209 System Reference Document 5.2.1
Magic Items A–Z
Magic items are presented in alphabetical order.
If a magic item description capitalizes a creature’s
name and presents it in bold type, that’s a visual
cue pointing you to the creature’s stat block. Unless
the text states otherwise, the stat block is in “Monsters.” How to read and use a stat block is explained
in “Monsters.”
Adamantine Armor
Armor (Any Medium or Heavy, Except Hide Armor),
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 rolls 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.
This ammunition is typically found or sold in
quantities of ten or twenty pieces. Ten pieces of this
ammunition are equivalent in value to a potion of
the same rarity.
Ammunition of Slaying
Weapon (Any Ammunition), Very Rare
This magic ammunition is meant to slay creatures
of a particular type, which the GM chooses or determines randomly by rolling on the table below. If
a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution
saving throw, taking an extra 6d10 Force damage
on a failed save or half as much extra damage on a
successful one.
After dealing its extra damage to a creature, the
ammunition becomes nonmagical.

1d100 Creature Type
01–10 Aberrations
11–15 Beasts
16–20 Celestials
21–25 Constructs
26–35 Dragons
36–45 Elementals
46–50 Humanoids
1d100 Creature Type
51–60 Fey
61–70 Fiends
71–75 Giants
76–80 Monstrosities
81–85 Oozes
86–90 Plants
91–00 Undead

Amulet of Health
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet.
It has no effect on you if your Constitution is 19 or
higher without it.
Amulet of Proof against Detection
and Location
Wondrous Item, Uncommon (Requires Attunement)
While wearing this amulet, you can’t be targeted
by Divination spells or perceived through magical
scrying sensors unless you allow it.
Amulet of the Planes
Wondrous Item, Very Rare (Requires Attunement)
While wearing this amulet, you can take a Magic
action to name a location that you are familiar with
on another plane of existence. Then make a DC 15
Intelligence (Arcana) check. On a successful check,
you cast Plane Shift. On a failed check, you and each
creature and object within 15 feet of you travel to
a random destination determined by rolling 1d100
and consulting the following table.
1d100 Destination
01–60 Random location on the plane you named
61–70 Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air;
on a 2, the Plane of Earth; on a 3, the Plane of
Fire; on a 4, the Plane of Water; on a 5, the
Feywild; on a 6, the Shadowfell
71–80 Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2,
Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7,
Mount Celestia; on an 8, Ysgard
81–90 Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a
2, Acheron; on a 3, Carceri; on a 4, Gehenna;
on a 5, Hades; on a 6, Limbo; on a 7, the Nine
Hells; on an 8, Pandemonium
91–00 Random location on the Astral Plane
Animated Shield
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take 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 animate for 1 minute, until you take
a Bonus Action to end this effect, or until you die or
have the Incapacitated condition, at which point the
Shield falls to the ground or into your hand if you
have one free.
210 System Reference Document 5.2.1
Apparatus of the Crab
Wondrous Item, Legendary
This item first appears to be a 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 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: AC 20; HP 200; Speed 30
ft., Swim 30 ft. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
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 each minute
from pressure.
A creature in the compartment can take a Utilize
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.
Armor, +1, +2, or +3
Armor (Any Light, Medium, or Heavy), Rare (+1), Very
Rare (+2), or Legendary (+3)
You have a bonus to Armor Class while wearing this
armor. The bonus is determined by its rarity.
Armor of Invulnerability
Armor (Plate Armor), Legendary (Requires
Attunement)
You have Resistance to Bludgeoning, Piercing, and
Slashing damage while you wear this armor.
Metal Shell. You can take a Magic action to give
yourself Immunity to Bludgeoning, Piercing, and
Slashing damage for 10 minutes or until you are
no longer wearing the armor. Once this property is
used, it can’t be used again until the next dawn.
Armor of Resistance
Armor (Any 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 by rolling on the following
table.
1d10 Damage Type 1d10 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
Apparatus of the Crab Levers
Lever Up Down
1 Legs extend, allowing the apparatus to walk and swim. Legs retract, reducing the apparatus’s Speed and Swim
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 side of the
apparatus.
The claws retract.
5 Each extended claw makes the following melee attack:
+8 to hit, reach 5 ft. Hit: 7 (2d6) Bludgeoning damage.
Each extended claw makes the following melee attack:
+8 to hit, reach 5 ft. Hit: The target has the Grappled
condition (escape DC 15).
6 The apparatus walks or swims forward provided its
legs are extended.
The apparatus walks or swims backward provided its
legs are extended.
7 The apparatus turns 90 degrees counterclockwise
provided its legs are extended.
The apparatus turns 90 degrees clockwise provided its
legs are extended.
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 up to 20 feet if it’s in liquid. The apparatus rises up to 20 feet if it’s in liquid.
10 The rear hatch unseals and opens. The rear hatch closes and seals.
211 System Reference Document 5.2.1
Armor of Vulnerability
Armor (Any Light, Medium, or Heavy), 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 the Identify spell is cast on the armor or
you attune to it. Attuning to the armor curses you
until you are targeted by a 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 Armor Class against ranged
attack rolls while you wield this Shield. This bonus
is in addition to the Shield’s normal bonus to AC.
Whenever an attacker makes a ranged attack roll
against a target within 5 feet of you, you can take a
Reaction to become the target of the attack instead.
Bag of Beans
Wondrous Item, Rare
This heavy cloth bag contains 3d4 dry beans when
found. The bag weighs half a pound regardless of
how many beans it contains and becomes a nonmagical item when it no longer contains any beans.
If you dump one or more beans out of the bag,
they explode in a 10-foot-radius Sphere centered on
them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including
you, makes a DC 15 Dexterity saving throw, taking
5d4 Force damage on a failed save or half as much
damage on a successful one.
If you remove a bean from the bag, plant it in dirt
or sand, and then water it, the bean disappears as it
produces an effect 1 minute later from the ground
where it was planted. The GM can choose an effect
from the following table or determine it randomly.
1d100 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
have the Poisoned condition 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,
mayonnaise, tea, vinegar, wine, or oil (GM’s
choice) 30 feet into the air for 1d4 minutes.
1d100 Effect
11–20 A Treant sprouts. Roll any die. On an odd
roll, the treant is Chaotic Evil. On an even
roll, the treant is Chaotic Good.
21–30 An animate but immobile stone statue in
your likeness rises and 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 green flames springs
forth and burns for 24 hours or until it is
extinguished.
41–50 Three Shrieker Fungi sprout.
51–60 1d4 + 4 bright-pink toads crawl forth. Whenever a toad is touched, it transforms into a
Large or smaller monster of the GM’s choice
that acts in accordance with its alignment
and nature. 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 potions. The tree vanishes after 1 hour. Picked
fruit remains, retaining any magic for 30 days.
81–90 A nest of 1d4 + 3 rainbow-colored eggs
springs up. Any creature that eats an egg
makes 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 explosion.
91–95 A pyramid with a 60-foot-square base bursts
upward. Inside is a burial chamber containing
a Mummy, a Mummy Lord, or some other
Undead of the GM’s choice. Its sarcophagus
contains treasure of the GM’s choice.
96–00 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 another plane
of existence.
212 System Reference Document 5.2.1
Bag of Devouring
Wondrous Item, Very Rare
This bag 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 take an action to try to
escape, doing so with a successful DC 15 Strength
(Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics)
check, provided the puller 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 square
and 4 feet deep on the inside. The bag can hold up
to 500 pounds, not exceeding a volume of 64 cubic
feet. The bag weighs 5 pounds, regardless of its
contents. Retrieving an item from the bag requires
a Utilize action.
If the bag is overloaded, pierced, or torn, it 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. The bag holds enough
air for 10 minutes of breathing, divided by the number of breathing creatures inside.
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 a 10-foot-radius Sphere
centered on the gate is sucked through it to a random location on the Astral Plane. The gate then
closes. The gate is one-way and can’t be reopened.
Bag of Tricks
Wondrous Item, Uncommon
This bag made from gray, rust, or tan cloth appears
empty. Reaching inside the bag, however, reveals
the presence of a small, fuzzy object.
You can take a Magic 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 on the table that corresponds
to the bag’s color. See “Monsters” for the creature’s
stat block. The creature vanishes at the next dawn
or when it is reduced to 0 Hit Points.
The creature is Friendly to you and your allies,
and it acts immediately after you on your Initiative
count. You can take a Bonus Action to command
how the creature moves and what action it takes on
its next turn, such as attacking an enemy. 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
1d8 Creature 1d8 Creature
1 Weasel 5 Panther
2 Giant Rat 6 Giant Badger
3 Badger 7 Dire Wolf
4 Boar 8 Giant Elk
Rust Bag of Tricks
1d8 Creature 1d8 Creature
1 Rat 5 Giant Goat
2 Owl 6 Giant Boar
3 Mastiff 7 Lion
4 Goat 8 Brown Bear
Tan Bag of Tricks
1d8 Creature 1d8 Creature
1 Jackal 5 Black Bear
2 Ape 6 Giant Weasel
3 Baboon 7 Giant Hyena
4 Axe Beak 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 take a Magic action to throw the bead up
to 60 feet. The bead explodes in a 10-foot-radius
Sphere on impact and is destroyed. Each creature
213 System Reference Document 5.2.1
in the Sphere 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 pass through.
An enclosed creature can take a Utilize action to
push against the sphere’s wall, moving the sphere
up to half the creature’s Speed. The sphere can be
picked up, and its magic causes it to weigh only 1
pound, regardless of the weight of creatures inside.
Bead of Nourishment
Wondrous Item, Common
This flavorless, gelatinous bead dissolves on your
tongue and provides as much nourishment as 1 day
of Rations.
Belt of Dwarvenkind
Wondrous Item, Rare (Requires Attunement)
While wearing this belt, you gain the following
benefits:
Dwarvish. You know Dwarvish.
Friend of Dwarvenkind. You have Advantage on
Charisma (Persuasion) checks made to interact
with dwarves and duergar.
Toughness. Your Constitution increases by 2, to a
maximum of 20.
In addition, while attuned to the belt, you have a 50
percent chance each day at dawn of growing a full
beard if you can grow one, or a thicker beard if you
already have one.
If you aren’t a dwarf or duergar, you gain the following additional benefits while wearing the belt:
Darkvision. You have Darkvision with a range of 60
feet.
Resilience. You have Resistance to Poison damage.
You also have Advantage on saving throws you
make to avoid or end the Poisoned condition.
Belt of Giant Strength
Wondrous Item, Rarity Varies (Requires Attunement)
While wearing this belt, your Strength changes to
a score granted by the belt. The type of giant determines the score (see the table below). The item has
no effect on you if your Strength without the belt is
equal to or greater than the belt’s score.
Belt Str. Rarity
Belt of Giant Strength (hill) 21 Rare
Belt of Giant Strength (frost or
stone)
23 Very Rare

Belt of Giant Strength (fire)25Very Rare
Belt of Giant Strength (cloud)27Legendary
Belt of Giant Strength (storm)29Legendary

Berserker Axe
Weapon (Battleaxe, Greataxe, or Halberd), Rare
(Requires Attunement)
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon. In addition, while
you are attuned to this weapon, your Hit Point
maximum increases by 1 for each level you have
attained.
Curse. This weapon is cursed, and becoming attuned to it extends the curse to you. As long as you
remain cursed, you are unwilling to part with the
weapon, keeping it within reach at all times. You
also have Disadvantage on attack rolls with weapons other than this one.
Whenever another creature damages you while
the weapon is in your possession, you must succeed
on a DC 15 Wisdom saving throw or go berserk. This
berserk state ends when you start your turn and
there are no creatures within 60 feet of you that you
can see or hear.
While berserk, you regard the creature nearest
to you that you can see or hear as your enemy. If
there are multiple possible creatures, choose one at
random. On each of your turns, you must move as
close to the creature as possible and take the Attack
action, targeting the creature. If you’re unable to
get close enough to the creature to attack it with
the weapon, your turn ends after you’ve used up all
your available movement. If the creature dies or can
no longer be seen or heard by you, the next nearest
creature that you can see or hear becomes your
new target.
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.
Boots of Levitation
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can cast Levitate
on yourself.
214 System Reference Document 5.2.1
Boots of Speed
Wondrous Item, Rare (Requires Attunement)
While you wear these boots, you can take a Bonus
Action to click the boots’ heels together. If you do,
the boots double your Speed, and any creature that
makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels
together again, you end the effect.
When you’ve used the boots’ property for a total
of 10 minutes, the magic ceases to function for you
until you finish a Long Rest.
Boots of Striding and Springing
Wondrous Item, Uncommon (Requires Attunement)
While you wear these boots, your Speed becomes
30 feet unless your Speed is higher, and your Speed
isn’t reduced by you carrying weight in excess of
your carrying capacity or wearing Heavy Armor.
Once on each of your turns, you can jump up to 30
feet by spending only 10 feet of movement.
Boots of the Winterlands
Wondrous Item, Uncommon (Requires Attunement)
These furred boots are snug and feel warm. While
wearing them, you gain the following benefits.
Cold Resistance. You have Resistance to Cold
damage and can tolerate temperatures of 0 degrees
Fahrenheit or lower without any additional
protection.
Winter Strider. You ignore Difficult Terrain created by ice or snow.
Bowl of Commanding Water Elementals
Wondrous Item, Rare
While this bowl is filled with water and you are
within 5 feet of it, you can take a Magic action to
summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl
as possible, understands your languages, obeys
your commands, and takes its turn immediately
after you on your Initiative count. The elemental
disappears after 1 hour, when it dies, or when you
dismiss it as a Bonus Action. The bowl can’t be used
this way again until the next dawn.
The bowl is about 1 foot in diameter and half as
deep. It holds about 3 gallons.
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 made with such weapons.
Bracers of Defense
Wondrous Item, Rare (Requires Attunement)
While wearing these bracers, you gain a +2 bonus to
Armor Class if you are wearing no armor and using
no Shield.
Brazier of Commanding Fire Elementals
Wondrous Item, Rare
While you are within 5 feet of this brazier, you can
take a Magic action to summon a Fire Elemental.
The elemental appears in an unoccupied space as
close to the brazier as possible, understands your
languages, obeys your commands, and takes its turn
immediately after you on your Initiative count. The
elemental disappears after 1 hour, when it dies, or
when you dismiss it as a Bonus Action. The brazier
can’t be used this way again until the next dawn.
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.
Broom of Flying
Wondrous Item, Uncommon (Requires Attunement)
This wooden broom functions like a mundane
broom until you stand astride it and take a Magic
action to make it hover beneath you, at which time
it can be ridden in the air. It has a Fly Speed of 50
feet. It can carry up to 400 pounds, but its Fly Speed
becomes 30 feet while carrying over 200 pounds.
The broom stops hovering when you land or when
you’re no longer riding it.
As a Magic action, you can send the broom to
travel alone to a destination within 1 mile of you if
you name the location and are familiar with it. The
broom comes back to you when you take a Magic
action and use a command word if the broom is still
within 1 mile of you.
Candle of Invocation
Wondrous Item, Very Rare (Requires Attunement)
This candle’s magic is activated when the candle
is lit, which requires a Magic action. After burning
for 4 hours, the candle is destroyed. You can snuff
it out early for use at a later time. Deduct the time
it burned in increments of 1 minute from its total
burn time.
While lit, the candle sheds Dim Light in a 30-foot
radius. While you are within that light, you have
Advantage on D20 Tests. In addition, a Cleric or
Druid in the light can cast level 1 spells they have
prepared without expending spell slots.
Alternatively, when you light the candle for the
first time, you can cast Gate with it. Doing so destroys the candle. The portal created by the spell
215 System Reference Document 5.2.1
links to a particular Outer Plane chosen by the GM
or determined by rolling on the following table.

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

Cape of the Mountebank
Wondrous Item, Rare
This cape smells faintly of brimstone. While wearing it, you can use it to cast Dimension Door as a
Magic action. This property can’t be used again
until the next dawn.
When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly
Obscured by that smoke until the end of your
next turn.
Carpet of Flying
Wondrous Item, Very Rare
You can make this carpet hover and fly by taking a
Magic action and using the carpet’s command word.
It moves according to your directions if you are
within 30 feet of it.
Four sizes of Carpet of Flying exist. The GM
chooses the size of a given carpet or determines it
randomly by rolling on the following table. A carpet
can carry up to twice the weight shown on the table,
but its Fly Speed is halved if it carries more than its
normal capacity.

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

Censer of Controlling Air Elementals
Wondrous Item, Rare
While gently swinging this censer, you can take a
Magic action to summon an Air Elemental. The
elemental appears in an unoccupied space as close
to the censer as possible, understands your languages, obeys your commands, and takes its turn
immediately after you on your Initiative count. The
elemental disappears after 1 hour, when it dies, or
when you dismiss it as a Bonus Action. The censer
can’t be used this way again until the next dawn.
Chime of Opening
Wondrous Item, Rare
This hollow metal tube measures about 1 foot long
and weighs 1 pound. As a Magic action, you can
strike the chime to cast Knock. The spell’s customary knocking sound is replaced by the clear, ringing
tone of the chime, which is audible out to 300 feet.
The chime can be used 10 times. After the tenth
time, it cracks and becomes useless.
Circlet of Blasting
Wondrous Item, Uncommon
While wearing this circlet, you can cast Scorching
Ray with it (+5 to hit). The circlet can’t cast this spell
again until the next dawn.
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.
Poison Resistance. You have Resistance to Poison
damage.
Spider Climb. You have a Climb Speed equal to
your Speed and can move up, down, and across vertical surfaces and along ceilings, while leaving your
hands free.
Spider Walk. You can’t be caught in webs of any
sort and can move through webs as if they were Difficult Terrain.
Web. You can cast Web (save DC 13). The web
created by the spell fills twice its normal area. Once
used, this property can’t be used again until the
next dawn.
Cloak of Displacement
Wondrous Item, Rare (Requires Attunement)
While you wear this cloak, it magically projects an
illusion that makes you appear to be standing in a
place near your actual location, causing any creature to have Disadvantage on attack rolls against
you. If you take damage, the property ceases to
function until the start of your next turn. This property is suppressed while your Speed is 0.
Cloak of Elvenkind
Wondrous Item, Uncommon (Requires Attunement)
While you wear this cloak, Wisdom (Perception)
checks made to perceive you have Disadvantage,
and you have Advantage on Dexterity (Stealth)
checks.
Cloak of Invisibility
Wondrous Item, Legendary (Requires Attunement)
This cloak has 3 charges and regains 1d3 expended
charges daily at dawn. While wearing the cloak, you
can take a Magic action to pull its hood over your
216 System Reference Document 5.2.1
head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you
pull the hood down (no action required) or cease
wearing the cloak.
Cloak of Protection
Wondrous Item, Uncommon (Requires Attunement)
You gain a +1 bonus to Armor Class 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 and
use it to gain a Fly Speed of 40 feet. If you ever fail
to grip the cloak’s edges while flying in this way, or
if you are no longer in Dim Light or Darkness, you
lose this Fly Speed.
While wearing the cloak in an area of Dim Light
or Darkness, you can cast Polymorph on yourself,
shape-shifting into a Bat. While in that form, you
retain your Intelligence, Wisdom, and Charisma
scores. The cloak can’t be used this way again until
the next dawn.
Cloak of the Manta Ray
Wondrous Item, Uncommon (Requires Attunement)
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Crystal Ball
Wondrous Item, Very Rare (Requires Attunement)
While touching this crystal orb, you can cast Scrying
(save DC 17) with it.
Crystal Ball of Mind Reading
Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb, you can cast Scrying
(save DC 17) with it. In addition, you can cast Detect
Thoughts (save DC 17) targeting creatures you can
see within 30 feet of the spell’s sensor. You don’t
need to concentrate on this Detect Thoughts spell
to maintain it during its duration, but it ends if the
Scrying spell ends.
Crystal Ball of Telepathy
Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb, you can cast Scrying (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see
within 30 feet of the spell’s sensor. You can also cast
Suggestion (save DC 17) through the sensor on one
of those creatures. You don’t need to concentrate on
this Suggestion to maintain it during its duration,
but it ends if Scrying ends. You can’t cast Suggestion
in this way again until the next dawn.
Crystal Ball of True Seeing
Wondrous Item, Legendary (Requires Attunement)
While touching this crystal orb, you can cast Scrying
(save DC 17) with it. In addition, you have Truesight
with a range of 120 feet centered on the spell’s
sensor.
Cube of Force
Wondrous Item, Rare (Requires Attunement)
This cube is about an inch across. Each face has a
distinct marking on it. You can press one of those
faces, expend the number of charges required for it,
and thereby cast the spell associated with it (save
DC 17), as shown in the Cube of Force Faces table.
The cube starts with 10 charges, and it regains
1d6 expended charges daily at dawn.
Cube of Force Faces

SpellCharge Cost
Mage Armor1
Shield1
Tiny Hut3
Private Sanctum4
Resilient Sphere4
Wall of Force5

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.
The cube has 3 charges and regains 1d3 expended
charges daily at dawn. As a Magic action, you can
expend 1 of the cube’s charges to cast one of the following spells using the cube.
Gate. Pressing one side of the cube, you cast Gate,
opening a portal to the plane of existence keyed to
that side.
Plane Shift. Pressing one side of the cube twice,
you cast Plane Shift, transporting the targets to the
plane of existence keyed to that side.
Dagger of Venom
Weapon (Dagger), Rare
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon.
You can take a Bonus Action to magically coat the
blade with poison. The poison remains for 1 minute
or until an attack using this weapon hits a creature.
That creature must succeed on a DC 15 Constitution
saving throw or take 2d10 Poison damage and have
the Poisoned condition for 1 minute. The weapon
can’t be used this way again until the next dawn.
217 System Reference Document 5.2.1
Dancing Sword
Weapon (Greatsword, Longsword, Rapier, Scimitar, or
Shortsword), Very Rare (Requires Attunement)
You can take a Bonus Action to toss this magic
weapon into the air. When you do so, the weapon
begins to hover, flies up to 30 feet, and attacks one
creature of your choice within 5 feet of itself. The
weapon uses your attack roll and adds your ability
modifier to damage rolls.
While the weapon hovers, you can take a Bonus
Action to cause it to fly up to 30 feet to another spot
within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon.
After the hovering weapon attacks for the fourth
time, it flies back to you and tries to return to your
hand. If you have no hand free, the weapon falls to
the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as
it can and then falls to the ground. It also ceases to
hover if you grasp it or are more than 30 feet away
from it.
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 take a Magic action to remove the stopper
and issue one of three command words, whereupon
an amount of fresh water or salt water (your choice)
pours out of the flask. The water stops pouring out
at the start of your next turn. Choose from the following command words:
Splash. The decanter produces 1 gallon of water.
Fountain. The decanter produces 5 gallons of water.
Geyser. The decanter produces 30 gallons of water
that gushes forth in a Line 30 feet long and 1 foot
wide. If you’re holding the decanter, you can aim
the geyser in one direction (no action required).
One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take
1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one
object in the Line that isn’t being worn or carried
and that weighs no more than 200 pounds. The
object is knocked over by the geyser.
Deck of Illusions
Wondrous Item, Uncommon
This box contains a set of cards. A full deck has 34
cards: 32 depicting specific creatures and two with
a mirrored surface. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if its cards
are drawn at random. You can take a Magic action
to draw a card at random from the deck and throw
it to the ground at a point within 30 feet of yourself.
An illusion of a creature, determined by rolling on
the Deck of Illusions table, forms over the thrown
card and remains until dispelled. The illusory creature created by the card looks and behaves like a
real creature of its kind, except that it can do no
harm. While you are within 120 feet of the illusory
creature and can see it, you can take a Magic action
to move it anywhere within 30 feet of its card.
Any physical interaction with the illusory creature reveals it to be false, because objects pass
through it. A creature that takes a Study action to
visually inspect the illusory creature identifies it as
an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card
is moved or the illusion is dispelled (using a Dispel
Magic spell or a similar effect). When the illusion
ends, the image on its card disappears, and that
card can’t be used again.
Deck of Illusions

1d100
01–03
Illusion*
Adult Red Dragon
04–06 Archmage
07–09Assassin
10–12Bandit Captain
13–15Basilisk
16–18Berserker
19–21Bugbear Warrior
22–24Cloud Giant
25–27Druid
28–30Erinyes
31–33Ettin
34–36Fire Giant
37–39Frost Giant
40–42Gnoll Warrior
43–45Goblin Warrior
46–48Guardian Naga
49–51Hill Giant
52–54Hobgoblin Warrior
55–57Incubus
58–60Iron Golem
61–63Knight
64–66Kobold Warrior
67–69Lich
70–72Medusa
73–75Night Hag
76–78Ogre
79–81Oni

218 System Reference Document 5.2.1

1d100
82–84
Illusion*
Priest
85–87Succubus
88–90Troll
91–93Veteran Warrior
94–96
97–00
Wyvern
The card drawer

*Stat blocks for these creatures (except the card drawer) appear in
“Monsters.”
Defender
Weapon (Any Melee Weapon), Legendary (Requires
Attunement)
You gain a +3 bonus to attack rolls and damage rolls
made with this magic weapon.
The first time you attack with the weapon on each
of your turns, you can transfer some or all of the
weapon’s bonus to your Armor Class. For example,
you could reduce the bonus to your attack rolls and
damage rolls to +1 and gain a +2 bonus to Armor
Class. The adjusted bonuses remain in effect until
the start of your next turn, although you must hold
the weapon to gain a bonus to AC from it.
Demon Armor
Armor (Any Light, Medium, or Heavy), Very Rare
(Requires Attunement)
While wearing this armor, you gain a +1 bonus to
Armor Class, and you know Abyssal. In addition,
the armor’s clawed gauntlets allow your Unarmed
Strikes to deal 1d8 Slashing damage instead of the
usual Bludgeoning damage, and you gain a +1 bonus
to the attack and damage rolls of your Unarmed
Strikes.
Curse. Once you don this cursed armor, you can’t
doff it unless you are targeted by a Remove Curse
spell or similar magic. While wearing the armor,
you have Disadvantage on attack rolls against demons and on saving throws against their spells and
special abilities.
Dimensional Shackles
Wondrous Item, Rare
You can take a Utilize action to place these shackles
on a creature that has the Incapacitated condition.
The shackles adjust to fit a creature of Small to
Large size. The shackles prevent a creature bound
by them from using any method of extradimensional movement, including teleportation or travel
to a different plane of existence. They don’t prevent
the creature from passing through an interdimensional portal.
You and any creature you designate when you
use the shackles can take a Utilize action to remove
them. Once every 30 days, the bound creature can
make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys
the shackles.
Dragon Orb
Wondrous Item, Artifact (Requires Attunement)
An orb is an etched crystal globe about 10 inches in
diameter. When used, it grows to about 20 inches in
diameter, and mist swirls inside it.
While attuned to an orb, you can take a Magic
action to peer into the orb’s depths. You must then
make a DC 15 Charisma saving throw. On a successful save, you control the orb for as long as you remain attuned to it. On a failed save, the orb imposes
the Charmed condition on you for as long as you
remain attuned to it.
While you are Charmed by the orb, you can’t
voluntarily end your Attunement to it, and the orb
casts Suggestion on you at will (save DC 18), urging
you to work toward the evil ends it desires. The
dragon essence within the orb might want many
things: the annihilation of a particular society or organization, freedom from the orb, to spread suffering in the world, to advance the worship of Tiamat,
or something else the GM decides.
Spells. The orb has 7 charges and regains 1d4 + 3
expended charges daily at dawn. If you control the
orb, you can cast one of the spells on the following
table from it. The table indicates how many charges
you must expend to cast the spell.

SpellCharge
Cost
Cure Wounds (level 9 version)4
Daylight1
Death Ward2
Detect Magic0
Scrying (save DC 18)3

Call Dragons. While you control the orb, you
can take a Magic action to cause the orb to issue a
telepathic call that extends in all directions for 40
miles. Chromatic dragons in range feel compelled
to come to the orb as soon as possible by the most
direct route. Dragon deities such as Tiamat are unaffected by this call. Chromatic dragons drawn to
the orb might be Hostile toward you for compelling
them against their will. Once you have used this
property, it can’t be used again for 1 hour.
Destroying an Orb. A Dragon Orb has AC 20 and is
destroyed if it takes damage from a +3 Weapon or a
Disintegrate spell. Nothing else can harm it.
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
219 System Reference Document 5.2.1
scales and gift them. Other times, hunters carefully
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
Armor Class, you have Advantage on saving throws
against the breath weapons of Dragons, and you
have Resistance to one damage type determined by
the kind of dragon that provided the scales (see the
accompanying table).
Additionally, you can focus your senses as a Magic
action to discern the distance and direction to the
closest dragon within 30 miles of yourself that is
of the same type as the armor. This action can’t be
used again until the next dawn.

DragonResistanceDragonResistance
BlackAcidGoldFire
BlueLightningGreenPoison
BrassFireRedFire
BronzeLightningSilverCold
CopperAcidWhiteCold

Dragon Slayer
Weapon (Any Simple or Martial), Rare
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon.
The weapon deals an extra 3d6 damage of the
weapon’s type if the target is a Dragon.
Dust of Disappearance
Wondrous Item, Uncommon
This powder resembles fine sand. There is enough
of it for one use. When you take a Utilize action to
throw the dust into the air, you and each creature
and object within a 10-foot Emanation originating
from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and
the dust is consumed when its magic takes effect.
Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible
condition ends for that creature.
Dust of Dryness
Wondrous Item, Uncommon
This small packet contains 1d6 + 4 pinches of dust.
As a Utilize action, you can sprinkle a pinch of the
dust over water, turning up to a 15-foot Cube of
water into one marble-sized pellet, which floats
or rests near where the dust was sprinkled. The
pellet’s weight is negligible. A creature can take
a Utilize action to smash the pellet against a hard
surface, causing the pellet to shatter and release the
water the dust absorbed. Doing so destroys the pellet and ends its magic.
As a Utilize action, you can sprinkle a pinch of the
dust on an Elemental within 5 feet of yourself that
is composed mostly of water (such as a Water Elemental). Such a creature exposed to a pinch of the
dust makes 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
Dust of Disappearance, and Identify reveals it to be
such. There is enough of it for one use.
As a Utilize action, you can throw the dust into the
air, forcing yourself and every creature in a 30-foot
Emanation originating from you to make a DC 15
Constitution saving throw. Constructs, Elementals,
Oozes, Plants, and Undead succeed on the save
automatically.
On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and
is suffocating. The creature repeats the save at the
end of each of its turns, ending the effect on itself on
a success. The effect also ends on any creature targeted by a Lesser Restoration spell.
Dwarven Plate
Armor (Half Plate Armor or Plate Armor), Very Rare
While wearing this armor, you gain a +2 bonus to
Armor Class. In addition, if an effect moves you
against your will along the ground, you can take a
Reaction to reduce the distance you are moved by
up to 10 feet.
Dwarven Thrower
Weapon (Warhammer), Very Rare (Requires
Attunement by a Dwarf or a Creature Attuned to a Belt
of Dwarvenkind)
You gain a +3 bonus to attack rolls 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 Force damage, or an extra 2d8 Force damage if the target is
a Giant. Immediately after hitting or missing, 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 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar
objects. The longest compartment holds up to 6 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.
220 System Reference Document 5.2.1
Efreeti Bottle
Wondrous Item, Very Rare
When you take a Magic action to remove the stopper
of this painted brass bottle, a cloud of thick smoke
flows out of it. 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 on
the following table to determine what happens.

1d10
1
Effect
The efreeti attacks you. After fighting for 5
rounds, the efreeti disappears, and the bottle
loses its magic.
The efreeti understands your languages and
2–9

obeys your commands for 1 hour, after which
it 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.
10 The efreeti understands your languages and can
cast Wish once for you. It disappears when it
grants the 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 take a Utilize action to break the gem,
an elemental is summoned (see “Monsters” for its
stat block), and the gem ceases to be magical. The
elemental appears in an unoccupied space as close
to the broken gem as possible, understands your
languages, obeys your commands, and takes its
turn immediately after you on your Initiative count.
The elemental disappears after 1 hour, when it dies,
or when you dismiss it as a Bonus Action. The type
of gem determines the elemental, as shown in the
following table.

GemSummoned Elemental
Blue sapphireAir Elemental
EmeraldWater Elemental
Red corundumFire Elemental
Yellow diamondEarth Elemental

Elixir of Health
Potion, Rare
When you drink this potion, you are cured of all
magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed,
and Poisoned.
The clear, red liquid has tiny bubbles of light in it.
Elven Chain
Armor (Chain Mail or Chain Shirt), Rare
You gain a +1 bonus to Armor Class while you wear
this armor. You are considered trained with this armor even if you lack training with Medium or Heavy
armor.
Energy Bow
Weapon (Longbow or Shortbow), Very Rare (Requires
Attunement)
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon, which has no string.
Each time you pull your arm back in a firing motion,
a magical arrow made of golden energy appears
nocked and ready to fire. An arrow produced by
this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits
or misses its target. Until it disappears, the arrow
emits Bright Light in a 20-foot radius and Dim Light
for an additional 20 feet.
This weapon has the following additional
properties.
Arrow of Restraint. Whenever you use this
weapon to make a ranged attack against a creature,
you can try to restrain the target instead of dealing damage to it. If the arrow hits, the target must
succeed on a DC 15 Strength saving throw or have
the Restrained condition for 1 minute. As an action,
a creature Restrained by an arrow can make a DC
20 Strength (Athletics) check to try to break the
restraint, ending the effect on itself on a successful
check.
Arrow of Transport. As a Magic action, you can
fire one energy arrow from this weapon at a target
you can see within 60 feet of yourself. The target
can be either a willing Medium or smaller creature
or an object that isn’t being worn or carried, provided the object is small enough to fit inside a 5-foot
Cube. The arrow teleports the target to an unoccupied space you can see within 10 feet of you.
Energy Ladder. As a Magic action, you can loose a
flurry of energy arrows from this weapon at a wall
up to 60 feet away from yourself. The arrows become glowing rungs that stick out of the wall, forming a magical ladder up to 60 feet long on the wall.
This ladder lasts for 1 minute before disappearing.
Eversmoking Bottle
Wondrous Item, Uncommon
As a Magic action, you can open or close this bottle.
Opening the bottle causes thick smoke to billow
out, forming a cloud that fills a 60-foot Emanation
originating from the bottle. The area within the
smoke is Heavily Obscured.
Each minute the bottle remains open, the size of
the Emanation increases by 10 feet until it reaches
its maximum size of 120 feet.
221 System Reference Document 5.2.1
Closing the bottle causes the cloud to become
fixed in place until it disperses after 10 minutes.
A strong wind (such as that created by the Gust of
Wind spell) disperses the cloud after 1 minute.
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 or more charges to cast Charm Person (save DC
13). For 1 charge, you cast the level 1 version of the
spell. You increase the spell’s level by one for each
additional charge you expend. 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, your vision improves significantly out to a
range of 1 foot, granting you Darkvision within that
range and Advantage on Intelligence (Investigation)
checks made to examine something within that
range.
Eyes of the Eagle
Wondrous Item, Uncommon
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, Rarity Varies
This 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 by rolling on the Feather Tokens
table. The type of token determines its rarity.
Anchor (Uncommon). You can take a Magic 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 (Rare). You can take a Magic 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 can’t attack. It obeys your simple commands and can carry
up to 500 pounds while flying at its maximum
speed (16 miles per hour for a maximum of 144
miles per day, with a 1-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 a Magic action.
Fan (Uncommon). If you are on a boat or ship,
you can take a Magic 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 strong wind. This wind can fill the sails of one
ship, increasing its speed by 5 miles per hour for 8
hours. You can dismiss the fan as a Magic action.
Swan Boat (Rare). You can take a Magic action to
touch the token to a body of water at least 60 feet
in diameter. The token disappears, and a 50-footlong, 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 take
a Magic action while on the boat to command it to
move or to turn up to 90 degrees. The boat remains
for 24 hours and then disappears. You can dismiss
the boat as a Magic action.
Tree (Uncommon). You must be outdoors to use
this token. You can take a Magic 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 (Rare). You can take a Magic action to
throw the token to a point within 10 feet of yourself.
The token disappears, and a floating whip takes its
place. You can then take 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, you can direct the whip to fly
up to 20 feet and repeat the attack against a creature
within 10 feet of the whip. The whip disappears after
1 hour, when you take a Magic action to dismiss it, or
when you die or have the Incapacitated condition.
Feather Tokens

1d100TokenRarity
01–20AnchorUncommon
21–35BirdRare
36–50
51–65
Fan
Swan boat
Uncommon
Rare
66–90 TreeUncommon
91–00 WhipRare

Figurine of Wondrous Power
Wondrous Item, Rarity Varies
A Figurine of Wondrous Power is a statuette small
enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground
within 60 feet of yourself, the figurine becomes a
living creature specified in the figurine’s description below. If the space where the creature would
appear is occupied by other creatures or objects, or
222 System Reference Document 5.2.1
if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is Friendly to you and your allies.
It understands your languages, obeys your commands, and takes its turn immediately after you on
your Initiative count. If you issue no 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 its creature form drops to 0 Hit Points or if
you take a Magic action while touching the creature
to make it revert to figurine form. 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, carved in
the likeness of a horsefly, can become a Giant Fly
(see the accompanying stat block) 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
AC 11 Initiative +1 (11)
HP 19 (3d10 + 3)
Speed 30 ft., Fly 60 ft.
MOD SAVE MOD SAVE MOD SAVE
Str 14 +2 +2 Dex 13 +1 +1 Con 13 +1 +1
Int 2 -4 -4 WIS 10 +0 +0 Cha 3 -4 -4
Senses Darkvision 60 ft., Passive Perception 10
Languages None
CR 0 (XP 0; PB +2)
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:
Goat of Terror. This figurine can become a Giant
Goat for up to 3 hours. The goat can’t attack, but
you can (harmlessly) 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 a Magic action, and the weapons
disappear and the horns return when the goat
reverts to figurine form. While you ride the goat,
any Hostile creature that starts its turn within
a 30-foot Emanation originating from the goat
must succeed on a DC 15 Wisdom saving throw or
have the Frightened condition for 1 minute, until
you are no longer riding the goat, or until the goat
reverts to figurine form. The Frightened creature
repeats the save at the end of each of its turns,
ending the effect on itself on a success. Once it
succeeds on the save, a creature is immune to
this effect for the next 24 hours. Once the figurine
has been used, it can’t be used again until 15 days
have passed.
Goat of Traveling. This figurine 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 goat 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 expended charges.
Goat of Travail. This figurine can become a Giant
Goat for up to 3 hours. Once it has been used, it
can’t be used again until 30 days have passed.
Marble Elephant (Rare). This marble statuette
resembles a trumpeting elephant. 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.
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 Blindsight with a range of 60 feet. 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.
The owl can communicate telepathically with you at
any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again
until 2 days have passed.
Silver Raven (Uncommon). This silver statuette
of a raven can become a Raven for up to 12 hours.
Once it has been used, it can’t be used again until 2
days have passed. While in raven form, the figurine
grants you the ability to cast Animal Messenger on it.
223 System Reference Document 5.2.1
Flame Tongue
Weapon (Any Melee Weapon), Rare (Requires
Attunement)
While holding this magic weapon, you can take a
Bonus Action and use a command word to cause
flames to engulf the damage-dealing part of the
weapon. These flames shed Bright Light in a 40-
foot radius and Dim Light for an additional 40 feet.
While the weapon is ablaze, it deals an extra 2d6
Fire damage on a hit. The flames last until you take
a Bonus Action to issue the command again or until
you drop, stow, or sheathe the weapon.
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 a Magic action to use:
First Command Word. The box unfolds into a
Rowboat.
Second Command Word. The box unfolds into a
Keelboat.
Third Command Word. The Folding Boat folds back
into a box if no creatures are aboard. Any objects
in the vessel that can’t fit inside the box remain
outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
When the box becomes a vessel, its weight becomes
that of a normal vessel its size, and anything that
was stored in the box remains in the boat.
Statistics for the Rowboat and Keelboat appear
in “Equipment.” If either vessel is reduced to 0 Hit
Points, the Folding Boat is destroyed.
Frost Brand
Weapon (Glaive, Greatsword, Longsword, Rapier,
Scimitar, or Shortsword), Very Rare (Requires
Attunement)
When you hit with an attack roll using this magic
weapon, the target takes an extra 1d6 Cold damage.
In addition, while you hold the weapon, you have
Resistance to Fire damage.
In freezing temperatures, the weapon sheds
Bright Light in a 10-foot radius and Dim Light for an
additional 10 feet.
When you draw this weapon, you can extinguish
all nonmagical flames within 30 feet of yourself.
Once used, this property can’t be used again for
1 hour.
Gauntlets of Ogre Power
Wondrous Item, Uncommon (Requires Attunement)
Your Strength is 19 while you wear these gauntlets.
They have no effect on you if your Strength is 19 or
higher without them.
Gem of Brightness
Wondrous Item, Uncommon
This prism has 50 charges. While you are holding
it, you can take a Magic action and use one of three
command words to cause one of the following
effects:
First Command Word. The gem sheds Bright Light
in a 30-foot radius and Dim Light for an additional
30 feet. This effect doesn’t expend a charge. It
lasts until you take a Bonus Action to repeat the
command word or until you use another function
of the gem.
Second Command Word. You expend 1 charge and
cause the gem to fire a brilliant beam of light at
one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition
for 1 minute. The creature repeats the save at the
end of each of its turns, ending the effect on itself
on a success.
Third Command Word. You expend 5 charges and
cause the gem to flare with intense light in a 30-
foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with
the second command word.
When all of the gem’s charges are expended, the
gem becomes a nonmagical jewel worth 50 GP.
Gem of Seeing
Wondrous Item, Rare (Requires Attunement)
This gem has 3 charges. As a Magic action, you can
expend 1 charge. For the next 10 minutes, you have
Truesight out to 120 feet when you peer through the
gem.
The gem regains 1d3 expended charges daily at
dawn.
Giant Slayer
Weapon (Any Simple or Martial), Rare
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon.
When you hit a Giant with this weapon, the Giant
takes an extra 2d6 damage of the weapon’s type and
must succeed on a DC 15 Strength saving throw or
have the Prone condition.
Glamoured Studded Leather
Armor (Studded Leather Armor), Rare
While wearing this armor, you gain a +1 bonus to
Armor Class. You can also take a Bonus Action to
224 System Reference Document 5.2.1
cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You
decide what it looks like—including color, style, and
accessories—but the armor retains its normal bulk
and weight. The illusory appearance lasts until you
use this property again or doff the armor.
Gloves of Missile Snaring
Wondrous Item, Uncommon (Requires Attunement)
If you’re hit by an attack roll made with a Ranged
or Thrown weapon while wearing these gloves, you
can take a Reaction to reduce the damage by 1d10
plus your Dexterity modifier if you have a free hand.
If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to
hold in that hand.
Gloves of Swimming and Climbing
Wondrous Item, Uncommon (Requires Attunement)
While wearing these gloves, you have a Climb Speed
and a Swim Speed equal to your Speed, and you gain
a +5 bonus to Strength (Athletics) checks made to
climb or swim.
Gloves of Thievery
Wondrous Item, Uncommon
These gloves are imperceptible while worn. While
wearing them, you gain a +5 bonus to Dexterity
(Sleight of Hand) checks.
Goggles of Night
Wondrous Item, Uncommon
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision,
wearing the goggles increases its range by 60 feet.
Hammer of Thunderbolts
Weapon (Maul or Warhammer), Legendary (Requires
Attunement)
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon.
The weapon has 5 charges. You can expend 1
charge and make a ranged attack with the weapon,
hurling it as if it had the Thrown property with a
normal range of 20 feet and a long range of 60 feet.
If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every
creature within 30 feet of it other than you must
succeed on a DC 17 Constitution saving throw or
have the Stunned condition until the end of your
next turn. Immediately after hitting or missing, the
weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Giant’s Bane. While you are attuned to the
weapon and wearing either a Belt of Giant Strength
or Gauntlets of Ogre Power to which you are also attuned, you gain the following benefits:
Giants’ Bane. When you roll a 20 on the d20 for an
attack roll made with this weapon against a Giant,
the creature must succeed on a DC 17 Constitution saving throw or die.
Might of Giants. The Strength score bestowed by
your Belt of Giant Strength or Gauntlets of Ogre
Power increases by 4, to a maximum of 30.
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 200 pounds
of material, not exceeding a volume of 25 cubic feet.
The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The
haversack always weighs 5 pounds, regardless of its
contents.
Retrieving an item from the haversack requires a
Utilize action or a Bonus Action (your choice). When
you reach into the haversack for a specific item, the
item is always magically on top.
If any of its pouches is overloaded, pierced, or
torn, the haversack ruptures and is destroyed. If the
haversack is destroyed, its contents are lost forever,
although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must
be put right before it can be used again.
Each pouch of the haversack holds enough air for
10 minutes of breathing, divided by the number of
breathing creatures inside.
Placing the haversack inside an extradimensional
space created by a Bag of Holding, Portable Hole,
or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate and not behind
Total Cover is sucked through it and deposited in
a random location on the Astral Plane. The gate
then closes. The gate is one-way only and can’t be
reopened.
Hat of Disguise
Wondrous Item, Uncommon (Requires Attunement)
While wearing this hat, you can cast the Disguise
Self spell. The spell ends if the hat is removed.
Hat of Many Spells
Wondrous Item, Very Rare (Requires Attunement by a
Wizard)
This pointed hat has the following properties.
Spellcasting Focus. While holding the hat, you
can use it as a Spellcasting Focus for your Wizard
spells. Any spell you cast using the hat gains a special Somatic component: you must reach into the hat
and “pull” the spell out of it.
225 System Reference Document 5.2.1
Unknown Spell. While holding the hat, you can
try to cast a level 1+ spell you don’t know. The spell
must be on the Wizard spell list, it must be of a level
you can cast, and it can’t have Material components
costing more than 1,000 GP. Once you decide on
the spell, you must expend a spell slot of the spell’s
level. Then, to determine whether you cast the spell,
make an Intelligence (Arcana) check (DC 10 plus
the spell’s level). On a successful check, you cast the
spell using its normal casting time, and you can’t
use this property again until you finish a Short or
Long Rest. On a failed check, you fail to cast the
spell and a random effect occurs instead, determined by rolling on the following table.
Any spell you cast from the hat uses your spell
save DC and spell attack bonus.

1d100
01–50
Effect
You cast a random spell determined by rolling

1d10: on a 1, Enlarge/Reduce (enlarge effect);
on a 2, Enlarge/Reduce (reduce effect); on a
3, Faerie Fire; on a 4, Fireball; on a 5, Gust of
Wind; on a 6, Invisibility (cast on yourself); on a
7, Lightning Bolt; on an 8, Phantasmal Force; on
a 9, Polymorph; on a 10, Stinking Cloud.
51–55 You have the Stunned condition until the end
of your next turn, believing something awesome just happened.
56–60 A harmless swarm of butterflies fills a 10-foot
Cube within 30 feet of yourself. The swarm
disperses after 1 minute.
61–65 You pull a nonmagical object out of the hat.
Roll 1d4 to determine the object: on a 1, a vial
of Acid; on a 2, a flask of Alchemist’s Fire; on a
3, a Crowbar; on a 4, a lit Torch.
66–70 You suffer a bout of “magic sickness” and have
the Poisoned condition for 1 hour.

71–75You have the Petrified condition until the end
of your next turn.

76–80 You pull a nonmagical object out of the hat.
Roll 1d4 to determine the object: on a 1, a
Dagger; on a 2, a Rope with a Grappling Hook
tied to one end; on a 3, a bag of Caltrops; on a
4, a gem worth 50 GP.
81–85 A creature appears in an unoccupied space
as close to you as possible. The creature isn’t
under your control and acts as it normally
would, and it disappears after 1 hour or when
it drops to 0 Hit Points. Roll 1d4 to determine the creature: on a 1, a Camel; on a 2, a
Constrictor Snake; on a 3, an Elephant;
on a 4, a Mule.
1d100 Effect
86–90 A Hostile Swarm of Bats flies out of the
hat, occupies your space, and attacks you.
91–95 A vertical, 10-foot-diameter, two-way portal
to another plane of existence opens in an
unoccupied space within 30 feet of you and
remains open until the end of your next turn.
The GM determines where it leads.
96–00 You pull a magic item out of the hat. Roll
1d6 to determine the item’s rarity: on a 1–3,
Common; on a 4–5, Uncommon; on a 6,
Rare. The GM chooses the item, which disappears after 1 hour if it’s not consumed or
destroyed before then.
Headband of Intellect
Wondrous Item, Uncommon (Requires Attunement)
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is
19 or higher without it.
Helm of Brilliance
Wondrous Item, Very Rare (Requires Attunement)
This helm is set with 1d10 diamonds, 2d10 rubies,
3d10 fire opals, and 4d10 opals. Any gem pried from
the helm crumbles to dust. When all the gems are
removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing the
helm.
Diamond Light. As long as it has at least one
diamond, the helm emits a 30-foot Emanation.
When at least one Undead is within that area, the
Emanation is filled with Dim Light. Any Undead
that starts its turn in that area takes 1d6 Radiant
damage.
Fire Opal Flames. As long as the helm has at least
one fire opal, you can take a Magic action to cause
one weapon you are holding to burst into flames.
The flames emit Bright Light in a 10-foot radius and
Dim Light for an additional 10 feet. The flames are
harmless to you and the weapon. When you hit with
an attack using the blazing weapon, the target takes
an extra 1d6 Fire damage. The flames last until you
take a Bonus Action to extinguish them or until you
drop or stow the weapon.
Ruby Resistance. As long as the helm has at least
one ruby, you have Resistance to Fire damage.
Spells. You can cast one of the following spells
(save DC 18), using one of the helm’s gems of the
specified type as a component: Daylight (opal), 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.
Taking Fire Damage. Roll 1d20 if you are wearing
the helm and take Fire damage as a result of failing
226 System Reference Document 5.2.1
a saving throw against a spell. On a roll of 1, the
helm emits beams of light from its remaining gems
and is then destroyed. Each creature within a 60-
foot Emanation originating from you must succeed
on a DC 17 Dexterity saving throw or be struck by a
beam, taking Radiant damage equal to the number
of gems in the helm.
Helm of Comprehending Languages
Wondrous Item, Uncommon
While wearing this helm, you can cast Comprehend
Languages from it.
Helm of Telepathy
Wondrous Item, Uncommon (Requires Attunement)
While wearing this helm, you have telepathy with a
range of 30 feet, and you can cast Detect Thoughts
or Suggestion (save DC 13) from the helm. Once either spell is cast from the helm, that spell can’t be
cast from it again until the next dawn.
Helm of Teleportation
Wondrous Item, Rare (Requires Attunement)
This helm has 3 charges. While wearing it, you can
expend 1 charge to cast Teleport from it. The helm
regains 1d3 expended charges daily at dawn.
Holy Avenger
Weapon (Any Simple or Martial), Legendary (Requires
Attunement by a Paladin)
You gain a +3 bonus to attack rolls 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 weapon, it creates a
10-foot Emanation originating from you. You and all
creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other
magical effects. If you have 17 or more levels in the
Paladin class, the size of the Emanation increases to
30 feet.
Horn of Blasting
Wondrous Item, Rare
You can take a Magic action to blow the horn, which
emits a thunderous blast in a 30-foot Cone that is
audible out to 600 feet. Each creature in the Cone
makes a DC 15 Constitution saving throw. On a
failed save, a creature takes 5d8 Thunder damage
and has the Deafened condition for 1 minute. On a
successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that
aren’t being worn or carried take 10d8 Thunder
damage.
Each use of the horn’s magic has a 20 percent
chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and
destroys the horn.
Horn of Valhalla
Wondrous Item, Rare (Silver or Brass), Very Rare
(Bronze), or Legendary (Iron)
You can take a Magic action to blow this horn. In
response, warrior spirits from the plane of Ysgard
appear in unoccupied spaces within 60 feet of you.
Each spirit uses the Berserker stat block and returns to Ysgard after 1 hour or when it drops to 0
Hit Points. The spirits look like living, breathing
warriors, and they have Immunity to the Charmed
and Frightened conditions. 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 spirits it summons, as well
as the requirement for its use. The GM chooses the
horn’s type or determines it randomly by rolling on
the following table.
If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet
the requirement, they are Friendly to you and your
allies and follow your commands.

1d100Horn TypeSpiritsRequirement
01–40Silver2None
41–75Brass3Proficiency with all
Simple weapons
Training with all
Medium armor
Proficiency with all
Martial weapons
76–90Bronze4
91–00Iron5

Horseshoes of a Zephyr
Wondrous Item, Very Rare
These horseshoes come in a set of four. As a Magic
action, you can touch one of the horseshoes to the
hoof of a horse or similar creature, whereupon the
horseshoe affixes itself to the hoof. Removing a
horseshoe also takes a Magic action.
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 a
surface. 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 travel for up to 12 hours a day without gaining
Exhaustion levels from extended travel.
227 System Reference Document 5.2.1
Horseshoes of Speed
Wondrous Item, Rare
These horseshoes come in a set of four. As a Magic
action, you can touch one of the horseshoes to the
hoof of a horse or similar creature, whereupon the
horseshoe affixes itself to the hoof. Removing a
horseshoe also takes a Magic action.
While all four horseshoes are attached to the
same creature, its Speed is increased by 30 feet.
Immovable Rod
Rod, Uncommon
This iron rod has a button on one end. You can take
a Utilize action to press the button, which causes
the rod to become magically fixed in place. Until you
or another creature takes a Utilize action to push
the button again, the rod doesn’t move, even if it
defies gravity. The rod can hold up to 8,000 pounds
of weight. More weight causes the rod to deactivate
and fall. A creature can take a Utilize action to make
a DC 30 Strength (Athletics) check, moving the fixed
rod up to 10 feet on a successful check.
Instant Fortress
Wondrous Item, Rare (Requires Attunement)
As a Magic action, you can place this 1-inch
adamantine statuette on the ground and, using
a command word, cause it to grow rapidly into a
square adamantine tower. Repeating the command
word causes the tower to revert to statuette form,
which works only if the tower is empty. Each creature in the area where the tower appears is pushed
to an unoccupied space outside but next to the
tower. Objects in the area that aren’t being worn or
carried are also pushed clear of the tower.
The tower is 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, staircase, or ramp (your choice) connecting
them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower
has a single door at ground level on the side facing
you. The door opens only at your command, which
you can issue as a Bonus Action. It is immune to the
Knock spell and similar magic.
Magic prevents the tower from being tipped over.
The roof, the door, and the walls each have AC 20;
HP 100; Immunity to Bludgeoning, Piercing, and
Slashing damage except that which is dealt by siege
equipment; and Resistance to all other damage.
Shrinking the tower back down to statuette form
doesn’t repair damage to the tower. Only a Wish
spell can repair the tower (this use of the spell
counts as replicating a spell of level 8 or lower).
Each casting of Wish causes the tower to regain all
its Hit Points.
Ioun Stone
Wondrous Item, Rarity Varies (Requires Attunement)
Roughly marble sized, Ioun Stones are named after
Ioun, a god of knowledge and prophecy revered on
some worlds. Many types of Ioun Stones exist, each
type a distinct combination of shape and color.
When you take a Magic action to toss an Ioun
Stone into the air, the stone orbits your head at a
distance of 1d3 feet, conferring its benefit to you
while doing so. You can have up to three Ioun Stones
orbiting your head at the same time.
Each Ioun Stone orbiting your head is considered
to be an object you are wearing. The orbiting stone
avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all
attempts by other creatures to attack or snatch it.
As a Utilize action, you can seize and stow any
number of Ioun Stones orbiting your head. If your
Attunement to an Ioun Stone ends while it’s orbiting your head, the stone falls as though you had
dropped it.
The type of stone determines its rarity and
effects.
Absorption (Very Rare). While this pale lavender
ellipsoid orbits your head, you can take a Reaction
to cancel a spell of level 4 or lower cast by a creature you can see. A canceled spell has no effect, and
any resources used to cast it are wasted. Once the
stone has canceled 20 levels of spells, it burns out,
turns dull gray, and loses its magic.
Agility (Very Rare). Your Dexterity increases by
2, to a maximum of 20, while this deep-red sphere
orbits your head.
Awareness (Rare). While this dark-blue rhomboid
orbits your head, you have Advantage on Initiative
rolls and Wisdom (Perception) checks.
Fortitude (Very Rare). Your Constitution 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 take a Reaction to cancel a spell of level 8
or lower cast by a creature you can see. A canceled
spell has no effect, and any resources used to cast
it are wasted. Once the stone has canceled 20 levels of spells, it burns out, turns dull gray, and loses
its magic.
Insight (Very Rare). Your Wisdom increases by
2, to a maximum of 20, while this incandescent blue
sphere orbits your head.
Intellect (Very Rare). Your Intelligence increases
by 2, to a maximum of 20, while this marbled scarlet
and blue sphere orbits your head.
Leadership (Very Rare). Your Charisma increases
by 2, to a maximum of 20, while this marbled pink
and green sphere orbits your head.
228 System Reference Document 5.2.1
Mastery (Legendary). Your Proficiency Bonus increases by 1 while this pale green prism orbits your
head.
Protection (Rare). You gain a +1 bonus to Armor
Class 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 if 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 4 levels of spells at a time.
When found, it contains 1d4 levels of stored spells
chosen by the GM.
Any creature can cast a spell of level 1 through 4
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 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.
Iron Bands
Wondrous Item, Rare
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action
to throw the sphere at a Huge or smaller creature
you can see within 60 feet of yourself. 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 has the Restrained
condition until you take a Bonus Action to issue a
command that releases it. Doing so or missing with
the attack causes the bands to contract and become
a sphere once more.
A creature that can touch the bands, including the
one Restrained, can take an action to make a DC 20
Strength (Athletics) check to break the iron bands.
On a successful check, the item is destroyed, and the
Restrained creature is freed. On a failed check, 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
While holding this brass-stoppered iron flask, you
can take a Magic action to target a creature that
you can see within 60 feet of yourself. If the flask
is empty and 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 save.
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 age and
doesn’t need to breathe, eat, or drink.
You can take a Magic action to remove the flask’s
stopper and release the creature in the flask. The
creature then obeys your commands for 1 hour,
understanding those commands even if it doesn’t
know the language in which the commands are
given. If you issue no commands or give the creature a command that is likely to result in its death
or imprisonment, 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 if the flask contains a
creature, but the only way to determine the type
of creature is to open the flask. A newly discovered
Iron Flask might already contain a creature chosen
by the GM.
Javelin of Lightning
Weapon (Javelin), Uncommon
Each time you make an attack roll with this magic
weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lightning Bolt. When you throw this weapon at
a target no farther than 120 feet from you, you can
forgo making a ranged attack roll and instead turn
the weapon into a bolt of lightning. This bolt forms
a 5-foot-wide Line between you and the target. The
target and each other creature in the Line (excluding you) makes a DC 13 Dexterity saving throw, taking 4d6 Lightning damage on a failed save or half
as much damage on a successful one. Immediately
after dealing this damage, the weapon reappears in
your hand. This property can’t be used again until
the next dawn.
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 take a Utilize
229 System Reference Document 5.2.1
action to lower the hood, reducing the lantern’s light
to Dim Light in a 5-foot radius.
Luck Blade
Weapon (Glaive, Greatsword, Longsword, Rapier,
Scimitar, Sickle, or Shortsword), Legendary (Requires
Attunement)
You gain a +1 bonus to attack rolls and damage rolls
made with this magic weapon. While the weapon is
on your person, you also gain a +1 bonus to saving
throws.
Luck. If the weapon is on your person, you can call
on its luck (no action required) to reroll one failed
D20 Test if you don’t have the Incapacitated condition. You must use the second roll. Once used, this
property can’t be used again until the next dawn.
Wish. The weapon has 1d3 charges. While holding
it, you can expend 1 charge and cast Wish from it.
Once used, this property can’t be used again until
the next dawn. The weapon 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 has the Frightened condition until the end of your next turn.
Light. 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 rolls and damage
rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a
Construct.
When you roll a 20 on an attack roll made with
this weapon, the target takes an extra 7 Bludgeoning damage, or 14 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 and regains 1d3
expended charges daily at dawn. While holding
the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it.
Each creature of your choice within 30 feet of you
must succeed on a DC 15 Wisdom saving throw or
have the Frightened condition for 1 minute. While
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 make Opportunity Attacks. 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 take the
Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on
a success.
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 nutrition 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 increases by 2, to a maximum of 30.
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 increases by 2, to a maximum of 30. 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 by
rolling on the accompanying table. To decipher and
use the manual, you must be a spellcaster with at
least two level 5 spell slots. A creature that can’t
use a Manual of Golems and attempts to read it takes
6d6 Psychic damage.
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. See “Monsters” for the golem’s stat block. The
golem is under your control, and it understands and
obeys your commands.
230 System Reference Document 5.2.1

1d20
1–5
6–17
18
Golem
Clay Golem
Flesh Golem
Iron Golem
Time
30 days
60 days
120 days
90 days
Cost
65,000 GP
50,000 GP
100,000 GP
80,000 GP
19–20 Stone Golem

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 increases by 2, to a
maximum of 30. The manual then loses its magic
but regains it in a century.
Marvelous Pigments
Wondrous Item, Very Rare
This fine wooden box contains 1d4 pots of pigment
and a brush (weighing 1 pound in total).
Using the brush and expending 1 pot of pigment,
you can paint any number of three-dimensional
objects and terrain features (such as walls, doors,
trees, flowers, weapons, webs, and pits), provided
these elements are all confined to a 20-foot Cube.
The effort takes 10 minutes (regardless of the number of elements you create), during which time you
must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave
the Cube before the work is done, all the painted
elements vanish, and the pot of pigment is wasted.
When the work is done, all the painted objects
and terrain features become real. Thus, painting a
door on a wall creates an actual door, which can be
opened to whatever is beyond. Painting a pit creates
a real pit, the entire depth of which must lie within
the 20-foot Cube.
No object created by a pot of pigment can have a
value greater than 25 GP, and the total value of all
objects created by a pot of pigment can’t exceed 500
GP. If you paint objects of greater value (such as a
large pile of gold), they look authentic, but close inspection reveals they’re made from paste, cookies,
or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete
the painting, doing no harm.
Medallion of Thoughts
Wondrous Item, Uncommon (Requires Attunement)
The medallion has 5 charges. While wearing it, you
can expend 1 charge to cast Detect Thoughts (save
DC 13) from it. The medallion regains 1d4 expended
charges daily at dawn.
Mirror of Life Trapping
Wondrous Item, Very Rare
When this 4-foot-tall, 2-foot-wide mirror is viewed
indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC
11, HP 10, Immunity to Poison and Psychic damage,
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 take a Magic
action and use a command word to activate it. It
remains activated until you take a Magic action and
repeat the command word to deactivate it.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet
of the mirror 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. A creature that knows the
mirror’s nature makes the save with Advantage,
and Constructs succeed on the save 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 take a
Magic action to name 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.
In a similar way, you can take a Magic action and
use a second command word to free one creature
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.
Placing the mirror inside an extradimensional
space created by a Bag of Holding, Portable Hole,
or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate and not behind
Total Cover is sucked through it to a random location on the Astral Plane. The gate then closes. The
gate is one-way only and can’t be reopened.
231 System Reference Document 5.2.1
Mithral Armor
Armor (Any Medium or Heavy, Except Hide Armor),
Uncommon
Mithral is a light, flexible metal. Armor made of this
substance 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.
Mysterious Deck
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 thirteen cards, but
some have twenty-two. Use the appropriate column
of the Mysterious Deck table when randomly determining cards drawn from the deck.
Before you draw a card, you must declare how
many cards you intend to draw and then draw them
randomly. Any cards drawn in excess of this number have no effect. Otherwise, as 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 disappears. Unless the
card is the Fool or Jester, the card reappears in the
deck, making it possible to draw the same card
twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.)
Mysterious Deck
1d100
(13-Card
Deck)
1d100
(22-Card
Deck)
Card
— 01–05 Balance
— 06–10 Comet
— 11–14 Donjon
01–08 15–18 Euryale
— 19–23 Fates
09–16 24–27 Flames
— 28–31 Fool
— 32–36 Gem
17–24 37–41 Jester
25–32 42–46 Key
33–40 47–51 Knight
41–48 52–56 Moon
— 57–60 Puzzle
49–56 61–64 Rogue
57–64 65–68 Ruin
— 69–73 Sage
1d100
(13-Card
Deck)
1d100
(22-Card
Deck)
Card

65–72
73–80
81–88

89–96
97–00
74–77
78–82
83–87
88–91
92–96
97–00
Skull
Star
Sun
Talons
Throne
Void

Each card’s effect is described below.
Balance. You can increase one of your ability
scores by 2, to a maximum of 22, provided you also
decrease another one of your ability scores by 2.
You can’t decrease an ability that has a score of 5
or lower. Alternatively, you can choose not to adjust your ability scores, in which case this card has
no effect.
Comet. The next time you enter combat against
one or more Hostile creatures, you can select one
of them as your foe when you roll Initiative. If you
reduce your foe to 0 Hit Points during that combat,
you have Advantage on Death Saving Throws for 1
year. If someone else reduces your chosen foe to 0
Hit Points or you don’t choose a foe, this card has no
effect.
Donjon. You disappear and become entombed
in a state of suspended animation in an extradimensional sphere. Everything you’re wearing and
carrying disappears with you except for Artifacts,
which stay 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 to saving throws while
cursed in this way. Only a god or the magic of the
Fates card can end this curse.
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 torments you, savoring your suffering before attempting to slay you.
This enmity lasts until either you or the devil dies.
Fool. You have Disadvantage on D20 Tests for the
next 72 hours. Draw another card; this draw doesn’t
count as one of your declared draws.
Gem. Twenty-five pieces of jewelry worth 2,000
GP each or fifty gems worth 1,000 GP each appear at
your feet.
232 System Reference Document 5.2.1
Jester. You have Advantage on D20 Tests for the
next 72 hours, or you can draw two additional cards
beyond your declared draws.
Key. A Rare or rarer magic weapon with which
you are proficient appears on your person. The GM
chooses the weapon.
Knight. You gain the service of a Knight, who
magically appears in an unoccupied space you
choose within 30 feet of yourself. The knight has the
same alignment as you and serves you loyally until
death, believing the two of you have been drawn together by fate. Work with your GM to create a name
and backstory for this NPC. The GM can use a different stat block to represent the knight, as desired.
Moon. You gain the ability to cast Wish 1d3 times.
Puzzle. Permanently reduce your Intelligence or
Wisdom by 1d4 + 1 (to a minimum score of 1). You
can draw one additional card beyond your declared
draws.
Rogue. An NPC of the GM’s choice becomes Hostile
toward you. You don’t know the identity of this NPC
until they 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.
Sage. 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.
Skull. An Avatar of Death (see the accompanying
stat block) appears in an unoccupied space as close
to you as possible. The avatar targets only you with
its attacks, appearing as a ghostly skeleton clad in a
tattered black robe and carrying a spectral scythe.
The avatar disappears when it drops to 0 Hit Points
or you die. If an ally of yours deals damage to the
avatar, that ally summons another Avatar of Death.
The new avatar appears in an unoccupied space as
close to that ally as possible and targets only that
ally with its attacks. You and your allies can each
summon only one avatar as a consequence of this
draw. A creature slain by an avatar can’t be restored
to life.
Star. Increase one of your ability scores by 2, to a
maximum of 24.
Sun. A magic item (chosen by the GM) appears on
your person. In addition, you gain 10 Temporary Hit
Points daily at dawn until you die.
Talons. Every magic item you wear or carry
disintegrates. Artifacts in your possession vanish
instead.
Throne. You gain proficiency and Expertise in
your choice of History, Insight, Intimidation, or Persuasion. In addition, you gain rightful ownership of
a small keep somewhere in the world. However, the
keep is currently home to one or more monsters,
which must be cleared out before you can claim the
keep as yours.
Void. 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 inert,
ceases aging, and requires no food, air, or water. A
Wish spell can’t return your soul to your body, but
the spell reveals the location of the object that holds
your soul. You draw no more cards.
Avatar of Death
Medium Undead, Neutral evil
AC 20 Initiative +3 (13)
HP Half the HP maximum of its summoner
Speed 60 ft., Fly 60 ft. (hover)
MOD SAVE MOD SAVE MOD SAVE
Str 16 +3 +3 Dex 16 +3 +3 Con 16 +3 +3
Int 16 +3 +3 WIS 16 +3 +3 Cha 16 +3 +3
Immunities Necrotic, Poison; Charmed, Exhaustion,
Frightened, Paralyzed, Petrified, Poisoned, Unconscious
Senses Truesight 60 ft., Passive Perception 13
Languages All languages known to its summoner
CR None (XP 0; PB equals its summoner’s)
Traits
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.
Actions
Multiattack. The avatar makes a number of Reaping
Scythe attacks equal to half the summoner’s Proficiency
Bonus (rounded up).
Reaping Scythe. Melee Attack Roll: Automatic hit,
reach 5 ft. Hit: 7 (1d8 + 3) Slashing damage plus 4 (1d8)
Necrotic damage.
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 to avoid or end the Poisoned
condition.
233 System Reference Document 5.2.1
Necklace of Fireballs
Wondrous Item, Rare
This necklace has 1d6 + 3 beads hanging from it.
You can take a Magic 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 level 3 Fireball (save DC 15).
You can hurl multiple beads, or even the whole
necklace, at one time. When you do so, increase the
damage of the Fireball by 1d6 for each bead after
the first (maximum 12d6).
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 by rolling on the table below. 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.

1d20
1–6
7–12
Bead
Bead of Blessing
Bead of Curing
Spell
Bless
Cure Wounds (level 2
version)
Greater Restoration
Shining Smite
Guardian of Faith
13–16 Bead of Favor
17–18 Bead of Smiting
19Bead of Summons

20 Bead of Wind
Walking
Wind Walk
Nine Lives Stealer
Weapon (Any Simple or Martial), Very Rare (Requires
Attunement)
You gain a +2 bonus to attack rolls and damage rolls
made with this magic weapon.
Life Stealing. The weapon has 1d8 + 1 charges.
When you attack a creature that has fewer than
100 Hit Points with this weapon and roll a 20 on the
d20 for the attack roll, the creature must succeed
on a DC 15 Constitution saving throw or be slain
instantly as the sword tears its life force from its
body. Constructs and Undead succeed on the save
automatically. The weapon loses 1 charge if the
creature is slain. When the weapon has no charges
remaining, it loses this property.
Oathbow
Weapon (Longbow or Shortbow), 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 utter
or sign the following command words: “Swift death
to you who have wronged me.” The target of your
attack becomes your sworn enemy until it dies or
until dawn 7 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 Half Cover or Three-Quarters 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
One vial of this oil can cover one 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 the Etherealness spell for 1 hour.
Beads of this cloudy, gray oil form on the outside
of its container and quickly evaporate.
Oil of Sharpness
Potion, Very Rare
One vial of this oil can coat one Melee weapon or
twenty pieces of ammunition, but only ammunition
and Melee weapons that are nonmagical and deal
Slashing or Piercing damage are affected. Applying
the oil takes 1 minute, after which the oil magically
seeps into whatever it coats, turning the coated
weapon into a +3 Weapon or the coated ammunition
into +3 Ammunition.
This clear, gelatinous oil sparkles with tiny,
ultrathin silver shards.
Oil of Slipperiness
Potion, Uncommon
One vial of this oil can cover one 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 the Freedom of Movement spell for 8 hours.
Alternatively, the oil can be poured on the ground
as a Magic action, where it covers a 10-foot square,
234 System Reference Document 5.2.1
duplicating the effect of the Grease spell in that area
for 8 hours.
This sticky, black unguent is thick and heavy, but
it flows quickly when poured.
Pearl of Power
Wondrous Item, Uncommon (Requires Attunement by
a Spellcaster)
While this pearl is on your person, you can take a
Magic action to regain one expended spell slot of
level 3 or lower. Once you use the pearl, it can’t be
used again until the next dawn.
Periapt of Health
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you can take a Magic
action to regain 2d4 + 2 Hit Points. Once used, this
property can’t be used again until the next dawn.
In addition, you have Advantage on saving throws
to avoid or end the Poisoned condition while you
wear this pendant.
Periapt of Proof against Poison
Wondrous Item, Rare (Requires Attunement)
This delicate silver chain has a brilliant-cut black
gem pendant. While you wear it, you have Immunity
to the Poisoned condition and Poison damage.
Periapt of Wound Closure
Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following
benefits.
Life Preservation. Whenever you make a Death
Saving Throw, you can change a roll of 9 or lower to
a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit
Point 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 are charmed by that
creature and have the Charmed condition for 1
hour.
This rose-hued, effervescent liquid contains one
easy-to-miss bubble shaped like a heart.
Pipes of Haunting
Wondrous Item, Uncommon
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic
action to play them and expend 1 charge to create
an eerie, spellbinding tune. Each creature of your
choice within 30 feet of you must succeed on a DC
15 Wisdom saving throw or have the Frightened
condition for 1 minute. A creature that fails the save
repeats it at the end of each of its turns, ending the
effect on itself on a success. A creature that succeeds on its save is immune to the effect of these
pipes for 24 hours.
Pipes of the Sewers
Wondrous Item, Uncommon (Requires Attunement)
While these pipes are on your person, ordinary rats
and giant rats are Indifferent toward you and won’t
attack you unless you threaten or harm them.
The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes
as a Magic action, you can take a Bonus Action to
expend 1 to 3 charges, calling forth one Swarm
of Rats with each expended charge if enough rats
are within half a mile of you to be called in this
fashion (as determined by the GM). If there aren’t
enough rats to form a swarm, the charge is wasted.
Called swarms move toward the music by the shortest available route but aren’t under your control
otherwise.
Whenever a Swarm of Rats that isn’t under another creature’s control comes within 30 feet of you
while you are playing the pipes, the swarm makes
a DC 15 Wisdom saving throw. On a successful
save, the swarm behaves as it normally would and
can’t be swayed by the pipes’ music for the next 24
hours. On a failed save, the swarm is swayed by the
pipes’ music and becomes Friendly to you and your
allies for as long as you continue to play the pipes
each round as a Magic action. A Friendly swarm
obeys your commands. If you issue no commands
to a Friendly swarm, it defends itself but otherwise
takes no actions. If a Friendly swarm starts its turn
more than 30 feet away from you, your control over
that swarm ends, and the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours.
Plate Armor of Etherealness
Armor (Half Plate Armor or Plate Armor), Legendary
(Requires Attunement)
While you’re wearing this armor, you can take a
Magic action and use a command word to gain the
effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of
the armor can’t be used again until the next dawn.
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 take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an
235 System Reference Document 5.2.1
extradimensional hole 10 feet deep. The cylindrical
space within the hole exists on a different plane
of existence, so it can’t be used to create open passages. Any creature inside an open Portable Hole
can exit the hole by climbing out of it.
You can take a Magic action to close a Portable
Hole by taking hold of the edges of the cloth and
folding it up. Folding the cloth closes the hole, and
any creatures or objects within remain in the extradimensional space. No matter what’s in it, the
hole weighs next to nothing.
If the hole is folded up, a creature within the hole’s
extradimensional space can take an action to make
a DC 10 Strength (Athletics) check. On a successful
check, the creature forces its way out and appears
within 5 feet of the Portable Hole. A closed Portable
Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional
space created by a Bag of Holding, Handy Haversack,
or similar item instantly destroys both items and
opens a gate to the Astral Plane. The gate originates
where the one item was placed inside the other. Any
creature within 10 feet of the gate and not behind
Total Cover is sucked through it and deposited in
a random location on the Astral Plane. The gate
then closes. The gate is one-way only and can’t be
reopened.
Potion of Animal Friendship
Potion, Uncommon
When you drink this potion, you can cast the level
3 version of the Animal Friendship spell (save DC 13).
Agitating this potion’s muddy liquid brings little
bits into view: a fish scale, a hummingbird feather, a
cat claw, or a squirrel hair.
Potion of Clairvoyance
Potion, Rare
When you drink this potion, you gain the effect of
the Clairvoyance spell (no Concentration required).
An eyeball bobs in this potion’s yellowish liquid
but vanishes when the potion is opened.
Potion of Climbing
Potion, Common
When you drink this potion, you gain a Climb Speed
equal to your Speed for 1 hour. During this time, you
have Advantage on Strength (Athletics) checks to
climb.
This potion is separated into brown, silver, and
gray layers resembling bands of stone. Shaking the
bottle fails to mix the colors.
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.
Potion of Flying
Potion, Very Rare
When you drink this potion, you gain a Fly Speed
equal to your Speed for 1 hour and can hover. If
you’re in the air when the potion wears off, you fall
unless you have some other means of staying aloft.
This potion’s clear liquid floats at the top of its
container and has cloudy white impurities drifting
in it.
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 light resembling a giant’s fingernail.

Potion
Potion of Giant Strength (hill)
Str.
21
Rarity
Uncommon

Potion of Giant Strength (frost or
stone)
23 Rare

Potion of Giant Strength (fire)25Rare
Potion of Giant Strength (cloud)27Very Rare
Potion of Giant Strength (storm)29Legendary

Potion of Growth
Potion, Uncommon
When you drink this potion, you gain the “enlarge”
effect of the Enlarge/Reduce spell for 10 minutes (no
Concentration required).
The red in the potion’s liquid continuously expands from a tiny bead to color the clear liquid
around it and then contracts. Shaking the bottle
fails to interrupt this process.
236 System Reference Document 5.2.1
Potions 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 table below.
Whatever its potency, the potion’s red liquid glimmers when agitated.

Potion
Potion of Healing
Potion of Healing
(greater)
HP Regained
2d4 + 2
4d4 + 4
Rarity
Common
Uncommon

Potion of Healing
(superior)
8d4 + 8 Rare
Potion of Healing
(supreme)
10d4 + 20 Very Rare
Potion of Heroism
Potion, Rare
When you drink this potion, you gain 10 Temporary
Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no
Concentration required).
This potion’s blue liquid bubbles and steams as if
boiling.
Potion of Invisibility
Potion, Rare
This potion’s container looks empty but feels as
though it holds liquid. When you drink the potion,
you have the Invisible condition for 1 hour. The
effect ends early if you make an attack roll, deal
damage, or cast a spell.
Potion of Invulnerability
Potion, Rare
For 1 minute after you drink this potion, you have
Resistance to all damage.
This potion’s syrupy liquid looks like liquefied
iron.
Potion of Longevity
Potion, Very Rare
When you drink this potion, your physical age is
reduced by 1d6 + 6 years, to a minimum of 13 years.
Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that
you instead age by 1d6 + 6 years.
Suspended in this amber liquid is a tiny heart that,
against all reason, is still beating. These ingredients
vanish when the potion is opened.
Potion of Mind Reading
Potion, Rare
When you drink this potion, you gain the effect of
the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).
This potion’s dense, purple liquid has an ovoid
cloud of pink floating in it.
Potion of Poison
Potion, Uncommon
This concoction looks, smells, and tastes like a
Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic.
Identify reveals its true nature.
If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
Potion of Resistance
Potion, Uncommon
When you drink this potion, you have Resistance to
one type of damage for 1 hour. The GM chooses the
type or determines it randomly by rolling on the
following table.
1d10 Damage Type 1d10 Damage Type
1 Acid 6 Necrotic
2 Cold 7 Poison
3 Fire 8 Psychic
4 Force 9 Radiant
5 Lightning 10 Thunder
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) without suffering the wave of lethargy that
typically occurs when the effect ends.
This potion’s yellow fluid is streaked with black
and swirls on its own.
Potion of Vitality
Potion, Very Rare
When you drink this potion, it removes any
Exhaustion levels you have and ends the Poisoned
condition on you. For the next 24 hours, you regain
the maximum number of Hit Points for any Hit Point
Die you spend.
This potion’s crimson liquid regularly pulses with
dull light, calling to mind a heartbeat.
Potion of Water Breathing
Potion, Uncommon
You can breathe underwater for 24 hours after
drinking this potion.
237 System Reference Document 5.2.1
This potion’s cloudy green fluid smells of the sea
and has a jellyfish-like bubble floating in it.
Quarterstaff of the Acrobat
Weapon (Quarterstaff), Very Rare (Requires
Attunement)
You have a +2 bonus to attack rolls and damage rolls
made with this magic weapon.
While holding this weapon, you can cause it to
emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can
extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus
Action to alter its form, turning it into a 6-inch rod
(for ease of storage) or a 10-foot pole, or reverting it
a Quarterstaff; the weapon will elongate only as far
as the surrounding space allows.
In certain forms, the weapon has the following additional properties.
Acrobatic Assist (Quarterstaff and 10-Foot Pole
Forms Only). While holding this weapon, you have
Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only).
When you are hit by an attack while holding the
weapon, you can take a Reaction to twirl the
weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially
causing the attack to miss you. You can’t use this
property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This
weapon has the Thrown property with a normal
range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the
weapon, it flies back to your hand.
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 expend 1 charge to cast one of the following spells (save DC 13) from it:
• Animal Friendship
• Fear (affects Beasts only)
• Speak with Animals
Ring of Djinni Summoning
Ring, Legendary (Requires Attunement)
While wearing this ring, you can take a Magic 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 yourself. It
remains as long as you maintain Concentration, to a
maximum of 1 hour, or until it drops to 0 Hit Points.
While summoned, the djinni is Friendly to you and
your allies, and it obeys your commands. 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.
Rings of Djinni Summoning are often created by the
djinn they summon and given to mortals as gifts of
friendship or tokens of esteem.
Ring of Elemental Command
Ring, Legendary (Requires Attunement)
Each Ring of Elemental Command is linked to one of
the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a
Ring of Elemental Command (air) is linked to the Elemental Plane of Air.
Every Ring of Elemental Command has the following two properties:
Elemental Bane. While wearing the ring, you have
Advantage on attack rolls against Elementals and
they have Disadvantage on attack rolls against
you.
Elemental Compulsion. While wearing the ring,
you can take a Magic action to try to compel an
Elemental you see within 60 feet of yourself. The
Elemental makes a DC 18 Wisdom saving throw.
On a failed save, the Elemental has the Charmed
condition until the start your next turn, and you
determine what it does with its move and action
on its next turn.
Elemental Focus. While wearing the ring, you
benefit from additional properties corresponding to
the ring’s linked Elemental Plane:
Air. You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to
your Speed and can hover.
Earth. You know Terran, and you have Resistance
to Acid damage. Terrain composed of rubble,
rocks, or dirt isn’t Difficult Terrain for you. In addition, you can move through solid earth or rock
as if those areas were Difficult Terrain without
disturbing the matter through which you pass. If
you end your turn in solid earth or rock, you are
shunted out to the nearest unoccupied space you
last occupied.
Fire. You know Ignan, and you have Immunity to
Fire damage.
Water. You know Aquan, you gain a Swim Speed of
60 feet, and you can breathe underwater.
Spellcasting. The ring has 5 charges and regains 1d4 + 1 expended charges daily at dawn.
While wearing the ring, you can cast a spell from
it. Choose the spell from the list of available spells
based on the Elemental Plane the ring is linked to,
as shown in the following table. The table indicates
how many charges you must expend to cast the
spell, which has a save DC of 18.
238 System Reference Document 5.2.1

PlaneSpells (Charges)
AirChain Lightning (3 charges), Feather Fall (0
charges), Gust of Wind (2 charges), Wind
Wall (1 charge)
Earthquake (5 charges), Stone Shape (2
charges), Stoneskin (3 charges), Wall of Stone
(3 charges)
Burning Hands (1 charge), Fireball (2 charges),
Fire Storm (4 charges), Wall of Fire (3 charges)
Create or Destroy Water (1 charge), Ice Storm
Earth
Fire
Water

(2 charges), Tsunami (5 charges), Wall of Ice
(3 charges), Water Walk (2 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 the ring, you can
take a Reaction to expend 1 charge to succeed on
that save 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 any of your Speeds nor cause you to
have the Paralyzed or Restrained condition.
Ring of Invisibility
Ring, Legendary (Requires Attunement)
While wearing this ring, you can take a Magic action
to give yourself the Invisible condition. You remain
Invisible until the ring is removed or until you take
a Bonus Action to become visible again.
Ring of Jumping
Ring, Uncommon (Requires Attunement)
While wearing this ring, you can cast Jump from it,
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 take a Magic action to cause the ring to
become imperceptible until you take another Magic
action to make it perceptible, 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.
Ring of Protection
Ring, Rare (Requires Attunement)
You gain a +1 bonus to Armor Class 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 if 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
You have Resistance to one damage type while
wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines
randomly by rolling on the following table.
1d10 Damage Type Gemstone
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)
You can cast Dancing Lights or Light from the ring.
The ring has 6 charges and regains 1d6 expended
charges daily at dawn. You can expend its charges
to use the properties below.
Faerie Fire. You can expend 1 charge to cast Faerie Fire from the ring.
Lightning Spheres. You can expend 2 charges as
a Magic action to create up to four 3-foot-diameter
spheres of lightning.
Each sphere appears in an unoccupied space you
can see within 120 feet of yourself. The spheres
239 System Reference Document 5.2.1
last as long as you maintain Concentration, 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
yourself. The first time the sphere comes within 5
feet of a creature other than you that isn’t behind
Total Cover, the sphere discharges lightning at that
creature and disappears. That creature makes a
DC 15 Dexterity saving throw. On a failed save, the
creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes
half as much damage.
Number of
Spheres
Lightning
Damage
Number of
Spheres
Lightning
Damage
1 4d12 3 2d6
2 5d4 4 2d4
Shooting Stars. You can expend 1 to 3 charges as
a Magic 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 yourself. Each
creature in a 15-foot Cube originating from that
point is showered in sparks and makes a DC 15
Dexterity saving throw, taking 5d4 Radiant 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 level 1 through 5
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 spells. If you succeed on the
save for a spell of level 7 or lower, the spell has no
effect on you. If that spell targeted only you and
didn’t create an area of effect, you can take a Reaction to deflect the spell back at the spell’s caster; the
caster must make a saving throw against the spell
using their own spell save DC.
Ring of Swimming
Ring, Uncommon
You have a Swim Speed of 40 feet while wearing this
ring.
Ring of Telekinesis
Ring, Very Rare (Requires Attunement)
While wearing this ring, you can cast Telekinesis
from it.
Ring of the Ram
Ring, Rare (Requires Attunement)
This ring has 3 charges and regains 1d3 expended
charges daily at dawn. While wearing the ring, you
can take a Magic action to expend 1 to 3 charges to
make a ranged spell attack against one creature you
can see within 60 feet of yourself. 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 a Magic action to try to break a nonmagical object you can see within 60 feet of yourself
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 expend 1 of its 3
charges to cast Wish from it. The ring becomes nonmagical when you use the last charge.
Ring of Warmth
Ring, Uncommon (Requires Attunement)
If you take Cold damage while wearing this ring, the
ring reduces the damage you take by 2d8.
In addition, while wearing this ring, you and
everything you wear and carry are unharmed by
temperatures of 0 degrees Fahrenheit or lower.
Ring of Water Walking
Ring, Uncommon
While wearing this ring, you cast Water Walk from
it, targeting only yourself.
Ring of X-ray Vision
Ring, Rare (Requires Attunement)
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for
1 minute. To you, solid objects within that radius
appear transparent and don’t prevent light from
passing through them. The vision can penetrate 1
240 System Reference Document 5.2.1
foot of stone, 1 inch of common metal, or up to 3 feet
of wood or dirt. Thicker substances or a thin sheet
of lead block the vision.
Whenever you use the ring again before taking a
Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
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:
All-Around Vision. The robe gives you Advantage
on Wisdom (Perception) checks that rely on sight.
Special Senses. You have Darkvision and Truesight,
both with a range of 120 feet.
Drawbacks. A Light spell cast on the robe or a
Daylight spell cast within 5 feet of the robe gives
you the Blinded condition for 1 minute. At the end of
each of your turns, you make a Constitution saving
throw (DC 11 for Light or DC 15 for Daylight), ending
the condition on yourself 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 take a Magic 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, and creatures that can see you have Disadvantage on attack rolls against you. 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 have the Stunned condition until the
effect ends.
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 take a Magic action to remove one of
the stars and expend it to cast the level 5 version of
Magic Missile. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything
you are wearing and carrying. You remain there
until you take a Magic 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
and adorned with runes.
You gain these benefits while wearing the robe.
Armor. If you aren’t wearing armor, your base
Armor Class is 15 plus your Dexterity modifier.
Magic Resistance. You have Advantage on saving
throws against spells and other magical effects.
War Mage. 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
take a Magic 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:
• Bullseye Lantern (filled and lit)
• Dagger
• Mirror
• Pole
• Rope (coiled)
• Sack
In addition, the robe has 4d4 other patches. The GM
chooses the patches or determines them randomly
by rolling on the following table.
1d100 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 Riding Horse with a Riding Saddle
52–59 Open pit (a 10-foot Cube), which you can
place on the ground within 10 feet of yourself
60–68 4 Potions of Healing
69–75 Rowboat (12 feet long)
76–83 Spell Scroll containing one spell of level 1, 2, or
3 (your choice)
241 System Reference Document 5.2.1
1d100 Patch
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 take a Reaction to
absorb a spell that is targeting only you and doesn’t
create 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. A canceled spell
dissipates with no effect, and any resources used to
cast it are wasted. 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 level 5. 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 level 3 spell slot.
A newly found rod typically has 1d10 levels of
spell energy stored in it. 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 the following properties.
Alertness. While holding the rod, you have
Advantage on Wisdom (Perception) checks and on
Initiative rolls.
Spells. While holding the rod, you can cast the following spells from it:
• Detect Evil and Good
• Detect Magic
• Detect Poison and Disease
• See Invisibility
Protective Aura. As a Magic 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 your allies gain a +1
bonus to Armor Class and saving throws and can
sense the location of any Invisible 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 takes a Magic
action to pull the rod from the ground. Once used,
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 rolls
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.
Buttons. You can press one of the following 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:
Button 1. A fiery blade sprouts from the end opposite the rod’s flanged head. The flames shed
Bright Light in a 40-foot radius and Dim Light for
an additional 40 feet, and the blade functions as
a magic Longsword or Shortsword (your choice)
that deals an extra 2d6 Fire damage on a hit.
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 rolls and damage rolls made
with it.
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 rolls and damage rolls made
with it.
Button 4. The rod transforms into a climbing pole
up to 50 feet long (you specify the length), though
the rod’s buttons remain within your reach. 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.
Button 5. The rod transforms into a handheld
battering ram and grants its user a +10 bonus
to Strength (Athletics) checks made to break
through doors, barricades, and other barriers.
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
242 System Reference Document 5.2.1
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 failed
save, the target takes an extra 4d6 Necrotic damage, and you regain a number of Hit Points equal to
half that Necrotic damage. Once used, 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 Constitution saving throw. On a failed
save, the target has the Paralyzed condition for 1
minute. The target repeats the save at the end of
each of its turns, ending the effect on a success.
Once used, this property can’t be used again until
the next dawn.
Terrify. While holding the rod, you can take a
Magic action to force each creature you can see
within 30 feet of yourself to make a DC 17 Wisdom
saving throw. On a failed save, a target has the
Frightened condition for 1 minute. A Frightened
target repeats the save at the end of each of its
turns, ending the effect on itself on a success. Once
used, this property can’t be used again until the
next dawn.
Rod of Resurrection
Rod, Legendary (Requires Attunement)
The rod has 5 charges. While you hold it, you can
cast one of the following spells from it: Heal (expends 1 charge) or Resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn.
If you expend the last charge, roll 1d20. On a 1, the
rod disappears in a harmless burst of radiance.
Rod of Rulership
Rod, Rare (Requires Attunement)
You can take a Magic action to present the rod and
command obedience from each creature of your
choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom
saving throw or have the Charmed condition for 8
hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or
your allies or commanded to do something contrary
to its nature, a target ceases to be Charmed in this
way. Once used, this property can’t be used again
until the next dawn.
Rod of Security
Rod, Very Rare
While holding this rod, you can take a Magic action
to activate it. The rod then instantly transports you
and up to 199 other willing creatures you can see
to a demiplane. You choose the form the demiplane
takes. It could be a tranquil garden, a cheery tavern,
an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless
of its nature, the demiplane contains enough water
and food to sustain its visitors, and the demiplane’s
environment can’t harm its occupants. Everything
else that can be interacted with there can exist
only there. For example, a flower picked from a
garden there disappears if it is taken outside the
demiplane.
For each hour spent in the demiplane, a visitor
regains Hit Points as if it had spent 1 Hit Point Die.
Also, creatures don’t age while there, although time
passes normally. Visitors can remain there for up to
200 days divided by the number of creatures present (round down).
When the time runs out or you take a Magic action
to end the effect, all visitors reappear in the location they occupied when you activated the rod or an
unoccupied space nearest that location. Once used,
this property can’t be used again until 10 days have
passed.
Rope of Climbing
Wondrous Item, Uncommon
This 60-foot length of rope can hold up to 3,000
pounds. While holding one end of the rope, you can
take a Magic action to command the other end of the
rope to animate and move toward a destination you
choose, up to the rope’s length away from you. That
end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination 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 ability checks made to climb using the rope.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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. While holding one end of
the rope, you can take a Magic action to command
the other end to dart forward and entangle one
creature you can see within 20 feet of yourself. The
target must succeed on a DC 15 Dexterity saving
throw or have the Restrained condition. You can release the target by letting go of your end of the rope
(causing the rope to coil up in the target’s space)
or by using a Bonus Action to repeat the command
(causing the rope to coil up in your hand).
243 System Reference Document 5.2.1
A target Restrained by the rope can take an action
to make its choice of a DC 15 Strength (Athletics) or
Dexterity (Acrobatics) check. On a successful check,
the target is no longer Restrained by the rope. If
you’re still holding onto the rope when a target escapes from it, you can take a Reaction to command
the rope to coil up in your hand; otherwise, the rope
coils up in the target’s space.
The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. 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)
This beetle-shaped medallion provides three benefits while it is on your person.
Defense. You gain a +1 bonus to Armor Class.
Preservation. The scarab has 12 charges. If you
fail a saving throw against a Necromancy spell or
a harmful effect originating from an Undead, you
can take a 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.
Spell Resistance. You have Advantage on saving
throws against spells.
Scimitar of Speed
Weapon (Scimitar), Very Rare (Requires Attunement)
You gain a +2 bonus to attack rolls 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.
Sending Stones
Wondrous Item, Uncommon
Sending Stones come in pairs, with each stone
carved to match the other so the pairing is easily
recognized. While you touch one stone, you can cast
Sending from it. The target is the bearer of the other
stone. If no creature bears the other stone, you
know that fact as soon as you use the stone, and you
don’t cast the spell.
Once Sending is cast using either stone, the stones
can’t be used again until the next dawn. If one of the
stones in a pair is destroyed, the other one becomes
nonmagical.
Sentinel Shield
Armor (Shield), Uncommon
While holding this Shield, you have Advantage on
Initiative rolls and Wisdom (Perception) checks.
The Shield is emblazoned with a symbol of an eye.
Shield, +1, +2, or +3
Armor (Shield), Uncommon (+1), Rare (+2), or Very
Rare (+3)
While holding this Shield, you have a bonus to Armor Class determined by the Shield’s rarity, 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 attacks made with Ranged weapons.
Curse. This Shield is cursed. Attuning to it curses
you until you are targeted by a Remove Curse spell
or similar magic. Removing the Shield fails to
end the curse on you. Whenever an attack with a
Ranged weapon targets a creature within 10 feet
of you, the curse causes you to become the target
instead.
Shield of the Cavalier
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you have a +2 bonus to
Armor Class. This bonus is in addition to the Shield’s
normal bonus to AC.
The Shield has the following additional properties
that you can use while holding it.
Forceful Bash. When you take the Attack action,
you can make one of the attack rolls using the Shield
against a target within 5 feet of yourself. Apply your
Proficiency Bonus and Strength modifier to the attack roll. On a hit, the Shield deals Force damage to
the target equal to 2d6 + 2 plus your Strength modifier, and if the target is a creature, you can push
it up to 10 feet directly away from yourself. If the
creature is your size or smaller, you can also knock
it down, giving it the Prone condition.
Protective Field. As a Reaction, when you or an
ally you can see within 5 feet of you is targeted by
an attack or makes a saving throw against an area
of effect, you can use the Shield to create an immobile 5-foot Emanation originating from you. When
the Emanation appears, any creatures or objects not
fully contained within it are pushed into the nearest
unoccupied spaces outside it. The attack or area of
effect that triggered the Reaction has no effect on
creatures and objects inside the Emanation, which
lasts as long as you maintain Concentration, up to 1
minute. Nothing can pass into or out of the Emanation. A creature or object inside the Emanation can’t
be damaged by attacks or effects originating from
outside, nor can a creature inside the Emanation
damage anything outside it. Once this property is
used, it can’t be used again until the next dawn.
244 System Reference Document 5.2.1
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 along
ceilings, while leaving your hands free. You have a
Climb Speed equal to your 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. Applying an ounce of Sovereign Glue takes
a Utilize action, and the applied 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.
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 attack rolls have Disadvantage
against you.
Spell Scroll
Scroll, Rarity Varies
A Spell Scroll bears the words of a single spell, written in a mystical cipher. If the spell is on your spell
list, you can read the scroll and cast its spell without 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 scroll crumbles to dust. If the casting is interrupted, the scroll isn’t lost.
If the spell is on your spell list but of a higher level
than you can normally cast, you make an ability
check using your spellcasting ability to determine
whether you cast the spell. The DC equals 10 plus
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 following table.

Spell Level RaritySave DCAttack Bonus
+5
+5
Cantrip
1
Common
Common
13
13

2 Uncommon 13 +5
3 Uncommon 15 +7
Spell Level Rarity Save DC Attack Bonus
4 Rare 15 +7
5 Rare 17 +9
6 Very Rare 17 +9
7 Very Rare 18 +10
8 Very Rare 18 +10
9 Legendary 19 +11
Copying a Scroll into a Spellbook. A Wizard spell
on a Spell Scroll can be copied into a spellbook.
When a spell is copied in this way, the copier must
succeed on an Intelligence (Arcana) check with a
DC equal to 10 plus the spell’s level. On a successful
check, the spell is copied. Whether the check succeeds or fails, the Spell Scroll is destroyed.
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 8d10 Force damage.
Controlling the Sphere. A Sphere of Annihilation is
stationary until someone takes control of it. If you
are within 60 feet of a sphere, you can take a Magic
action to make a DC 25 Intelligence (Arcana) check.
On a successful check, you control the sphere until
the start of your next turn, and if it was under another creature’s control, that creature loses control
of the sphere. On a failed check, the sphere moves
10 feet toward you in a straight line.
While in control of the sphere, you can take a
Bonus Action to cause it to move in one direction
of your choice, up to a number of feet equal to
5 times your Intelligence modifier (minimum 5
feet). Any creature whose space the sphere enters
must succeed on a DC 19 Dexterity saving throw
or be touched by it, taking 8d10 Force damage. A
creature reduced to 0 Hit Points by this damage is
obliterated, leaving its possessions behind but no
other physical remains.
Sphere Interactions. 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.
245 System Reference Document 5.2.1
1d100 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 the sphere and each creature and object within 180 feet of the sphere
to a random plane of existence.
Staff of Charming
Staff, Rare (Requires Attunement by a Bard, Cleric,
Druid, Sorcerer, Warlock, or Wizard)
This staff has 10 charges. While holding the staff,
you can use any of its properties:
Cast Spell. You can expend 1 of the staff’s charges
to cast Charm Person, Command, or Comprehend
Languages from it using your spell save DC.
Reflect Enchantment. If you succeed on a saving
throw against an Enchantment spell that targets
only you, you can take a Reaction to expend 1
charge from the staff and turn the spell back on
its caster as if you had cast the spell.
Resist Enchantment. If you 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.
Regaining Charges. The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff crumbles to dust
and is destroyed.
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.
Spells. The staff has 10 charges. While holding the
staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table indicates how many charges you must expend to cast
the spell.

SpellCostSpellCost
ChargeCharge
Burning Hands1Wall of Fire4
Fireball3

Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the
last charge, roll 1d20. On a 1, the staff 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.
Spells. The staff has 10 charges. While holding the
staff, you can cast one of the spells on the following
table from it, using your spell save DC. The table indicates how many charges you must expend to cast
the spell.

SpellCostSpellCost
ChargeCharge
Cone of Cold5Ice Storm4
Fog Cloud1Wall of Ice4

Regaining Charges. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last
charge, roll 1d20. 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 the staff,
you can cast one of the spells on the following table
from it, using your spellcasting ability modifier. The
table indicates how many charges you must expend
to cast the spell.

SpellCharge Cost
Cure Wounds1 charge per spell level
(maximum 4 for a level 4
spell)
2
Lesser Restoration
Mass Cure Wounds5

Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the
last charge, roll 1d20. 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 has 20 charges and can be wielded as a
magic Quarterstaff that grants a +2 bonus to attack
rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving
throws, and spell attack rolls.
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
you must expend to cast the spell.
246 System Reference Document 5.2.1
Spell
Charge
Cost
Cone of Cold 5
Fireball (level 5 version) 5
Globe of Invulnerability 6
Hold Monster 5
Levitate 2
Lightning Bolt (level 5 version) 5
Magic Missile 1
Ray of Enfeeblement 1
Wall of Force 5
Regaining Charges. The staff regains 2d8 + 4
expended charges daily at dawn. If you expend the
last charge, roll 1d20. On a 1, the staff retains its +2
bonus to attack rolls and damage rolls but loses all
other properties. On a 20, the staff regains 1d8 + 2
charges.
Retributive Strike. You can take a Magic action to
break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in
an explosion that fills a 30-foot Emanation originating from itself. 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 times the number
of charges in the staff. Each other creature in the
area makes a DC 17 Dexterity saving throw. On a
failed save, a creature takes Force damage equal to
4 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
Staff of Striking
Staff, Very Rare (Requires Attunement)
This staff can be wielded as a magic Quarterstaff
that grants a +3 bonus to attack rolls 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
charges. For each charge you expend, the target
takes an extra 1d6 Force damage.
Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the
last charge, roll 1d20. 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.
Insect Cloud. While holding the staff, you can
take a Magic action and expend 1 charge to cause
a swarm of harmless flying insects to fill a 30-
foot Emanation originating from you. The insects
remain for 10 minutes, making the area Heavily
Obscured for creatures other than you. A strong
wind (like that created by Gust of Wind) disperses
the swarm and ends the effect.
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC and spell attack modifier. The table indicates how many charges you must expend to cast
the spell.

SpellCharge
Cost
Giant Insect4
Insect Plague5

Regaining Charges. The staff regains 1d6 + 4
expended charges daily at dawn. If you expend the
last charge, roll 1d20. On a 1, a swarm of insects
consumes and destroys the staff, then disperses.
Staff of the Magi
Staff, Legendary (Requires Attunement by a Sorcerer,
Warlock, or Wizard)
This staff has 50 charges and can be wielded as a
magic Quarterstaff that grants a +2 bonus to attack
rolls and damage rolls made with it. While you hold
it, you gain a +2 bonus to spell attack rolls.
Spell Absorption. While holding the staff, you
have Advantage on saving throws against spells.
In addition, you can take a 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 cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
you must expend to cast the spell.
Spell
Charge
Cost
Arcane Lock 0
Conjure Elemental 7
Detect Magic 0
Dispel Magic 3
Enlarge/Reduce 0
Fireball (level 7 version) 7
Flaming Sphere 2
Ice Storm 4
Invisibility 2
Knock 2
Light 0
Lightning Bolt (level 7 version) 7
247 System Reference Document 5.2.1
Spell
Charge
Cost
Mage Hand 0
Passwall 5
Plane Shift 7
Protection from Evil and Good 0
Telekinesis 5
Wall of Fire 4
Web 2
Regaining Charges. The staff regains 4d6 + 2 expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 20, the staff regains 1d12 + 1
charges.
Retributive Strike. You can take a Magic action to
break the staff over your knee or against a solid surface. The staff is destroyed and releases its magic in
an explosion that fills a 30-foot Emanation originating from itself. 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 times the number
of charges in the staff. Each other creature in the
area makes a DC 17 Dexterity saving throw. On a
failed save, a creature takes Force damage equal to
6 times the number of charges in the staff. On a successful save, a creature takes half as much damage.
Staff of the Python
Staff, Uncommon (Requires Attunement)
As a Magic action, you can throw this staff so that it
lands in an unoccupied space within 10 feet of you,
causing the staff to become a Giant Constrictor
Snake in that space. The snake is under your control and shares your Initiative count, taking its turn
immediately after yours.
On your turn, you can mentally command the
snake (no action required) if it is within 60 feet of
you and you don’t have the Incapacitated condition.
You decide what action the snake takes and where it
moves during its turn, or you can issue it a general
command, such as to attack your enemies or guard
a location. Absent commands from you, the snake
defends itself.
As a Bonus Action, you can command the snake
to revert to staff form in its current space, and you
can’t use the staff’s property again for 1 hour. 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 has 6 charges and can be wielded as a
magic Quarterstaff that grants a +2 bonus to attack
rolls and damage rolls made with it. While holding
it, you have a +2 bonus to spell attack rolls.
Spells. While holding the staff, you can cast one of
the spells on the following table from it, using your
spell save DC. The table indicates how many charges
you must expend to cast the spell.

SpellCharge
Cost
Animal Friendship1
Awaken5
Barkskin2
Locate Animals or Plants2
Pass without Trace2
Speak with Animals1
Speak with Plants3
Wall of Thorns6

Tree Form. You can take a Magic action to plant
one end of the staff in earth in an unoccupied space
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 that can be discerned with the Detect Magic
spell. While touching the tree and using a Magic
action, you return the staff to its normal form. Any
creature in the tree falls when the tree reverts to
a staff.
Regaining Charges. The staff regains 1d6 expended charges daily at dawn. If you expend the last
charge, roll 1d20. On a 1, the staff loses its properties and becomes a nonmagical Quarterstaff.
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 rolls and damage
rolls made with it. It also has the following additional properties. Once 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 (no action required).
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 (no action required).
The target you hit must succeed on a DC 17 Constitution saving throw or have the Stunned condition
until the end of your next turn.
248 System Reference Document 5.2.1
Thunder and Lightning. Immediately after you
hit with a melee attack using the staff, you can take
a Bonus Action to use the Lightning and Thunder
properties (see above) at the same time. Doing so
doesn’t expend the daily use of those properties,
only the use of this one.
Lightning Strike. You can take a Magic 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 makes a DC 17 Dexterity saving throw, taking 9d6 Lightning damage on a failed
save or half as much damage on a successful one.
Thunderclap. You can take a Magic action to
cause the staff to produce a thunderclap audible out
to 600 feet. Every creature within a 60-foot Emanation originating from you makes a DC 17 Constitution saving throw. On a failed save, a creature takes
2d6 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature
takes half as much damage only.
Staff of Withering
Staff, Rare (Requires Attunement)
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 and force it to make
a DC 15 Constitution saving throw. On a failed
save, the target has Disadvantage for 1 hour on any
ability check or saving throw that uses Strength or
Constitution.
Stone of Controlling Earth Elementals
Wondrous Item, Rare
While touching this 5-pound stone to the ground,
you can take a Magic action to summon an Earth
Elemental. The elemental appears in an unoccupied
space you choose within 30 feet of yourself, obeys
your commands, and takes its turn immediately
after you on your Initiative count. The elemental
disappears after 1 hour, when it dies, or when you
dismiss it as a Bonus Action. The stone can’t be used
this way again until the next dawn.
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 sword hilt.
Blade of Radiance. While grasping the hilt, you
can take 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
weapon functions as a Longsword with the Finesse
property. If you are proficient with Longswords or
Shortswords, you are proficient with the Sun Blade.
You gain a +2 bonus to attack rolls 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.
Sunlight. 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 take a Magic action to
expand or reduce its radius of Bright Light 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 (Glaive, Greatsword, Longsword, Rapier,
Scimitar, or Shortsword), Rare (Requires Attunement)
When you attack a creature with this magic weapon
and roll a 20 on the d20 for the attack roll, that
target takes an extra 15 Necrotic damage if it isn’t
a Construct or an Undead, and you gain Temporary
Hit Points equal to the amount of Necrotic damage
taken.
Sword of Sharpness
Weapon (Glaive, Greatsword, Longsword, or Scimitar),
Very Rare (Requires Attunement)
When you attack an object with this magic weapon
and hit, maximize your weapon damage dice
against the target.
When you attack a creature with this weapon
and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains
1 Exhaustion level.
Sword of Wounding
Weapon (Glaive, Greatsword, Longsword, Rapier,
Scimitar, or Shortsword), Rare (Requires Attunement)
When you hit a creature with an attack using
this magic weapon, the target takes an extra 2d6
Necrotic damage and must succeed on a DC 15
Constitution saving throw or be unable to regain Hit
Points for 1 hour. The target repeats the save at the
end of each of its turns, ending the effect on itself on
a success.
Talisman of Pure Good
Wondrous Item, Legendary (Requires Attunement by a
Cleric or Paladin)
This talisman is a mighty symbol of goodness. A
Fiend or an Undead that touches the talisman takes
8d6 Radiant damage and takes the damage again
each time it ends its turn holding or carrying the
talisman.
249 System Reference Document 5.2.1
Holy Symbol. You can use the talisman as a Holy
Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it.
Pure Rebuke. The talisman has 7 charges. While
wearing or holding the talisman, you can take a
Magic action to expend 1 charge and target one
creature you can see on the ground within 120 feet
of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving
throw. If the target is a Fiend or an Undead, it has
Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no
remains. On a successful save, the target isn’t cast
into the fissure but takes 4d6 Psychic damage from
the ordeal. In either case, 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)
While holding or wearing this talisman, you have
Advantage on any Intelligence (Arcana) check you
make to control a Sphere of Annihilation. In addition,
when you start your turn in control of a Sphere of
Annihilation, you can take a Magic action to move it
10 feet plus a number of additional feet equal to 10
times your Intelligence modifier. This movement
doesn’t have to be in a straight line.
Talisman of Ultimate Evil
Wondrous Item, Legendary (Requires Attunement)
This item symbolizes unrepentant evil. A creature
that isn’t a Fiend or an Undead that touches the
talisman takes 8d6 Necrotic damage and takes the
damage again each time it ends its turn holding or
carrying the talisman.
Holy Symbol. You can use the talisman as a Holy
Symbol. You gain a +2 bonus to spell attack rolls
while you wear or hold it.
Ultimate End. The talisman has 6 charges. While
wearing or holding the talisman, you can take a
Magic action to expend 1 charge and target one
creature you can see on the ground within 120
feet of yourself. A flaming fissure opens under the
target, and the target makes a DC 20 Dexterity
saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target
falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn’t cast into
the fissure but takes 4d6 Psychic damage from the
ordeal. In either case, 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.
Thunderous Greatclub
Weapon (Greatclub), Very Rare (Requires Attunement)
While you are attuned to this magic weapon, your
Strength is 20 unless your Strength is already equal
to or greater than that score. The weapon deals an
extra 1d8 Thunder damage to any creature it hits
and an extra 3d8 Thunder damage to objects it hits
that aren’t being worn or carried.
The weapon has the following additional
properties.
Clap of Thunder. As a Magic action, you can strike
the weapon against a hard surface to create a loud
clap of thunder audible out to 300 feet. You also create a 30-foot Cone of thunderous energy. Each creature in the Cone must succeed on a DC 15 Strength
saving throw or have the Prone condition. Nonmagical objects in the Cone that aren’t being worn or
carried take 3d8 Thunder damage.
Earthquake. As a Magic action, you can strike
the weapon against the ground to create an intense
seismic disturbance in a 50-foot-radius circle centered on the point of impact. Structures in contact
with the ground in that area take 50 Bludgeoning
damage, and each creature on the ground in that
area must succeed on a DC 20 Dexterity saving
throw or have the Prone condition. If that creature
is also concentrating, it must succeed on a DC 20
Constitution saving throw, or its Concentration is
broken. In addition, you can cause a 30-foot-deep,
10-foot-wide fissure to open up on the ground anywhere in the area. Any creature on a spot where the
fissure opens must make a DC 20 Dexterity saving
throw, falling into the fissure on a failed save or
moving with the fissure’s edge on a successful one.
Any structure on a spot where the fissure opens collapses into the fissure. Once you use this property, it
can’t be used again until the next dawn.
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 increases by 2, to a maximum of
30. 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 increases by 2, to
250 System Reference Document 5.2.1
a maximum of 30. 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 increases by 2, to a maximum of 30.
The manual then loses its magic, but regains it in
a century.
Trident of Fish Command
Weapon (Trident), Uncommon (Requires Attunement)
This magic weapon has 3 charges, and it regains
1d3 expended charges daily at dawn. While you
carry it, you can expend 1 charge to cast Dominate
Beast (save DC 15) from it on a Beast that has a
Swim Speed.
Universal Solvent
Wondrous Item, Legendary
This tube holds milky liquid with a strong alcohol
smell. When found, a tube contains 1d6 + 1 ounces.
You can take a Utilize action to pour 1 or more
ounces of solvent from the tube onto a surface
within reach. Each ounce instantly dissolves up to 1
square foot of adhesive it touches, including Sovereign Glue.
Vicious Weapon
Weapon (Any Simple or Martial), Rare
This magic weapon deals an extra 2d6 damage to
any creature it hits. This extra damage is of the
same type as the weapon’s normal damage.
Vorpal Sword
Weapon (Glaive, Greatsword, Longsword, or Scimitar),
Legendary (Requires Attunement)
You gain a +3 bonus to attack rolls and damage
rolls made with this magic weapon. In addition, the
weapon ignores Resistance to Slashing damage.
When you use this weapon to attack a creature
that has at least one head and roll a 20 on the d20
for 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 has Immunity to Slashing damage, if it doesn’t
have or need a head, or if 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 30
Slashing damage from the hit. If the creature has
Legendary Resistance, it can expend one daily use
of that trait to avoid losing its head, taking the extra
damage instead.
Wand of Binding
Wand, Rare (Requires Attunement)
This wand has 7 charges.
Spells. While holding the wand, you can cast one
of the spells (save DC 17) on the following table
from it. The table indicates how many charges you
must expend to cast the spell.

SpellCharge
Cost
Hold Monster5
Hold Person2

Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Enemy Detection
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can
take a Magic action to expend 1 charge. For 1 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 Invisible, ethereal, disguised,
or hidden, as well as those in plain sight. The effect
ends if you stop holding the wand.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Fear
Wand, Rare (Requires Attunement)
This wand has 7 charges.
Spells. While holding the wand, you can cast one
of the spells (save DC 15) on the following table
from it. The table indicates how many charges you
must expend to cast the spell.
Spell
Charge
Cost
Command (“flee” or “grovel” only) 1
Fear (60-foot Cone) 3
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Fireballs
Wand, Rare (Requires Attunement by a Spellcaster)
This wand has 7 charges. While holding it, you can
expend no more than 3 charges to cast Fireball (save
DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell’s level by
1 for each additional charge you expend.
251 System Reference Document 5.2.1
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. 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
expend no more than 3 charges to cast Lightning
Bolt (save DC 15) from it. For 1 charge, you cast
the level 3 version of the spell. You can increase
the spell’s level by 1 for each additional charge you
expend.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. 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 to cast Detect Magic 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
expend no more than 3 charges to cast Magic Missile
from it. For 1 charge, you cast the level 1 version of
the spell. You can increase the spell’s level by 1 for
each additional charge you expend.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. 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
take a Magic action to expend 1 charge to cause a
thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The
target must succeed on a DC 15 Constitution saving
throw or have the Paralyzed condition for 1 minute.
At the end of each of the target’s turns, it repeats
the save, ending the effect on itself on a success.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. 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
expend 1 charge to cast Polymorph (save DC 15)
from it.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Secrets
Wand, Uncommon
This wand has 3 charges and regains 1d3 expended
charges daily at dawn. While holding it, you can
take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand
pulses and points at the one nearest to you.
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 roll.
Wand of Web
Wand, Uncommon (Requires Attunement by a
Spellcaster)
This wand has 7 charges. While holding it, you can
expend 1 charge to cast Web (save DC 13) from it.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into ashes and is destroyed.
Wand of Wonder
Wand, Rare (Requires Attunement)
This wand has 7 charges. While holding it, you can
take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other
magical effect determined by rolling on the Wand
of Wonder Effects table. Spells cast from the wand
have a save DC of 15. If a spell’s maximum range
is normally less than 120 feet, it becomes 120 feet
when cast from the wand. If an effect has multiple
possible subjects, the GM determines randomly
which among them are affected.
Regaining Charges. The wand regains 1d6 +
1 expended charges daily at dawn. If you expend
the wand’s last charge, roll 1d20. On a 1, the wand
crumbles into dust and is destroyed.
252 System Reference Document 5.2.1
Wand of Wonder Effects
1d100 Effect
01–20 You cast a spell originating from the chosen
point. Roll 1d10 to determine the spell: on a
1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6,
Fireball; on a 7–8, Slow; on a 9–10, Stinking
Cloud.
21–25 Nothing happens at the chosen point of origin.
Instead, you have the Stunned condition until
the start of your next turn, believing something awesome just happened.
26–30 You cast Gust of Wind. The Line created by the
spell extends from you to the chosen point of
origin.
31–35 Nothing happens at the chosen point of origin.
Instead, you take 1d6 Psychic damage.
36–40 Heavy rain falls for 1 minute in a 120-foothigh, 60-foot-radius Cylinder centered on the
chosen point of origin. During that time, the
area of effect is Lightly Obscured.
41–45 A cloud of 600 oversized butterflies fills a
60-foot-high, 30-foot-radius Cylinder centered
on the chosen point of origin. The butterflies
remain for 10 minutes, during which time the
area of effect is Heavily Obscured.
46–50 You cast Lightning Bolt. The Line created by the
spell extends from you to the chosen point of
origin.
51–55 The creature closest to the chosen point of
origin is enlarged as if you had cast Enlarge/
Reduce on it. If the target isn’t you and can’t be
affected by that spell, you become the target
instead.
56–60 A magically formed creature appears in an
unoccupied space as close to the chosen point
of origin as possible. The creature isn’t under
your control, acts as it normally would, and
disappears after 1 hour or when it drops to 0
Hit Points. Roll 1d4 to determine which creature appears. On a 1, a Rhinoceros appears;
on a 2, an Elephant appears; and on a 3–4, a
Rat appears.
61–64 Grass covers a 60-foot-radius circle of ground,
with the center of that circle as close to the
chosen point of origin as possible. Grass that’s
already there grows to ten times its normal
size and remains overgrown for 1 minute.
1d100 Effect
65–68 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 chosen point of origin, and no larger than 10 feet
in any dimension. If there are no such objects
in range, nothing happens.
69–72 Nothing happens at the chosen point of origin.
Instead, you shrink as if you had cast Enlarge/
Reduce on yourself and remain in that state for
1 minute.
73–77 Leaves grow from the creature nearest to the
chosen point of origin. Unless they are picked
off, the leaves turn brown and fall off after 24
hours.
78–82 Nothing happens at the chosen point of origin.
Instead, a burst of colorful, shimmering light
extends from you in a 30-foot Emanation.
Each creature in the area must succeed on a
DC 15 Constitution saving throw or have the
Blinded condition for 1 minute. A creature repeats the save at the end of each of its turns,
ending the effect on itself on a success.
83–87 Nothing happens at the chosen point of origin.
Instead, you cast Invisibility on yourself.
88–92 Nothing happens at the chosen point of origin. Instead, 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 toward the
chosen point of origin. Each gem deals 1 Bludgeoning damage, and the total damage of the
gems is divided equally among all creatures in
the Line.
93–97 You cast Polymorph, targeting the creature
closest to the chosen point of origin. Roll 1d4
to determine the target’s new form. On a 1,
the new form is a Black Bear; on a 2, the
new form is a Giant Wasp; on a 3–4, the new
form is a Frog.
98–00 The creature closest to the chosen point of
origin makes a DC 15 Constitution saving
throw. On a failed save, the creature has the
Restrained condition and begins to turn to
stone. While Restrained in this way, the creature repeats the save at the end of its next
turn. On a successful save, the effect ends.
On a failed save, the creature has the Petrified
condition instead of the Restrained condition.
The petrification lasts until the creature is
freed by the Greater Restoration spell or similar
magic.
253 System Reference Document 5.2.1
Weapon, +1, +2, or +3
Weapon (Any Simple or Martial), Uncommon (+1), Rare
(+2), or Very Rare (+3)
You have a bonus to attack rolls and damage rolls
made with this magic weapon. The bonus is determined by the weapon’s rarity.
Weapon of Warning
Weapon (Any Simple or Martial), Uncommon (Requires
Attunement)
As long as this weapon is within your reach and you
are attuned to it, you and allies within 30 feet of you
gain the following benefits.
Alarm. The weapon magically awakens each subject who is sleeping naturally when combat begins.
This benefit doesn’t wake a subject from magically
induced sleep.
Supernatural Readiness. Each subject has Advantage on its Initiative rolls.
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 take a Magic action to unfold the Well of
Many Worlds and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular
portal to another world or plane of existence. Each
time the item opens a portal, the GM decides where
it leads. The portal remains open until a creature
within 5 feet of it takes a Magic action to close it
by taking hold of the edges of the cloth and folding
it up.
Once the 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 cast Gust of Wind
(save DC 13) from it. Each subsequent time the fan
is used before the next dawn, it has a cumulative
20 percent chance of not working; if the fan fails to
work, it tears into useless, nonmagical tatters.
Winged Boots
Wondrous Item, Uncommon (Requires Attunement)
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the
boots, you can take a Magic action to expend 1
charge, gaining a Fly Speed of 30 feet for 1 hour. If
you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Wings of Flying
Wondrous Item, Rare (Requires Attunement)
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your
back. The wings lasts for 1 hour or until you end the
effect early as a Magic action. The wings give you a
Fly Speed of 60 feet. If you are aloft when the wings
disappear, you fall. When the wings disappear, you
can’t use them again for 1d12 hours.