface as if it were solid ground.
Ring of X-ray Vision
Ring, rare (requires attunement)
While wearing this ring, you can use an action to
speak its command word. When you do so, you can
see into and through solid matter for 1 minute. This
vision has a radius of 30 feet. To you, solid objects
within that radius appear transparent and don’t
prevent light from passing through them. The vision
can penetrate 1 foot of stone, 1 inch of common
metal, or up to 3 feet of wood or dirt. Thicker
substances block the vision, as does a thin sheet of
lead.
Whenever you use the ring again before taking a
long rest, you must succeed on a DC 15 Constitution
saving throw or gain one level of exhaustion.
Robe of Eyes
Wondrous item, rare (requires attunement)
This robe is adorned with eyelike patterns. While
you wear the robe, you gain the following benefits:
• The robe lets you see in all directions, and you
have advantage on Wisdom (Perception) checks
that rely on sight.
• You have darkvision out to a range of 120 feet.
• You can see invisible creatures and objects, as well
as see into the Ethereal Plane, out to a range of
120 feet.
The eyes on the robe can’t be closed or averted.
Although you can close or avert your own eyes, you
are never considered to be doing so while wearing
this robe.
A light spell cast on the robe or a daylight spell
cast within 5 feet of the robe causes you to be
blinded for 1 minute. At the end of each of your
turns, you can make a Constitution saving throw (DC
11 for light or DC 15 for daylight), ending the
blindness on a success.
Robe of Scintillating Colors
Wondrous item, very rare (requires attunement)
This robe has 3 charges, and it regains 1d3 expended
charges daily at dawn. While you wear it, you can
use an action and expend 1 charge to cause the
garment to display a shifting pattern of dazzling
hues until the end of your next turn. During this time,
the robe sheds bright light in a 30-‐‑foot radius and
dim light for an additional 30 feet. Creatures that can
see you have disadvantage on attack rolls against
you. In addition, any creature in the bright light that
can see you when the robe’s power is activated must
succeed on a DC 15 Wisdom saving throw or become
stunned until the effect ends.
System Reference Document 5.1 239
Robe of Stars
Wondrous item, very rare (requires attunement)
This black or dark blue robe is embroidered with
small white or silver stars. You gain a +1 bonus to
saving throws while you wear it.
Six stars, located on the robe’s upper front portion,
are particularly large. While wearing this robe, you
can use an action to pull off one of the stars and use
it to cast magic missile as a 5th-‐‑level spell. Daily at
dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to
enter the Astral Plane along with everything you are
wearing and carrying. You remain there until you
use an action to return to the plane you were on. You
reappear in the last space you occupied, or if that
space is occupied, the nearest unoccupied space.
Robe of the Archmagi
Wondrous item, legendary (requires attunement by a
sorcerer, warlock, or wizard)
This elegant garment is made from exquisite cloth of
white, gray, or black and adorned with silvery runes.
The robe’s color corresponds to the alignment for
which the item was created. A white robe was made
for good, gray for neutral, and black for evil. You
can’t attune to a robe of the archmagi that doesn’t
correspond to your alignment.
You gain these benefits while wearing the robe:
• If you aren’t wearing armor, your base Armor
Class is 15 + your Dexterity modifier.
• You have advantage on saving throws against
spells and other magical effects.
• Your spell save DC and spell attack bonus each
increase by 2.
Robe of Useful Items
Wondrous item, uncommon
This robe has cloth patches of various shapes and
colors covering it. While wearing the robe, you can
use an action to detach one of the patches, causing it
to become the object or creature it represents. Once
the last patch is removed, the robe becomes an
ordinary garment.
The robe has two of each of the following patches:
• Dagger
• Bullseye lantern (filled and lit)
• Steel mirror
• 10-‐‑foot pole
• Hempen rope (50 feet, coiled)
• Sack
In addition, the robe has 4d4 other patches. The
GM chooses the patches or determines them
randomly.
d100 Patch
01–08 Bag of 100 gp
09–15 Silver coffer (1 foot long, 6 inches wide and
deep) worth 500 gp
16–22 Iron door (up to 10 feet wide and 10 feet high,
barred on one side of your choice), which you
can place in an opening you can reach; it
conforms to fit the opening, attaching and
hinging itself
23–30 10 gems worth 100 gp each
31–44 Wooden ladder (24 feet long)
45–51 A riding horse with saddle bags
52–59 Pit (a cube 10 feet on a side), which you can
place on the ground within 10 feet of you
60–68 4 potions of healing
69–75 Rowboat (12 feet long)
76–83 Spell scroll containing one spell of 1st to 3rd
level
84–90 2 mastiffs
91–96 Window (2 feet by 4 feet, up to 2 feet deep),
which you can place on a vertical surface you
can reach
97–00 Portable ram
Rod of Absorption
Rod, very rare (requires attunement)
While holding this rod, you can use your reaction to
absorb a spell that is targeting only you and not with
an area of effect. The absorbed spell’s effect is
canceled, and the spell’s energy—not the spell
itself—is stored in the rod. The energy has the same
level as the spell when it was cast. The rod can
absorb and store up to 50 levels of energy over the
course of its existence. Once the rod absorbs 50
levels of energy, it can’t absorb more. If you are
targeted by a spell that the rod can’t store, the rod
has no effect on that spell.
When you become attuned to the rod, you know
how many levels of energy the rod has absorbed
over the course of its existence, and how many levels
of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can
convert energy stored in it into spell slots to cast
spells you have prepared or know. You can create
spell slots only of a level equal to or lower than your
own spell slots, up to a maximum of 5th level. You
use the stored levels in place of your slots, but
otherwise cast the spell as normal. For example, you
can use 3 levels stored in the rod as a 3rd-‐‑level spell
slot.
System Reference Document 5.1 240
A newly found rod has 1d10 levels of spell energy
stored in it already. A rod that can no longer absorb
spell energy and has no energy remaining becomes
nonmagical.
Rod of Alertness
Rod, very rare (requires attunement)
This rod has a flanged head and the following
properties.
Alertness. While holding the rod, you have
advantage on Wisdom (Perception) checks and on
rolls for initiative.
Spells. While holding the rod, you can use an
action to cast one of the following spells from it:
detect evil and good, detect magic, detect poison and
disease, or see invisibility.
Protective Aura. As an action, you can plant the
haft end of the rod in the ground, whereupon the
rod’s head sheds bright light in a 60-‐‑foot radius and
dim light for an additional 60 feet. While in that
bright light, you and any creature that is friendly to
you gain a +1 bonus to AC and saving throws and can
sense the location of any invisible hostile creature
that is also in the bright light.
The rod’s head stops glowing and the effect ends
after 10 minutes, or when a creature uses an action
to pull the rod from the ground. This property can’t
be used again until the next dawn.
Rod of Lordly Might
Rod, legendary (requires attunement)
This rod has a flanged head, and it functions as a
magic mace that grants a +3 bonus to attack and
damage rolls made with it. The rod has properties
associated with six different buttons that are set in a
row along the haft. It has three other properties as
well, detailed below.
Six Buttons. You can press one of the rod’s six
buttons as a bonus action. A button’s effect lasts
until you push a different button or until you push
the same button again, which causes the rod to
revert to its normal form.
If you press button 1, the rod becomes a flame
tongue, as a fiery blade sprouts from the end
opposite the rod’s flanged head.
If you press button 2, the rod’s flanged head folds
down and two crescent-‐‑shaped blades spring out,
transforming the rod into a magic battleaxe that
grants a +3 bonus to attack and damage rolls made
with it.
If you press button 3, the rod’s flanged head folds
down, a spear point springs from the rod’s tip, and
the rod’s handle lengthens into a 6-‐‑foot haft,
transforming the rod into a magic spear that grants a
+3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a
climbing pole up to 50 feet long, as you specify. In
surfaces as hard as granite, a spike at the bottom and
three hooks at the top anchor the pole. Horizontal
bars 3 inches long fold out from the sides, 1 foot
apart, forming a ladder. The pole can bear up to
4,000 pounds. More weight or lack of solid
anchoring causes the rod to revert to its normal
form.
If you press button 5, the rod transforms into a
handheld battering ram and grants its user a +10
bonus to Strength checks made to break through
doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains
in its normal form and indicates magnetic north.
(Nothing happens if this function of the rod is used
in a location that has no magnetic north.) The rod
also gives you knowledge of your approximate depth
beneath the ground or your height above it.
Drain Life. When you hit a creature with a melee
attack using the rod, you can force the target to
make a DC 17 Constitution saving throw. On a failure,
the target takes an extra 4d6 necrotic damage, and
you regain a number of hit points equal to half that
necrotic damage. This property can’t be used again
until the next dawn.
Paralyze. When you hit a creature with a melee
attack using the rod, you can force the target to
make a DC 17 Strength saving throw. On a failure,
the target is paralyzed for 1 minute. The target can
repeat the saving throw at the end of each of its
turns, ending the effect on a success. This property
can’t be used again until the next dawn.
Terrify. While holding the rod, you can use an
action to force each creature you can see within 30
feet of you to make a DC 17 Wisdom saving throw.
On a failure, a target is frightened of you for 1
minute. A frightened target can repeat the saving
throw at the end of each of its turns, ending the
effect on itself on a success. This property can’t be
used again until the next dawn.
Rod of Rulership
Rod, rare (requires attunement)
You can use an action to present the rod and
command obedience from each creature of your
choice that you can see within 120 feet of you. Each
target must succeed on a DC 15 Wisdom saving
throw or be charmed by you for 8 hours. While
charmed in this way, the creature regards you as its
System Reference Document 5.1 241
trusted leader. If harmed by you or your companions,
or commanded to do something contrary to its
nature, a target ceases to be charmed in this way.
The rod can’t be used again until the next dawn.
Rod of Security
Rod, very rare
While holding this rod, you can use an action to
activate it. The rod then instantly transports you and
up to 199 other willing creatures you can see to a
paradise that exists in an extraplanar space. You
choose the form that the paradise takes. It could be a
tranquil garden, lovely glade, cheery tavern,
immense palace, tropical island, fantastic carnival, or
whatever else you can imagine. Regardless of its
nature, the paradise contains enough water and food
to sustain its visitors. Everything else that can be
interacted with inside the extraplanar space can
exist only there. For example, a flower picked from a
garden in the paradise disappears if it is taken
outside the extraplanar space.
For each hour spent in the paradise, a visitor
regains hit points as if it had spent 1 Hit Die. Also,
creatures don’t age while in the paradise, although
time passes normally. Visitors can remain in the
paradise for up to 200 days divided by the number
of creatures present (round down).
When the time runs out or you use an action to
end it, all visitors reappear in the location they
occupied when you activated the rod, or an
unoccupied space nearest that location. The rod
can’t be used again until ten days have passed.
Rope of Climbing
Wondrous item, uncommon
This 60-‐‑foot length of silk rope weighs 3 pounds and
can hold up to 3,000 pounds. If you hold one end of
the rope and use an action to speak the command
word, the rope animates. As a bonus action, you can
command the other end to move toward a
destination you choose. That end moves 10 feet on
your turn when you first command it and 10 feet on
each of your turns until reaching its destination, up
to its maximum length away, or until you tell it to
stop. You can also tell the rope to fasten itself
securely to an object or to unfasten itself, to knot or
unknot itself, or to coil itself for carrying.
If you tell the rope to knot, large knots appear at 1-‐‑
foot intervals along the rope. While knotted, the rope
shortens to a 50-‐‑foot length and grants advantage on
checks made to climb it.
The rope has AC 20 and 20 hit points. It regains 1
hit point every 5 minutes as long as it has at least 1
hit point. If the rope drops to 0 hit points, it is
destroyed.
Rope of Entanglement
Wondrous item, rare
This rope is 30 feet long and weighs 3 pounds. If you
hold one end of the rope and use an action to speak
its command word, the other end darts forward to
entangle a creature you can see within 20 feet of you.
The target must succeed on a DC 15 Dexterity saving
throw or become restrained.
You can release the creature by using a bonus
action to speak a second command word. A target
restrained by the rope can use an action to make a
DC 15 Strength or Dexterity check (target’s choice).
On a success, the creature is no longer restrained by
the rope.
The rope has AC 20 and 20 hit points. It regains 1
hit point every 5 minutes as long as it has at least 1
hit point. If the rope drops to 0 hit points, it is
destroyed.
Scarab of Protection
Wondrous item, legendary (requires attunement)
If you hold this beetle-‐‑shaped medallion in your
hand for 1 round, an inscription appears on its
surface revealing its magical nature. It provides two
benefits while it is on your person:
• You have advantage on saving throws against
spells.
• The scarab has 12 charges. If you fail a saving
throw against a necromancy spell or a harmful
effect originating from an undead creature, you
can use your reaction to expend 1 charge and turn
the failed save into a successful one. The scarab
crumbles into powder and is destroyed when its
last charge is expended.
Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls
made with this magic weapon. In addition, you can
make one attack with it as a bonus action on each of
your turns.
System Reference Document 5.1 242
Shield, +1, +2, or +3
Armor (shield), uncommon (+1), rare (+2), or very
rare (+3)
While holding this shield, you have a bonus to AC
determined by the shield’s rarity. This bonus is in
addition to the shield’s normal bonus to AC.
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
While holding this shield, you have resistance to
damage from ranged weapon attacks.
Curse. This shield is cursed. Attuning to it curses
you until you are targeted by the remove curse spell
or similar magic. Removing the shield fails to end the
curse on you. Whenever a ranged weapon attack is
made against a target within 10 feet of you, the curse
causes you to become the target instead.
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement)
While you wear these light shoes, you can move up,
down, and across vertical surfaces and upside down
along ceilings, while leaving your hands free. You
have a climbing speed equal to your walking speed.
However, the slippers don’t allow you to move this
way on a slippery surface, such as one covered by ice
or oil.
Sovereign Glue
Wondrous item, legendary
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. The 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.
Spell Scroll
Scroll, varies
A spell scroll bears the words of a single spell,
written in a mystical cipher. If the spell is on your
class’s spell list, you can read the scroll and cast its
spell without providing any 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 words on the
scroll fade, and it crumbles to dust. If the casting is
interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a
higher level than you can normally cast, you must
make an ability check using your spellcasting ability
to determine whether you cast it successfully. The
DC equals 10 + 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 Spell Scroll table.
Spell Scroll
Spell Level Rarity Save DC Attack Bonus
Cantrip Common 13 +5
1st Common 13 +5
2nd Uncommon 13 +5
3rd Uncommon 15 +7
4th Rare 15 +7
5th Rare 17 +9
6th Very rare 17 +9
7th Very rare 18 +10
8th Very rare 18 +10
9th Legendary 19 +11
A wizard spell on a spell scroll can be copied just as
spells in spellbooks can be copied. When a spell is
copied from a spell scroll, the copier must succeed on
an Intelligence (Arcana) check with a DC equal to 10
+ the spell’s level. If the check succeeds, the spell is
successfully copied. Whether the check succeeds or
fails, the spell scroll is destroyed.
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on
saving throws against spells and other magical
effects, and spell attacks have disadvantage against
you.
Sphere of Annihilation
Wondrous item, legendary
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 4d10 force damage.
System Reference Document 5.1 243
The sphere is stationary until someone controls it.
If you are within 60 feet of an uncontrolled sphere,
you can use an action to make a DC 25 Intelligence
(Arcana) check. On a success, the sphere levitates in
one direction of your choice, up to a number of feet
equal to 5 × your Intelligence modifier (minimum 5
feet). On a failure, the sphere moves 10 feet toward
you. A creature whose space the sphere enters must
succeed on a DC 13 Dexterity saving throw or be
touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under
another creature’s control, you make an Intelligence
(Arcana) check contested by the other creature’s
Intelligence (Arcana) check. The winner of the
contest gains control of the sphere and can levitate it
as normal.
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.
d100 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 each creature and object
within 180 feet of the sphere, including the
sphere, to a random plane of existence.
Staff of Charming
Staff, rare (requires attunement by a bard, cleric,
druid, sorcerer, warlock, or wizard)
While holding this staff, you can use an action to
expend 1 of its 10 charges to cast charm person,
command, or comprehend languages from it using
your spell save DC. The staff can also be used as a
magic quarterstaff.
If you are holding the staff and 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. If you succeed on a save against an
enchantment spell that targets only you, with or
without the staff’s intervention, you can use your
reaction to expend 1 charge from the staff and turn
the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff becomes a nonmagical quarterstaff.
Staff of Fire
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to fire damage while you hold
this staff.
The staff has 10 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast one of the following spells from it, using your
spell save DC: burning hands (1 charge), fireball (3
charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff blackens, crumbles into cinders, and is
destroyed.
Staff of Frost
Staff, very rare (requires attunement by a druid,
sorcerer, warlock, or wizard)
You have resistance to cold damage while you hold
this staff.
The staff has 10 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast one of the following spells from it, using your
spell save DC: cone of cold (5 charges), fog cloud (1
charge), ice storm (4 charges), or wall of ice (4
charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff turns to water and is destroyed.
Staff of Healing
Staff, rare (requires attunement by a bard, cleric, or
druid)
This staff has 10 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast one of the following spells from it, using your
spell save DC and spellcasting ability modifier: cure
wounds (1 charge per spell level, up to 4th), lesser
restoration (2 charges), or mass cure wounds (5
charges).
The staff regains 1d6 + 4 expended charges daily
at dawn. If you expend the last charge, roll a d20. On
a 1, the staff vanishes in a flash of light, lost forever.
Staff of Power
Staff, very rare (requires attunement by a sorcerer,
warlock, or wizard)
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
with it. While holding it, you gain a +2 bonus to
Armor Class, saving throws, and spell attack rolls.
System Reference Document 5.1 244
The staff has 20 charges for the following
properties. The staff regains 2d8 + 4 expended
charges daily at dawn. If you expend the last charge,
roll a d20. On a 1, the staff retains its +2 bonus to
attack and damage rolls but loses all other
properties. On a 20, the staff regains 1d8 + 2 charges.
Power Strike. When you hit with a melee attack
using the staff, you can expend 1 charge to deal an
extra 1d6 force damage to the target.
Spells. While holding this staff, you can use an
action to expend 1 or more of its charges to cast one
of the following spells from it, using your spell save
DC and spell attack bonus: cone of cold (5 charges),
fireball (5th-‐‑level version, 5 charges), globe of
invulnerability (6 charges), hold monster (5 charges),
levitate (2 charges), lightning bolt (5th-‐‑level version,
5 charges), magic missile (1 charge), ray of
enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike. You can use an action to break
the staff over your knee or against a solid surface,
performing a retributive strike. The staff is
destroyed and releases its remaining magic in an
explosion that expands to fill a 30-‐‑foot-‐‑radius sphere
centered on it.
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 × the number of charges in the staff.
Every other creature in the area must make a DC 17
Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it
is from the point of origin, as shown in the following
table. On a successful save, a creature takes half as
much damage.
Distance from Origin Damage
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Staff of Striking
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that
grants a +3 bonus to attack 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 of its
charges. For each charge you expend, the target
takes an extra 1d6 force damage. The staff regains
1d6 + 4 expended charges daily at dawn. If you
expend the last charge, roll a d20. On a 1, the staff
becomes a nonmagical quarterstaff.
Staff of Swarming Insects
Staff, rare (requires attunement by a bard, cleric,
druid, sorcerer, warlock, or wizard)
This staff has 10 charges and regains 1d6 + 4
expended charges daily at dawn. If you expend the
last charge, roll a d20. On a 1, a swarm of insects
consumes and destroys the staff, then disperses.
Spells. While holding the staff, you can use an
action to expend some of its charges to cast one of
the following spells from it, using your spell save DC:
giant insect (4 charges) or insect plague (5 charges).
Insect Cloud. While holding the staff, you can use
an action and expend 1 charge to cause a swarm of
harmless flying insects to spread out in a 30-‐‑foot
radius from you. The insects remain for 10 minutes,
making the area heavily obscured for creatures
other than you. The swarm moves with you,
remaining centered on you. A wind of at least 10
miles per hour disperses the swarm and ends the
effect.
Staff of the Magi
Staff, legendary (requires attunement by a sorcerer,
warlock, or wizard)
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
with it. While you hold it, you gain a +2 bonus to
spell attack rolls.
The staff has 50 charges for the following
properties. It regains 4d6 + 2 expended charges
daily at dawn. If you expend the last charge, roll a
d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption. While holding the staff, you
have advantage on saving throws against spells. In
addition, you can use your 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 use an
action to expend some of its charges to cast one of
the following spells from it, using your spell save DC
and spellcasting ability: conjure elemental (7
charges), dispel magic (3 charges), fireball (7th-‐‑level
version, 7 charges), flaming sphere (2 charges), ice
storm (4 charges), invisibility (2 charges), knock (2
charges), lightning bolt (7th-‐‑level version, 7 charges),
passwall (5 charges), plane shift (7 charges),
System Reference Document 5.1 245
telekinesis (5 charges), wall of fire (4 charges), or
web (2 charges).
You can also use an action to cast one of the
following spells from the staff without using any
charges: arcane lock, detect magic, enlarge/reduce,
light, mage hand, or protection from evil and good.
Retributive Strike. You can use an action to break
the staff over your knee or against a solid surface,
performing a retributive strike. The staff is
destroyed and releases its remaining magic in an
explosion that expands to fill a 30-‐‑foot-‐‑radius sphere
centered on it.
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 × the number of charges in the staff.
Every other creature in the area must make a DC 17
Dexterity saving throw. On a failed save, a creature
takes an amount of damage based on how far away it
is from the point of origin, as shown in the following
table. On a successful save, a creature takes half as
much damage.
Distance from Origin Damage
10 ft. away or closer 8 × the number of charges in the staff
11 to 20 ft. away 6 × the number of charges in the staff
21 to 30 ft. away 4 × the number of charges in the staff
Staff of the Python
Staff, uncommon (requires attunement by a cleric,
druid, or warlock)
You can use an action to speak this staff’s command
word and throw the staff on the ground within 10
feet of you. The staff becomes a giant constrictor
snake under your control and acts on its own
initiative count. By using a bonus action to speak the
command word again, you return the staff to its
normal form in a space formerly occupied by the
snake.
On your turn, you can mentally command the
snake if it is within 60 feet of you and you aren’t
incapacitated. You decide what action the snake
takes and where it moves during its next turn, or you
can issue it a general command, such as to attack
your enemies or guard a location.
If the snake is reduced to 0 hit points, it dies and
reverts to its staff form. The staff then shatters and is
destroyed. If the snake reverts to staff form before
losing all its hit points, it regains all of them.
Staff of the Woodlands
Staff, rare (requires attunement by a druid)
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
with it. While holding it, you have a +2 bonus to spell
attack rolls.
The staff has 10 charges for the following
properties. It regains 1d6 + 4 expended charges
daily at dawn. If you expend the last charge, roll a
d20. On a 1, the staff loses its properties and
becomes a nonmagical quarterstaff.
Spells. You can use an action to expend 1 or more
of the staff’s charges to cast one of the following
spells from it, using your spell save DC: animal
friendship (1 charge), awaken (5 charges), barkskin
(2 charges), locate animals or plants (2 charges),
speak with animals (1 charge), speak with plants (3
charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without
trace spell from the staff without using any charges.
Tree Form. You can use an action to plant one end
of the staff in fertile earth and expend 1 charge to
transform the staff into a healthy tree. The tree is 60
feet tall and has a 5-‐‑foot-‐‑diameter trunk, and its
branches at the top spread out in a 20-‐‑foot radius.
The tree appears ordinary but radiates a faint aura
of transmutation magic if targeted by detect magic.
While touching the tree and using another action to
speak its command word, you return the staff to its
normal form. Any creature in the tree falls when it
reverts to a staff.
Staff of Thunder and Lightning
Staff, very rare (requires attunement)
This staff can be wielded as a magic quarterstaff that
grants a +2 bonus to attack and damage rolls made
with it. It also has the following additional
properties. When 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.
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. The target you hit
must succeed on a DC 17 Constitution saving throw
or become stunned until the end of your next turn.
Lightning Strike. You can use an 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 must make a DC 17 Dexterity saving throw,
System Reference Document 5.1 246
taking 9d6 lightning damage on a failed save, or half
as much damage on a successful one.
Thunderclap. You can use an action to cause the
staff to issue a deafening thunderclap, audible out to
600 feet. Each creature within 60 feet of you (not
including you) must make a DC 17 Constitution
saving throw. On a failed save, a creature takes 2d6
thunder damage and becomes deafened for 1 minute.
On a successful save, a creature takes half damage
and isn’t deafened.
Thunder and Lightning. You can use an action to
use the Lightning Strike and Thunderclap properties
at the same time. Doing so doesn’t expend the daily
use of those properties, only the use of this one.
Staff of Withering
Staff, rare (requires attunement by a cleric, druid, or
warlock)
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. In addition, the target
must succeed on a DC 15 Constitution saving throw
or have disadvantage for 1 hour on any ability check
or saving throw that uses Strength or Constitution.
Stone of Controlling Earth Elementals
Wondrous item, rare
If the stone is touching the ground, you can use an
action to speak its command word and summon an
earth elemental, as if you had cast the conjure
elemental spell. The stone can’t be used this way
again until the next dawn. The stone weighs 5
pounds.
Stone of Good Luck (Luckstone)
Wondrous item, uncommon (requires attunement)
While this polished agate is on your person, you gain
a +1 bonus to ability checks and saving throws.
Sun Blade
Weapon (longsword), rare (requires attunement)
This item appears to be a longsword hilt. While
grasping the hilt, you can use a bonus action to cause
a blade of pure radiance to spring into existence, or
make the blade disappear. While the blade exists,
this magic longsword has the finesse property. If you
are proficient with shortswords or longswords, you
are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls
made with this weapon, which deals radiant damage
instead of slashing damage. When you hit an undead
with it, that target takes an extra 1d8 radiant
damage.
The sword’s luminous blade emits bright light in a
15-‐‑foot radius and dim light for an additional 15 feet.
The light is sunlight. While the blade persists, you
can use an action to expand or reduce its radius of
bright and dim light by 5 feet each, to a maximum of
30 feet each or a minimum of 10 feet each.
Sword of Life Stealing
Weapon (any sword), rare (requires attunement)
When you attack a creature with this magic weapon
and roll a 20 on the attack roll, that target takes an
extra 3d6 necrotic damage, provided that the target
isn’t a construct or an undead. You gain temporary
hit points equal to the extra damage dealt.
Sword of Sharpness
Weapon (any sword that deals slashing damage), very
rare (requires attunement)
When you attack an object with this magic sword
and hit, maximize your weapon damage dice against
the target.
When you attack a creature with this weapon and
roll a 20 on the attack roll, that target takes an extra
4d6 slashing damage. Then roll another d20. If you
roll a 20, you lop off one of the target’s limbs, with
the effect of such loss determined by the GM. If the
creature has no limb to sever, you lop off a portion of
its body instead.
In addition, you can speak the sword’s command
word to cause the blade to shed bright light in a 10-‐‑
foot radius and dim light for an additional 10 feet.
Speaking the command word again or sheathing the
sword puts out the light.
Sword of Wounding
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon’s damage can be
regained only through a short or long rest, rather
than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an
attack using this magic weapon, you can wound the
target. At the start of each of the wounded creature’s
turns, it takes 1d4 necrotic damage for each time
you’ve wounded it, and it can then make a DC 15
Constitution saving throw, ending the effect of all
such wounds on itself on a success. Alternatively, the
wounded creature, or a creature within 5 feet of it,
System Reference Document 5.1 247
can use an action to make a DC 15 Wisdom
(Medicine) check, ending the effect of such wounds
on it on a success.
Talisman of Pure Good
Wondrous item, legendary (requires attunement by a
creature of good alignment)
This talisman is a mighty symbol of goodness. A
creature that is neither good nor evil in alignment
takes 6d6 radiant damage upon touching the
talisman. An evil creature takes 8d6 radiant damage
upon touching the talisman. Either sort of creature
takes the damage again each time it ends its turn
holding or carrying the talisman.
If you are a good cleric or paladin, you can use the
talisman as a holy symbol, and you gain a +2 bonus
to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or
holding it, you can use an action to expend 1 charge
from it and choose one creature you can see on the
ground within 120 feet of you. If the target is of evil
alignment, a flaming fissure opens under it. The
target must succeed on a DC 20 Dexterity saving
throw or fall into the fissure and be destroyed,
leaving no remains. The fissure then closes, leaving
no trace of its existence. When you expend the last
charge, the talisman disperses into motes of golden
light and is destroyed.
Talisman of the Sphere
Wondrous item, legendary (requires attunement)
When you make an Intelligence (Arcana) check to
control a sphere of annihilation while you are
holding this talisman, you double your proficiency
bonus on the check. In addition, when you start your
turn with control over a sphere of annihilation, you
can use an action to levitate it 10 feet plus a number
of additional feet equal to 10 × your Intelligence
modifier.
Talisman of Ultimate Evil
Wondrous item, legendary (requires attunement by a
creature of evil alignment)
This item symbolizes unrepentant evil. A creature
that is neither good nor evil in alignment takes 6d6
necrotic damage upon touching the talisman. A good
creature takes 8d6 necrotic damage upon touching
the talisman. Either sort of creature takes the
damage again each time it ends its turn holding or
carrying the talisman.
If you are an evil cleric or paladin, you can use the
talisman as a holy symbol, and you gain a +2 bonus
to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or
holding it, you can use an action to expend 1 charge
from the talisman and choose one creature you can
see on the ground within 120 feet of you. If the
target is of good alignment, a flaming fissure opens
under it. The target must succeed on a DC 20
Dexterity saving throw or fall into the fissure and be
destroyed, leaving no remains. The fissure then
closes, leaving no trace of its existence. When you
expend the last charge, the talisman dissolves into
foul-‐‑smelling slime and is destroyed.
Tome of Clear Thought
Wondrous item, very rare
This book contains memory and logic exercises, and
its words are charged with magic. If you spend 48
hours over a period of 6 days or fewer studying the
book’s contents and practicing its guidelines, your
Intelligence score increases by 2, as does your
maximum for that score. The manual then loses its
magic, but regains it in a century.
Tome of Leadership and Influence
Wondrous item, very rare
This book contains guidelines for influencing and
charming others, and its words are charged with
magic. If you spend 48 hours over a period of 6 days
or fewer studying the book’s contents and practicing
its guidelines, your Charisma score increases by 2, as
does your maximum for that score. The manual then
loses its magic, but regains it in a century.
Tome of Understanding
Wondrous item, very rare
This book contains intuition and insight exercises,
and its words are charged with magic. If you spend
48 hours over a period of 6 days or fewer studying
the book’s contents and practicing its guidelines,
your Wisdom score increases by 2, as does your
maximum for that score. The manual then loses its
magic, but regains it in a century.
Trident of Fish Command
Weapon (trident), uncommon (requires attunement)
This trident is a magic weapon. It has 3 charges.
While you carry it, you can use an action and expend
1 charge to cast dominate beast (save DC 15) from it
System Reference Document 5.1 248
on a beast that has an innate swimming speed. The
trident regains 1d3 expended charges daily at dawn.
Universal Solvent
Wondrous item, legendary
This tube holds milky liquid with a strong alcohol
smell. You can use an action to pour the contents of
the tube onto a surface within reach. The liquid
instantly dissolves up to 1 square foot of adhesive it
touches, including sovereign glue.
Vicious Weapon
Weapon (any), rare
When you roll a 20 on your attack roll with this
magic weapon, your critical hit deals an extra 2d6
damage of the weapon’s type.
Vorpal Sword
Weapon (any sword that deals slashing damage),
legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls
made with this magic weapon. In addition, the
weapon ignores resistance to slashing damage.
When you attack a creature that has at least one
head with this weapon and roll a 20 on the attack
roll, you cut off one of the creature’s heads. The
creature dies if it can’t survive without the lost head.
A creature is immune to this effect if it is immune to
slashing damage, doesn’t have or need a head, has
legendary actions, or the GM decides that the
creature is too big for its head to be cut off with this
weapon. Such a creature instead takes an extra 6d8
slashing damage from the hit.
Wand of Binding
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges for the following properties.
It regains 1d6 + 1 expended charges daily at dawn. If
you expend the wand’s last charge, roll a d20. On a 1,
the wand crumbles into ashes and is destroyed.
Spells. While holding the wand, you can use an
action to expend some of its charges to cast one of
the following spells (save DC 17): hold monster (5
charges) or hold person (2 charges).
Assisted Escape. While holding the wand, you can
use your reaction to expend 1 charge and gain
advantage on a saving throw you make to avoid
being paralyzed or restrained, or you can expend 1
charge and gain advantage on any check you make to
escape a grapple.
Wand of Enemy Detection
Wand, rare (requires attunement)
This wand has 7 charges. While holding it, you can
use an action and expend 1 charge to speak its
command word. For the next minute, you know the
direction of the nearest creature hostile to you
within 60 feet, but not its distance from you. The
wand can sense the presence of hostile creatures
that are ethereal, invisible, disguised, or hidden, as
well as those in plain sight. The effect ends if you
stop holding the wand.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Fear
Wand, rare (requires attunement)
This wand has 7 charges for the following properties.
It regains 1d6 + 1 expended charges daily at dawn. If
you expend the wand’s last charge, roll a d20. On a 1,
the wand crumbles into ashes and is destroyed.
Command. While holding the wand, you can use
an action to expend 1 charge and command another
creature to flee or grovel, as with the command spell
(save DC 15).
Cone of Fear. While holding the wand, you can use
an action to expend 2 charges, causing the wand’s tip
to emit a 60-‐‑foot cone of amber light. Each creature
in the cone must succeed on a DC 15 Wisdom saving
throw or become frightened of you for 1 minute.
While it is frightened in this way, a creature must
spend its turns trying to move as far away from you
as it can, and it can’t willingly move to a space within
30 feet of you. It also can’t take reactions. For its
action, it can use only the Dash action or try to
escape from an effect that prevents it from moving. If
it has nowhere it can move, the creature can use the
Dodge action. At the end of each of its turns, a
creature can repeat the saving throw, ending the
effect on itself on a success.
Wand of Fireballs
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast the fireball spell (save DC 15) from it. For 1
charge, you cast the 3rd-‐‑level version of the spell.
You can increase the spell slot level by one for each
additional charge you expend.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
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d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Lightning Bolts
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast the lightning bolt spell (save DC 15) from it. For
1 charge, you cast the 3rd-‐‑level version of the spell.
You can increase the spell slot level by one for each
additional charge you expend.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Magic Detection
Wand, uncommon
This wand has 3 charges. While holding it, you can
expend 1 charge as an action to cast the detect magic
spell from it. The wand regains 1d3 expended
charges daily at dawn.
Wand of Magic Missiles
Wand, uncommon
This wand has 7 charges. While holding it, you can
use an action to expend 1 or more of its charges to
cast the magic missile spell from it. For 1 charge, you
cast the 1st-‐‑level version of the spell. You can
increase the spell slot level by one for each
additional charge you expend.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Paralysis
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cause a
thin blue ray to streak from the tip toward a creature
you can see within 60 feet of you. The target must
succeed on a DC 15 Constitution saving throw or be
paralyzed for 1 minute. At the end of each of the
target’s turns, it can repeat the saving throw, ending
the effect on itself on a success.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Polymorph
Wand, very rare (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cast the
polymorph spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Secrets
Wand, uncommon
The wand has 3 charges. While holding it, you can
use an action to expend 1 of its charges, and if a
secret door or trap is within 30 feet of you, the wand
pulses and points at the one nearest to you. The
wand regains 1d3 expended charges daily at dawn.
Wand of the War Mage, +1, +2, or +3
Wand, uncommon (+1), rare (+2), or very rare (+3)
(requires attunement by a spellcaster)
While holding this wand, you gain a bonus to spell
attack rolls determined by the wand’s rarity. In
addition, you ignore half cover when making a spell
attack.
Wand of Web
Wand, uncommon (requires attunement by a
spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges to cast the
web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into ashes and is
destroyed.
Wand of Wonder
Wand, rare (requires attunement by a spellcaster)
This wand has 7 charges. While holding it, you can
use an action to expend 1 of its charges and choose a
target within 120 feet of you. The target can be a
creature, an object, or a point in space. Roll d100 and
consult the following table to discover what happens.
If the effect causes you to cast a spell from the
wand, the spell’s save DC is 15. If the spell normally
has a range expressed in feet, its range becomes 120
feet if it isn’t already.
If an effect covers an area, you must center the
spell on and include the target. If an effect has
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multiple possible subjects, the GM randomly
determines which ones are affected.
The wand regains 1d6 + 1 expended charges daily
at dawn. If you expend the wand’s last charge, roll a
d20. On a 1, the wand crumbles into dust and is
destroyed.
d100 Effect
01–05 You cast slow.
06–10 You cast faerie fire.
11–15 You are stunned until the start of your next turn,
believing something awesome just happened.
16–20 You cast gust of wind.
21–25 You cast detect thoughts on the target you
chose. If you didn’t target a creature, you
instead take 1d6 psychic damage.
26–30 You cast stinking cloud.
31–33 Heavy rain falls in a 60-‐foot radius centered on
the target. The area becomes lightly obscured.
The rain falls until the start of your next turn.
34–36 An animal appears in the unoccupied space
nearest the target. The animal isn’t under your
control and acts as it normally would. Roll a d100
to determine which animal appears. On a 01–25,
a rhinoceros appears; on a 26–50, an elephant
appears; and on a 51–100, a rat appears.
37–46 You cast lightning bolt.
47–49 A cloud of 600 oversized butterflies fills a 30-‐foot
radius centered on the target. The area becomes
heavily obscured. The butterflies remain for 10
minutes.
50–53 You enlarge the target as if you had cast
enlarge/reduce. If the target can’t be affected by
that spell, or if you didn’t target a creature, you
become the target.
54–58 You cast darkness.
59–62 Grass grows on the ground in a 60-‐foot radius
centered on the target. If grass is already there,
it grows to ten times its normal size and remains
overgrown for 1 minute.
63–65 An object of the GM’s choice disappears into the
Ethereal Plane. The object must be neither worn
nor carried, within 120 feet of the target, and no
larger than 10 feet in any dimension.
66–69 You shrink yourself as if you had cast
enlarge/reduce on yourself.
70–79 You cast fireball.
80–84 You cast invisibility on yourself.
85–87 Leaves grow from the target. If you chose a point
in space as the target, leaves sprout from the
creature nearest to that point. Unless they are
picked off, the leaves turn brown and fall off
after 24 hours.
88–90 A stream of 1d4 × 10 gems, each worth 1 gp,
shoots from the wand’s tip in a line 30 feet long
and 5 feet wide. Each gem deals 1 bludgeoning
damage, and the total damage of the gems is
divided equally among all creatures in the line.
91–95 A burst of colorful shimmering light extends
from you in a 30-‐foot radius. You and each
creature in the area that can see must succeed
on a DC 15 Constitution saving throw or become
blinded for 1 minute. A creature can repeat the
saving throw at the end of each of its turns,
ending the effect on itself on a success.
96–97 The target’s skin turns bright blue for 1d10 days.
If you chose a point in space, the creature
nearest to that point is affected.
98–00 If you targeted a creature, it must make a DC 15
Constitution saving throw. If you didn’t target a
creature, you become the target and must make
the saving throw. If the saving throw fails by 5 or
more, the target is instantly petrified. On any
other failed save, the target is restrained and
begins to turn to stone. While restrained in this
way, the target must repeat the saving throw at
the end of its next turn, becoming petrified on a
failure or ending the effect on a success. The
petrification lasts until the target is freed by the
greater restoration spell or similar magic.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very
rare (+3)
You have a bonus to attack and damage rolls made
with this magic weapon. The bonus is determined by
the weapon’s rarity.
Well of Many Worlds
Wondrous item, legendary
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 use an action to unfold and place the well
of many worlds on a solid surface, whereupon it
creates a two-‐‑way portal to another world or plane
of existence. Each time the item opens a portal, the
GM decides where it leads. You can use an action to
close an open portal by taking hold of the edges of
the cloth and folding it up. Once well of many worlds
has opened a portal, it can’t do so again for 1d8
hours.
Wind Fan
Wondrous item, uncommon
While holding this fan, you can use an action to cast
the gust of wind spell (save DC 13) from it. Once used,
the fan shouldn’t be used again until the next dawn.
Each time it is used again before then, it has a
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cumulative 20 percent chance of not working and
tearing into useless, nonmagical tatters.
Winged Boots
Wondrous item, uncommon (requires attunement)
While you wear these boots, you have a flying speed
equal to your walking speed. You can use the boots
to fly for up to 4 hours, all at once or in several
shorter flights, each one using a minimum of 1
minute from the duration. If you are flying when the
duration expires, you descend at a rate of 30 feet per
round until you land.
The boots regain 2 hours of flying capability for
every 12 hours they aren’t in use.
Wings of Flying
Wondrous item, rare (requires attunement)
While wearing this cloak, you can use an action to
speak its command word. This turns the cloak into a
pair of bat wings or bird wings on your back for 1
hour or until you repeat the command word as an
action. The wings give you a flying speed of 60 feet.
When they disappear, you can’t use them again for
1d12 hours.
Sentient Magic Items
Some magic items possess sentience and personality.
Such an item might be possessed, haunted by the
spirit of a previous owner, or self-‐‑aware thanks to
the magic used to create it. In any case, the item
behaves like a character, complete with personality
quirks, ideals, bonds, and sometimes flaws. A
sentient item might be a cherished ally to its wielder
or a continual thorn in the side.
Most sentient items are weapons. Other kinds of
items can manifest sentience, but consumable items
such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the
GM’s control. Any activated property of the item is
under the item’s control, not its wielder’s. As long as
the wielder maintains a good relationship with the
item, the wielder can access those properties
normally. If the relationship is strained, the item can
suppress its activated properties or even turn them
against the wielder.
Creating Sentient Magic Items
When you decide to make a magic item sentient, you
create the item’s persona in the same way you would
create an NPC, with a few exceptions described here.
Abilities
A sentient magic item has Intelligence, Wisdom, and
Charisma scores. You can choose the item’s abilities
or determine them randomly. To determine them
randomly, roll 4d6 for each one, dropping the lowest
roll and totaling the rest.
Communication
A sentient item has some ability to communicate,
either by sharing its emotions, broadcasting its
thoughts telepathically, or speaking aloud. You can
choose how it communicates or roll on the following
table.
d100 Communication
01–60 The item communicates by transmitting emotion
to the creature carrying or wielding it.
61–90 The item can speak, read, and understand one
or more languages.
91–00 The item can speak, read, and understand one
or more languages. In addition, the item can
communicate telepathically with any character
that carries or wields it.
Senses
With sentience comes awareness. A sentient item
can perceive its surroundings out to a limited range.
You can choose its senses or roll on the following
table.
d4 Senses
1 Hearing and normal vision out to 30 feet.
2 Hearing and normal vision out to 60 feet
3 Hearing and normal vision out to 120 feet.
4 Hearing and darkvision out to 120 feet.
Alignment
A sentient magic item has an alignment. Its creator
or nature might suggest an alignment. If not, you can
pick an alignment or roll on the following table.
d100 Alignment d100 Alignment
01–15 Lawful good 74–85 Chaotic neutral
16–35 Neutral good 86–89 Lawful evil
36–50 Chaotic good 90–96 Neutral evil
51–63 Lawful neutral 97–00 Chaotic evil
64–73 Neutral
Special Purpose
You can give a sentient item an objective it pursues,
perhaps to the exclusion of all else. As long as the
wielder’s use of the item aligns with that special
purpose, the item remains cooperative. Deviating
from this course might cause conflict between the
wielder and the item, and could even cause the item
to prevent the use of its activated properties. You
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can pick a special purpose or roll on the following
table.
d10 Purpose
1 Aligned: The item seeks to defeat or destroy those of a
diametrically opposed alignment. (Such an item is
never neutral.)
2 Bane: The item seeks to defeat or destroy creatures of
a particular kind, such as fiends, shapechangers, trolls,
or wizards.
3 Protector: The item seeks to defend a particular race
or kind of creature, such as elves or druids.
4 Crusader: The item seeks to defeat, weaken, or
destroy the servants of a particular deity.
5 Templar: The item seeks to defend the servants and
interests of a particular deity.
6 Destroyer: The item craves destruction and goads its
user to fight arbitrarily.
7 Glory Seeker: The item seeks renown as the greatest
magic item in the world, by establishing its user as a
famous or notorious figure.
8 Lore Seeker: The item craves knowledge or is
determined to solve a mystery, learn a secret, or
unravel a cryptic prophecy.
9 Destiny Seeker: The item is convinced that it and its
wielder have key roles to play in future events.
10 Creator Seeker: The item seeks its creator and wants
to understand why it was created.
Conflict
A sentient item has a will of its own, shaped by its
personality and alignment. If its wielder acts in a
manner opposed to the item’s alignment or purpose,
conflict can arise. When such a conflict occurs, the
item makes a Charisma check contested by the
wielder’s Charisma check. If the item wins the
contest, it makes one or more of the following
demands:
• The item insists on being carried or worn at all
times.
• The item demands that its wielder dispose of
anything the item finds repugnant.
• The item demands that its wielder pursue the
item’s goals to the exclusion of all other goals.
• The item demands to be given to someone else.
If its wielder refuses to comply with the item’s
wishes, the item can do any or all of the following:
• Make it impossible for its wielder to attune to it.
• Suppress one or more of its activated properties.
• Attempt to take control of its wielder.
If a sentient item attempts to take control of its
wielder, the wielder must make a Charisma saving
throw, with a DC equal to 12 + the item’s Charisma
modifier. On a failed save, the wielder is charmed by
the item for 1d12 hours. While charmed, the wielder
must try to follow the item’s commands. If the
wielder takes damage, it can repeat the saving throw,
ending the effect on a success. Whether the attempt
to control its user succeeds or fails, the item can’t
use this power again until the next dawn.
Artifacts
Orb of Dragonkind
Wondrous item, artifact (requires attunement)
Ages past, elves and humans waged a terrible war
against evil dragons. When the world seemed
doomed, powerful wizards came together and
worked their greatest magic, forging five Orbs of
Dragonkind (or Dragon Orbs) to help them defeat the
dragons. One orb was taken to each of the five
wizard towers, and there they were used to speed
the war toward a victorious end. The wizards used
the orbs to lure dragons to them, then destroyed the
dragons with powerful magic.
As the wizard towers fell in later ages, the orbs
were destroyed or faded into legend, and only three
are thought to survive. Their magic has been warped
and twisted over the centuries, so although their
primary purpose of calling dragons still functions,
they also allow some measure of control over
dragons.
Each orb contains the essence of an evil dragon, a
presence that resents any attempt to coax magic
from it. Those lacking in force of personality might
find themselves enslaved to an orb.
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 use an action to
peer into the orb’s depths and speak its command
word. You must then make a DC 15 Charisma check.
On a successful check, you control the orb for as long
as you remain attuned to it. On a failed check, you
become charmed by the orb 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 people,
freedom from the orb, to spread suffering in the
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world, to advance the worship of Tiamat, or
something else the GM decides.
Random Properties. An Orb of Dragonkind has the
following random properties:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells. The orb has 7 charges and regains 1d4 + 3
expended charges daily at dawn. If you control the
orb, you can use an action and expend 1 or more
charges to cast one of the following spells (save DC
18) from it: cure wounds (5th-‐‑level version, 3
charges), daylight (1 charge), death ward (2 charges),
or scrying (3 charges).
You can also use an action to cast the detect magic
spell from the orb without using any charges.
Call Dragons. While you control the orb, you can
use an action to cause the artifact to issue a
telepathic call that extends in all directions for 40
miles. Evil 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. 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. An Orb of Dragonkind appears
fragile but is impervious to most damage, including
the attacks and breath weapons of dragons. A
disintegrate spell or one good hit from a +3 magic
weapon is sufficient to destroy an orb, however.