Secret Lesson 101
Magic Items A–H
In Lesson 99, you learned the general system behind:
MAGIC ITEMS
including:
CATEGORIES
RARITY
ATTUNEMENT
ACTIVATION
CHARGES
CURSES
and:
MAGIC ITEM RESILIENCE
Then, in Lesson 100, you learned how characters can:
CRAFT MAGIC ITEMS
and how some extraordinary objects can possess:
SENTIENCE
Now the theory ends.
We begin the:
MAGIC ITEM COMPENDIUM
The SRD 5.2.1 presents magic items alphabetically. This lesson covers every top-level Magic Item entry from:
A THROUGH H
The SRD begins the alphabetical catalogue with Adamantine Armor and, after Horseshoes of Speed, moves to Immovable Rod, which means the H section ends there.
For teaching purposes, we will explain these items in our own words rather than merely reproduce their descriptions.
WHAT YOU WILL LEARN
By the end of this lesson, you will understand how to use magic items from A through H, including:
MAGIC ARMOR
MAGIC WEAPONS
CURSED ITEMS
EXTRADIMENSIONAL STORAGE
FLYING ITEMS
SUMMONING ITEMS
SPELL-CASTING ITEMS
CHARGED ITEMS
ARTIFACTS
TRANSFORMING ITEMS
ELEMENTAL ITEMS
MAGIC SENSES
and:
ITEMS WITH CLASS OR SPECIES ATTUNEMENT REQUIREMENTS
PART ONE — THE COMPLETE A–H INDEX
There are:
103 TOP-LEVEL MAGIC ITEM ENTRIES
in this portion of the SRD catalogue.
They divide as follows:
| Letter | Top-Level Entries |
|---|---|
| A | 13 |
| B | 20 |
| C | 19 |
| D | 13 |
| E | 10 |
| F | 5 |
| G | 9 |
| H | 14 |
| Total | 103 |
Individual versions contained inside an entry—such as the different:
BELTS OF GIANT STRENGTH
FEATHER TOKENS
FIGURINES OF WONDROUS POWER
or:
HORNS OF VALHALLA
are variants of one top-level item entry rather than separate alphabetized headings.
PART TWO — A ITEMS
The thirteen A entries are:
-
Adamantine Armor
-
Ammunition, +1, +2, or +3
-
Ammunition of Slaying
-
Amulet of Health
-
Amulet of Proof against Detection and Location
-
Amulet of the Planes
-
Animated Shield
-
Apparatus of the Crab
-
Armor, +1, +2, or +3
-
Armor of Invulnerability
-
Armor of Resistance
-
Armor of Vulnerability
-
Arrow-Catching Shield
The alphabetical catalogue and the opening A entries are established directly in the SRD.
1. ADAMANTINE ARMOR
Armor — Any Medium or Heavy Armor except Hide Armor
Uncommon
No Attunement
Its defining property is simple:
CRITICAL HITS AGAINST YOU BECOME NORMAL HITS
This doesn't make the attack:
MISS
The attacker still hits.
It simply removes:
THE CRITICAL HIT
So the damage is calculated as a normal hit.
Example
Enemy rolls a natural:
20
The attack would normally be:
A CRITICAL HIT
But you are wearing Adamantine Armor.
Result:
NORMAL HIT
Not:
MISS
and not:
ZERO DAMAGE
2. AMMUNITION, +1, +2, OR +3
Weapon — Any Ammunition
| Bonus | Rarity |
|---|---|
| +1 | Uncommon |
| +2 | Rare |
| +3 | Very Rare |
A piece of this ammunition adds its bonus to:
THE ATTACK ROLL
and:
THE DAMAGE ROLL
Once it:
HITS A TARGET
it becomes:
NONMAGICAL
Notice the trigger.
A missed magical arrow does not become nonmagical merely because it was fired under this particular rule.
The SRD also says this ammunition is normally found or sold in groups of:
10 OR 20
Ten pieces have a value equivalent to:
A POTION OF THE SAME RARITY
3. AMMUNITION OF SLAYING
Weapon — Any Ammunition
Very Rare
This ammunition is designed against:
ONE CREATURE TYPE
If a matching creature takes damage from it:
DC 17 CONSTITUTION SAVING THROW
Failure:
+6D10 FORCE DAMAGE
Success:
HALF THAT EXTRA DAMAGE
After dealing this extra damage:
THE AMMUNITION BECOMES NONMAGICAL
The GM chooses the creature type or rolls:
| d100 | Creature Type |
|---|---|
| 01–10 | Aberrations |
| 11–15 | Beasts |
| 16–20 | Celestials |
| 21–25 | Constructs |
| 26–35 | Dragons |
| 36–45 | Elementals |
| 46–50 | Humanoids |
| 51–60 | Fey |
| 61–70 | Fiends |
| 71–75 | Giants |
| 76–80 | Monstrosities |
| 81–85 | Oozes |
| 86–90 | Plants |
| 91–00 | Undead |
Important
The extra damage depends on:
CREATURE TYPE
not:
SPECIES
For example, ammunition keyed to Humanoids potentially works against creatures whose stat block has the Humanoid type.
4. AMULET OF HEALTH
Wondrous Item
Rare
Requires Attunement
While worn:
CONSTITUTION = 19
unless your Constitution without the amulet is already:
19 OR HIGHER
Then the amulet doesn't increase it.
Example
Constitution 12:
BECOMES 19
Constitution 18:
BECOMES 19
Constitution 20:
REMAINS 20
This is not:
+7 CONSTITUTION
It establishes a score.
5. AMULET OF PROOF AGAINST DETECTION AND LOCATION
Wondrous Item
Uncommon
Requires Attunement
While wearing it, you can't be targeted by:
DIVINATION SPELLS
or perceived through:
MAGICAL SCRYING SENSORS
unless:
YOU ALLOW IT
This is particularly useful against magical:
SURVEILLANCE
LOCATION
and:
SCRYING
6. AMULET OF THE PLANES
Wondrous Item
Very Rare
Requires Attunement
This is one of the first truly dangerous transportation items.
Take a:
MAGIC ACTION
Name a familiar location on:
ANOTHER PLANE
Then make:
DC 15 INTELLIGENCE (ARCANA)
Success:
CAST PLANE SHIFT
Failure:
RANDOM PLANAR DESTINATION
The failure affects:
YOU
and every:
CREATURE AND OBJECT WITHIN 15 FEET
The possible results include the intended plane, Inner Planes, Outer Planes, the Feywild, Shadowfell, or the Astral Plane.
Important
The check is:
INTELLIGENCE (ARCANA)
not:
A SAVING THROW
and not:
YOUR SPELLCASTING ABILITY CHECK
unless Intelligence happens to be your spellcasting ability.
7. ANIMATED SHIELD
Armor — Shield
Very Rare
Requires Attunement
While holding the Shield:
BONUS ACTION
to animate it.
The Shield floats in your space and protects you:
AS IF YOU WERE WIELDING IT
while leaving:
YOUR HANDS FREE
Duration:
1 MINUTE
It ends early if:
YOU USE A BONUS ACTION TO END IT
YOU DIE
or:
YOU BECOME INCAPACITATED
This is extremely useful for a character who wants the Shield's defense while keeping both hands available.
8. APPARATUS OF THE CRAB
Wondrous Item
Legendary
This is not merely something you:
WEAR
It is effectively:
A MAGICAL VEHICLE
It initially resembles a:
500-POUND IRON BARREL
A hidden catch can be discovered with:
DC 20 INTELLIGENCE (INVESTIGATION)
Inside is room for:
TWO MEDIUM OR SMALLER CREATURES
It can transform into a lobster-like machine.
Its core statistics include:
AC 20
200 HP
SPEED 30 FT.
SWIM 30 FT.
and Immunity to:
POISON DAMAGE
PSYCHIC DAMAGE
It requires:
ONE PILOT
SEALED COMPARTMENT
With the hatch closed:
AIRTIGHT
and:
WATERTIGHT
Air supply:
10 HOURS
divided among breathing occupants.
Example
One occupant:
10 HOURS
Two breathing occupants:
10 ÷ 2 =
5 HOURS EACH
DEPTH
The apparatus can descend to:
900 FEET
Below that:
2D6 BLUDGEONING DAMAGE PER MINUTE
from pressure.
THE TEN LEVERS
A creature inside can take:
UTILIZE
to manipulate up to:
TWO LEVERS
The levers control functions such as:
LEGS
WINDOWS
CLAWS
MOVEMENT
TURNING
LIGHT
VERTICAL MOVEMENT IN LIQUID
and:
THE HATCH
One claw mode makes a melee attack:
+8 TO HIT
2D6 BLUDGEONING
Another can inflict:
GRAPPLED
with:
ESCAPE DC 15
This is a good example of a magic item functioning almost like:
ITS OWN GAME SYSTEM
rather than merely giving a passive bonus.
9. ARMOR, +1, +2, OR +3
Armor — Any Light, Medium, or Heavy Armor
| Bonus | Rarity |
|---|---|
| +1 | Rare |
| +2 | Very Rare |
| +3 | Legendary |
While wearing it, increase your:
ARMOR CLASS
by the listed bonus.
No Attunement is stated.
Example
Plate Armor:
AC 18
+2 Plate Armor:
18 + 2 =
AC 20
before other qualifying modifiers.
10. ARMOR OF INVULNERABILITY
Plate Armor
Legendary
Requires Attunement
While worn, you have Resistance to:
BLUDGEONING
PIERCING
SLASHING
This version does not restrict that Resistance to:
NONMAGICAL ATTACKS
METAL SHELL
Take a:
MAGIC ACTION
For:
10 MINUTES
or until you stop wearing the armor, you gain:
IMMUNITY
to:
BLUDGEONING
PIERCING
SLASHING
Once used:
NEXT DAWN
before using this property again.
11. ARMOR OF RESISTANCE
Armor — Any Light, Medium, or Heavy
Rare
Requires Attunement
While wearing it:
RESISTANCE TO ONE DAMAGE TYPE
Possible types are:
-
Acid
-
Cold
-
Fire
-
Force
-
Lightning
-
Necrotic
-
Poison
-
Psychic
-
Radiant
-
Thunder
The GM chooses or rolls randomly.
Notice what is absent:
BLUDGEONING
PIERCING
SLASHING
Those aren't options on this item's table.
12. ARMOR OF VULNERABILITY
Armor — Any Light, Medium, or Heavy
Rare
Requires Attunement
The armor gives Resistance to one of:
BLUDGEONING
PIERCING
SLASHING
But:
IT IS CURSED
While cursed, you have Vulnerability to the:
OTHER TWO
damage types.
For example:
Resistance:
SLASHING
Vulnerability:
BLUDGEONING
and:
PIERCING
The curse ends when appropriately broken, such as through:
REMOVE CURSE
Simply taking the armor off:
DOESN'T END THE CURSE
This item also contains a specific exception to the ordinary difficulty of detecting curses: its curse is revealed by:
IDENTIFY
or:
ATTUNING TO IT
13. ARROW-CATCHING SHIELD
Shield
Rare
Requires Attunement
While wielding it:
+2 AC AGAINST RANGED ATTACK ROLLS
This is:
IN ADDITION
to the Shield's normal AC bonus.
It also allows a special:
REACTION
When an attacker makes a ranged attack against a target within:
5 FEET OF YOU
you can become:
THE TARGET INSTEAD
This is a classic:
BODYGUARD ITEM
PART THREE — B ITEMS
The twenty B entries are:
-
Bag of Beans
-
Bag of Devouring
-
Bag of Holding
-
Bag of Tricks
-
Bead of Force
-
Bead of Nourishment
-
Belt of Dwarvenkind
-
Belt of Giant Strength
-
Berserker Axe
-
Boots of Elvenkind
-
Boots of Levitation
-
Boots of Speed
-
Boots of Striding and Springing
-
Boots of the Winterlands
-
Bowl of Commanding Water Elementals
-
Bracers of Archery
-
Bracers of Defense
-
Brazier of Commanding Fire Elementals
-
Brooch of Shielding
-
Broom of Flying
14. BAG OF BEANS
Wondrous Item
Rare
Contains:
3D4 BEANS
When empty:
BECOMES NONMAGICAL
You have two radically different ways to use a bean.
DUMPING BEANS
If you dump one or more beans from the bag:
THEY EXPLODE
Area:
10-FOOT-RADIUS SPHERE
Every creature in it, including you:
DC 15 DEXTERITY SAVE
Failure:
5D4 FORCE
Success:
HALF
All dumped beans are:
DESTROYED
PLANTING A BEAN
Remove one bean.
Plant it in:
DIRT OR SAND
Water it.
After:
1 MINUTE
a random or GM-chosen extraordinary effect occurs.
Possible effects include:
-
magical toadstools
-
a geyser
-
a Treant
-
a threatening statue of you
-
a green-flame campfire
-
Shrieker Fungi
-
transforming pink toads
-
a hostile Bulette
-
a magical fruit tree
-
ability-enhancing or explosive eggs
-
an Undead-filled pyramid
-
a giant beanstalk leading somewhere chosen by the GM
This is one of the most:
CHAOTIC
magic items in the catalogue.
IMPORTANT BAG OF BEANS RESULT
One particularly dangerous result creates rainbow eggs.
Eating an egg:
DC 20 CONSTITUTION SAVE
Success:
LOWEST ABILITY SCORE +1 PERMANENTLY
with a random choice if several are tied.
Failure:
10D6 FORCE DAMAGE
So even a potentially permanent benefit carries:
SIGNIFICANT RISK
15. BAG OF DEVOURING
Wondrous Item
Very Rare
It resembles:
A BAG OF HOLDING
But it is actually connected to:
A GIGANTIC EXTRADIMENSIONAL CREATURE
Animal or vegetable material fully placed inside is:
DEVOURED
and:
LOST FOREVER
If part of a living creature enters the bag:
50% CHANCE
the creature is pulled completely inside.
Inside:
ACTION
DC 15 STRENGTH (ATHLETICS)
to escape.
Another creature trying to rescue you:
ACTION
DC 20 STRENGTH (ATHLETICS)
and risks being pulled inside first.
A creature that:
STARTS ITS TURN INSIDE
is devoured and its body is:
DESTROYED
This is not:
A NORMAL STORAGE BAG
16. BAG OF HOLDING
Wondrous Item
Uncommon
Capacity:
500 POUNDS
and:
64 CUBIC FEET
The bag itself weighs:
5 POUNDS
regardless of contents.
Retrieve an item:
UTILIZE ACTION
AIR
Enough air for:
10 MINUTES
divided by the number of breathing creatures inside.
DAMAGE OR OVERLOADING
If overloaded, pierced, or torn:
BAG DESTROYED
Contents:
SCATTERED IN THE ASTRAL PLANE
EXTRADIMENSIONAL DISASTER
Put a Bag of Holding inside an extradimensional space created by something such as:
HANDY HAVERSACK
or:
PORTABLE HOLE
Both items are:
DESTROYED
and a gate opens to:
THE ASTRAL PLANE
Creatures within a:
10-FOOT-RADIUS SPHERE
are sucked through to:
RANDOM ASTRAL LOCATIONS
The gate then:
CLOSES
and is:
ONE-WAY
17. BAG OF TRICKS
Wondrous Item
Uncommon
Three versions:
GRAY
RUST
TAN
Take a:
MAGIC ACTION
Pull out a fuzzy object and throw it up to:
20 FEET
It transforms into a randomly determined:
CREATURE
The creature is:
FRIENDLY TO YOU AND YOUR ALLIES
and acts immediately after you on your:
INITIATIVE COUNT
You can use a:
BONUS ACTION
to tell it how to move and which action to take on its next turn.
Without orders:
IT ACTS ACCORDING TO ITS NATURE
After three objects have been pulled:
NO MORE UNTIL NEXT DAWN
The possible creatures range from Rats and Weasels to:
DIRE WOLVES
GIANT ELK
BROWN BEARS
and:
TIGERS
18. BEAD OF FORCE
Wondrous Item
Rare
Usually found as:
1D4 + 4 BEADS
Magic action:
THROW UP TO 60 FEET
Explosion:
10-FOOT-RADIUS SPHERE
Save:
DC 15 DEXTERITY
Failure:
5D4 FORCE DAMAGE
Then a transparent sphere of force remains for:
1 MINUTE
A creature that failed and is completely inside becomes:
TRAPPED
Creatures that succeed or aren't completely inside are:
PUSHED OUT
Only:
BREATHABLE AIR
can pass through.
No:
ATTACK
or:
OTHER EFFECT
can pass through the wall.
A trapped creature can use:
UTILIZE
to push the sphere up to:
HALF ITS SPEED
The magical sphere weighs only:
1 POUND
regardless of occupants.
19. BEAD OF NOURISHMENT
Wondrous Item
Common
Dissolves on your tongue.
Provides nourishment equivalent to:
ONE DAY OF RATIONS
Simple.
Useful.
No Attunement.
20. BELT OF DWARVENKIND
Wondrous Item
Rare
Requires Attunement
While wearing it:
KNOW DWARVISH
Advantage on Charisma (Persuasion) checks interacting with:
DWARVES
and:
DUERGAR
Constitution:
+2
maximum:
20
At dawn, while attuned:
50% CHANCE
to grow or thicken a beard if physically capable of doing so.
NON-DWARF OR NON-DUERGAR BONUS
If you aren't a Dwarf or Duergar, you additionally gain:
DARKVISION 60 FT.
RESISTANCE TO POISON DAMAGE
and Advantage on saves to avoid or end:
POISONED
This means the belt actually grants:
EXTRA BENEFITS
to characters who aren't already of those heritages.
21. BELT OF GIANT STRENGTH
Wondrous Item
Requires Attunement
It sets Strength according to its type:
| Belt | Strength | Rarity |
|---|---|---|
| Hill Giant | 21 | Rare |
| Frost or Stone Giant | 23 | Very Rare |
| Fire Giant | 25 | Very Rare |
| Cloud Giant | 27 | Legendary |
| Storm Giant | 29 | Legendary |
If your Strength without the belt is already equal to or greater than its score:
NO EFFECT
Again:
IT SETS THE SCORE
It doesn't add:
+21
or:
+29
to Strength.
22. BERSERKER AXE
Battleaxe, Greataxe, or Halberd
Rare
Requires Attunement
Benefits:
+1 ATTACK
+1 DAMAGE
and:
MAX HP +1 PER CHARACTER LEVEL
But:
IT IS CURSED
THE CURSE
You become unwilling to part with it.
You keep it:
WITHIN REACH
and have Disadvantage on attacks using:
OTHER WEAPONS
When another creature damages you while the weapon is in your possession:
DC 15 WISDOM SAVE
Failure:
GO BERSERK
While berserk, the nearest creature you can see or hear becomes:
YOUR ENEMY
If tied:
RANDOMLY CHOOSE
You must try to:
APPROACH
and:
ATTACK
that target with the axe.
The state can end when you start your turn with no creature within:
60 FEET
that you can see or hear.
23. BOOTS OF ELVENKIND
Wondrous Item
Uncommon
While worn:
YOUR FOOTSTEPS MAKE NO SOUND
regardless of surface.
You also gain:
ADVANTAGE ON DEXTERITY (STEALTH)
No Attunement requirement is stated.
24. BOOTS OF LEVITATION
Wondrous Item
Rare
Requires Attunement
While worn:
CAST LEVITATE ON YOURSELF
The item doesn't say you can cast it on:
SOMEBODY ELSE
25. BOOTS OF SPEED
Wondrous Item
Rare
Requires Attunement
Bonus Action:
CLICK HEELS
Your Speed:
DOUBLES
Opportunity Attacks against you:
DISADVANTAGE
Bonus Action again:
END THE EFFECT
You have a total of:
10 MINUTES
of use.
After that:
LONG REST
before the property works for you again.
26. BOOTS OF STRIDING AND SPRINGING
Wondrous Item
Uncommon
Requires Attunement
Your Speed becomes:
30 FEET
unless it was already higher.
Your Speed isn't reduced because you're:
OVER YOUR CARRYING CAPACITY
or wearing:
HEAVY ARMOR
Once on each turn:
JUMP UP TO 30 FEET
by spending only:
10 FEET OF MOVEMENT
This is a specific magic-item rule replacing the normal relationship between:
JUMP DISTANCE
and:
MOVEMENT COST
for that jump.
27. BOOTS OF THE WINTERLANDS
Wondrous Item
Uncommon
Requires Attunement
Benefits:
COLD RESISTANCE
You can tolerate temperatures of:
0°F OR LOWER
without extra protection.
You also ignore Difficult Terrain caused by:
ICE
and:
SNOW
28. BOWL OF COMMANDING WATER ELEMENTALS
Wondrous Item
Rare
Fill the bowl with:
WATER
Stay within:
5 FEET
Then use:
MAGIC ACTION
to summon a:
WATER ELEMENTAL
It:
-
appears as close to the bowl as possible
-
understands your languages
-
obeys your commands
-
acts immediately after you on your Initiative count
It disappears after:
1 HOUR
DEATH
or when dismissed with:
BONUS ACTION
Recharge:
NEXT DAWN
29. BRACERS OF ARCHERY
Wondrous Item
Uncommon
Requires Attunement
You gain proficiency with:
LONGBOW
and:
SHORTBOW
and:
+2 TO DAMAGE ROLLS
with those weapons.
Notice:
+2 DAMAGE
not:
+2 ATTACK
30. BRACERS OF DEFENSE
Wondrous Item
Rare
Requires Attunement
While wearing them:
+2 AC
but only if:
WEARING NO ARMOR
and:
USING NO SHIELD
31. BRAZIER OF COMMANDING FIRE ELEMENTALS
Wondrous Item
Rare
Magic action while within:
5 FEET
Summon:
FIRE ELEMENTAL
It follows the same basic command structure as the elemental bowl:
UNDERSTANDS YOUR LANGUAGES
OBEYS
ACTS IMMEDIATELY AFTER YOUR INITIATIVE
Duration:
1 HOUR
or death/dismissal.
Recharge:
NEXT DAWN
32. BROOCH OF SHIELDING
Wondrous Item
Uncommon
Requires Attunement
While worn:
RESISTANCE TO FORCE DAMAGE
and:
IMMUNITY TO DAMAGE FROM MAGIC MISSILE
The second benefit is specifically:
MAGIC MISSILE
It doesn't mean:
IMMUNITY TO ALL SPELL DAMAGE
33. BROOM OF FLYING
Wondrous Item
Uncommon
Requires Attunement
Stand astride it and use:
MAGIC ACTION
It begins hovering and can be ridden.
Fly Speed:
50 FEET
Capacity:
400 POUNDS
If carrying over:
200 POUNDS
Fly Speed becomes:
30 FEET
It stops hovering when you land or stop riding it.
You can also send it alone to a familiar destination within:
1 MILE
and call it back with another Magic action and its command word, provided it remains within:
1 MILE
PART FOUR — C ITEMS
The nineteen C entries are:
-
Candle of Invocation
-
Cape of the Mountebank
-
Carpet of Flying
-
Censer of Controlling Air Elementals
-
Chime of Opening
-
Circlet of Blasting
-
Cloak of Arachnida
-
Cloak of Displacement
-
Cloak of Elvenkind
-
Cloak of Invisibility
-
Cloak of Protection
-
Cloak of the Bat
-
Cloak of the Manta Ray
-
Crystal Ball
-
Crystal Ball of Mind Reading
-
Crystal Ball of Telepathy
-
Crystal Ball of True Seeing
-
Cube of Force
-
Cubic Gate
34. CANDLE OF INVOCATION
Wondrous Item
Very Rare
Requires Attunement
Light it with:
MAGIC ACTION
Total burn time:
4 HOURS
You can extinguish it and save the remaining time.
Time is deducted in:
1-MINUTE INCREMENTS
While lit:
DIM LIGHT — 30-FOOT RADIUS
While you are in that light:
ADVANTAGE ON D20 TESTS
Additionally, a:
CLERIC
or:
DRUID
in the light can cast prepared:
LEVEL 1 SPELLS
without expending:
SPELL SLOTS
GATE ALTERNATIVE
The first time you light the candle, you can instead:
CAST GATE
This:
DESTROYS THE CANDLE
The portal leads to an Outer Plane chosen by the GM or determined through the item's table.
35. CAPE OF THE MOUNTEBANK
Wondrous Item
Rare
While wearing it:
MAGIC ACTION
Cast:
DIMENSION DOOR
Recharge:
NEXT DAWN
When you teleport, smoke temporarily makes your departure space:
LIGHTLY OBSCURED
until:
END OF YOUR NEXT TURN
36. CARPET OF FLYING
Wondrous Item
Very Rare
Magic action + command word:
HOVER AND FLY
The carpet follows your directions while you are within:
30 FEET
There are four possible sizes:
| Size | Normal Capacity | Fly Speed |
|---|---|---|
| 3 × 5 ft. | 200 lb. | 80 ft. |
| 4 × 6 ft. | 400 lb. | 60 ft. |
| 5 × 7 ft. | 600 lb. | 40 ft. |
| 6 × 9 ft. | 800 lb. | 30 ft. |
It can carry up to:
TWICE NORMAL CAPACITY
but if above normal capacity:
FLY SPEED IS HALVED
37. CENSER OF CONTROLLING AIR ELEMENTALS
Wondrous Item
Rare
Gently swing it and take:
MAGIC ACTION
Summon:
AIR ELEMENTAL
It understands your languages, follows your commands, and acts immediately after your Initiative.
Duration:
1 HOUR
or death/dismissal.
Recharge:
NEXT DAWN
38. CHIME OF OPENING
Wondrous Item
Rare
Magic action:
STRIKE THE CHIME
Cast:
KNOCK
The normal Knock sound becomes a clear chime audible to:
300 FEET
Uses:
10 TOTAL
After the tenth:
CRACKS
and becomes:
USELESS
It doesn't:
RECHARGE
39. CIRCLET OF BLASTING
Wondrous Item
Uncommon
While wearing it:
CAST SCORCHING RAY
Attack bonus:
+5
Recharge:
NEXT DAWN
40. CLOAK OF ARACHNIDA
Wondrous Item
Very Rare
Requires Attunement
Four major benefits:
Poison Resistance
RESISTANCE TO POISON DAMAGE
Spider Climb
Climb Speed:
EQUAL TO YOUR SPEED
You can traverse walls and ceilings while:
KEEPING YOUR HANDS FREE
Spider Walk
You can't be caught in webs and treat webs as:
DIFFICULT TERRAIN
Web
Cast:
WEB
Save DC:
13
The spell fills:
TWICE ITS NORMAL AREA
Recharge:
NEXT DAWN
41. CLOAK OF DISPLACEMENT
Wondrous Item
Rare
Requires Attunement
Attacks against you have:
DISADVANTAGE
because a magical illusion displaces your apparent position.
If you take damage:
EFFECT STOPS
until:
START OF YOUR NEXT TURN
It is also suppressed while:
SPEED = 0
42. CLOAK OF ELVENKIND
Wondrous Item
Uncommon
Requires Attunement
While worn:
Wisdom (Perception) checks to perceive you:
DISADVANTAGE
Your Dexterity (Stealth) checks:
ADVANTAGE
43. CLOAK OF INVISIBILITY
Wondrous Item
Legendary
Requires Attunement
Charges:
3
Regains:
1D3 AT DAWN
Magic action:
PULL HOOD UP
Spend:
1 CHARGE
Gain:
INVISIBLE
for:
1 HOUR
Ends early if:
HOOD LOWERED
or:
YOU STOP WEARING THE CLOAK
Lowering the hood requires:
NO ACTION
44. CLOAK OF PROTECTION
Wondrous Item
Uncommon
Requires Attunement
While worn:
+1 AC
and:
+1 SAVING THROWS
Simple, broad, and useful.
45. CLOAK OF THE BAT
Wondrous Item
Rare
Requires Attunement
While wearing it:
ADVANTAGE ON DEXTERITY (STEALTH)
In:
DIM LIGHT
or:
DARKNESS
grip the cloak's edges to gain:
FLY SPEED 40 FT.
Lose that Fly Speed if:
YOU STOP GRIPPING IT
or:
YOU LEAVE DIM LIGHT/DARKNESS
BAT TRANSFORMATION
In Dim Light or Darkness:
CAST POLYMORPH ON YOURSELF
becoming:
A BAT
You retain:
INTELLIGENCE
WISDOM
CHARISMA
Recharge:
NEXT DAWN
46. CLOAK OF THE MANTA RAY
Wondrous Item
Uncommon
Requires Attunement
While worn:
BREATHE UNDERWATER
and:
SWIM SPEED 60 FT.
47. CRYSTAL BALL
Wondrous Item
Very Rare
Requires Attunement
While touching it:
CAST SCRYING
Save DC:
17
48. CRYSTAL BALL OF MIND READING
Wondrous Item
Legendary
Requires Attunement
Provides the Crystal Ball's:
SCRYING — DC 17
Plus:
DETECT THOUGHTS — DC 17
targeting creatures visible within:
30 FEET OF THE SCRYING SENSOR
The Detect Thoughts effect:
DOESN'T REQUIRE YOUR CONCENTRATION
but ends if:
SCRYING ENDS
49. CRYSTAL BALL OF TELEPATHY
Wondrous Item
Legendary
Requires Attunement
Provides:
SCRYING — DC 17
You can communicate telepathically with creatures visible within:
30 FEET OF THE SENSOR
You can also cast:
SUGGESTION — DC 17
through the sensor.
Suggestion doesn't require your Concentration here, but:
ENDS IF SCRYING ENDS
Suggestion recharge:
NEXT DAWN
50. CRYSTAL BALL OF TRUE SEEING
Wondrous Item
Legendary
Requires Attunement
Provides:
SCRYING — DC 17
and:
TRUESIGHT 120 FT.
centered on:
THE SCRYING SENSOR
This does not simply give your physical character permanent:
TRUESIGHT 120 FT.
The Truesight is centered on:
THE SENSOR
51. CUBE OF FORCE
Wondrous Item
Rare
Requires Attunement
Charges:
10
Regain:
1D6 AT DAWN
Each face casts a spell:
| Spell | Charges |
|---|---|
| Mage Armor | 1 |
| Shield | 1 |
| Tiny Hut | 3 |
| Private Sanctum | 4 |
| Resilient Sphere | 4 |
| Wall of Force | 5 |
Save DC where relevant:
17
52. CUBIC GATE
Wondrous Item
Legendary
The cube has six faces, each linked to:
A DIFFERENT PLANE
One is:
MATERIAL PLANE
The GM determines the others.
Charges:
3
Regains:
1D3 AT DAWN
Magic action, expend one charge.
Press one face once:
GATE
Press it twice:
PLANE SHIFT
using the plane keyed to that side.
PART FIVE — D ITEMS
The thirteen D entries are:
-
Dagger of Venom
-
Dancing Sword
-
Decanter of Endless Water
-
Deck of Illusions
-
Dimensional Shackles
-
Dragon Orb
-
Dragon Scale Mail
-
Dragon Slayer
-
Dust of Disappearance
-
Dust of Dryness
-
Dust of Sneezing and Choking
-
Dwarven Plate
-
Dwarven Thrower
53. DAGGER OF VENOM
Dagger
Rare
Base magic:
+1 ATTACK
+1 DAMAGE
Bonus Action:
COAT BLADE WITH MAGICAL POISON
Duration:
1 MINUTE
or until an attack with the dagger hits.
When it hits:
DC 15 CONSTITUTION SAVE
Failure:
2D10 POISON DAMAGE
and:
POISONED FOR 1 MINUTE
Recharge:
NEXT DAWN
54. DANCING SWORD
Greatsword, Longsword, Rapier, Scimitar, or Shortsword
Very Rare
Requires Attunement
Bonus Action:
THROW IT INTO THE AIR
The sword:
HOVERS
flies up to:
30 FEET
and attacks a creature within:
5 FEET OF ITSELF
It uses:
YOUR ATTACK ROLL
and adds:
YOUR ABILITY MODIFIER TO DAMAGE
On later Bonus Actions, it can:
FLY UP TO 30 FEET
to another location within 30 feet of you and:
ATTACK AGAIN
After its:
FOURTH ATTACK
it returns.
If your hand isn't free:
FALLS IN YOUR SPACE
If its path is obstructed:
MOVES AS CLOSE AS POSSIBLE AND FALLS
It also stops hovering if:
YOU GRAB IT
or:
YOU MOVE MORE THAN 30 FEET AWAY
55. DECANTER OF ENDLESS WATER
Wondrous Item
Uncommon
Magic action:
REMOVE STOPPER
Choose:
FRESH WATER
or:
SALT WATER
Then use one command.
Splash
1 GALLON
Fountain
5 GALLONS
Geyser
30 GALLONS
in a:
30-FOOT-LONG, 1-FOOT-WIDE LINE
You can target one creature in the Line:
DC 13 STRENGTH SAVE
Failure:
1D4 BLUDGEONING
and:
PRONE
Alternatively, target an unworn/unheld object weighing no more than:
200 POUNDS
The geyser:
KNOCKS IT OVER
Water stops at:
START OF YOUR NEXT TURN
56. DECK OF ILLUSIONS
Wondrous Item
Uncommon
Full deck:
34 CARDS
32 depict creatures.
Two are:
MIRRORED
A found deck is usually missing:
1D20 − 1 CARDS
Magic action:
DRAW RANDOMLY
and throw the card to a point within:
30 FEET
An illusion of a creature appears over it.
The illusion:
LOOKS AND BEHAVES LIKE THE CREATURE
but:
CAN'T HARM ANYONE
While within:
120 FEET
and able to see it, you can use another Magic action to reposition it within:
30 FEET OF ITS CARD
The purpose here is:
DECEPTION
not:
SUMMONING A REAL MONSTER
57. DIMENSIONAL SHACKLES
Wondrous Item
Rare
Utilize action:
Place them on an:
INCAPACITATED CREATURE
They fit:
SMALL THROUGH LARGE
The prisoner cannot use extradimensional movement such as:
TELEPORTATION
or:
PLANAR TRAVEL
But the shackles don't prevent passing through:
AN INTERDIMENSIONAL PORTAL
You and creatures you designate when applying them can remove them with:
UTILIZE
The prisoner gets one chance every:
30 DAYS
to make:
DC 30 STRENGTH (ATHLETICS)
Success:
BREAK FREE
and:
DESTROY THE SHACKLES
58. DRAGON ORB
Wondrous Item
Artifact
Requires Attunement
This is our first:
ARTIFACT
in the alphabetical catalogue.
When attuned, use a Magic action to peer into it.
Then:
DC 15 CHARISMA SAVE
Success:
YOU CONTROL THE ORB
while attuned.
Failure:
THE ORB CHARMS YOU
for as long as you remain attuned.
While Charmed:
YOU CAN'T VOLUNTARILY END ATTUNEMENT
and the orb can cast:
SUGGESTION — DC 18
at will on you to push you toward its evil objectives.
DRAGON ORB SPELLS
Charges:
7
Regain:
1D4 + 3 AT DAWN
| Spell | Charge Cost |
|---|---|
| Cure Wounds, level 9 | 4 |
| Daylight | 1 |
| Death Ward | 2 |
| Detect Magic | 0 |
| Scrying, DC 18 | 3 |
CALL DRAGONS
Magic action:
A telepathic call extends:
40 MILES
Chromatic Dragons in range feel compelled to come to the orb by the most direct route.
Dragon deities are:
UNAFFECTED
The Dragons may still be:
HOSTILE
toward whoever forced them to come.
Recharge:
1 HOUR
DESTROYING THE ORB
AC:
20
It can be destroyed by damage from:
A +3 WEAPON
or:
DISINTEGRATE
Nothing else harms it under its specific destruction rule.
This illustrates Lesson 99's Artifact rule:
ARTIFACT DESTRUCTION CAN REQUIRE SPECIAL CONDITIONS
59. DRAGON SCALE MAIL
Scale Mail
Very Rare
Requires Attunement
Benefits:
+1 AC
Advantage on saves against:
DRAGON BREATH WEAPONS
and Resistance determined by the dragon scales:
| Dragon | Resistance |
|---|---|
| Black | Acid |
| Blue | Lightning |
| Brass | Fire |
| Bronze | Lightning |
| Copper | Acid |
| Gold | Fire |
| Green | Poison |
| Red | Fire |
| Silver | Cold |
| White | Cold |
Magic action:
Detect distance and direction to the closest Dragon of the same type within:
30 MILES
Recharge:
NEXT DAWN
60. DRAGON SLAYER
Any Simple or Martial Weapon
Rare
+1 ATTACK
+1 DAMAGE
Against a:
DRAGON
the weapon deals:
+3D6 DAMAGE
of:
THE WEAPON'S DAMAGE TYPE
61. DUST OF DISAPPEARANCE
Wondrous Item
Uncommon
Single use.
Utilize:
Throw dust into the air.
You and every creature and object in a:
10-FOOT EMANATION
gain:
INVISIBLE
for:
2D4 MINUTES
Same duration for all.
For a creature, the condition ends immediately after it:
MAKES AN ATTACK ROLL
DEALS DAMAGE
or:
CASTS A SPELL
62. DUST OF DRYNESS
Wondrous Item
Uncommon
Contains:
1D6 + 4 PINCHES
Use a pinch on water:
UTILIZE
Up to a:
15-FOOT CUBE OF WATER
becomes:
ONE MARBLE-SIZED PELLET
Smash the pellet against a hard surface using Utilize:
WATER IS RELEASED
and the pellet's magic ends.
AGAINST WATER ELEMENTALS
A pinch can instead be used against a nearby Elemental made mainly from water.
Range:
5 FEET
Save:
DC 13 CONSTITUTION
Failure:
10D6 NECROTIC
Success:
HALF
63. DUST OF SNEEZING AND CHOKING
Wondrous Item
Uncommon
This is a deceptive item.
It resembles:
DUST OF DISAPPEARANCE
And unusually:
IDENTIFY ALSO REVEALS IT AS DUST OF DISAPPEARANCE
Single use.
Utilize:
THROW IT INTO THE AIR
You and every creature in:
30-FOOT EMANATION
make:
DC 15 CONSTITUTION SAVE
These types automatically succeed:
CONSTRUCTS
ELEMENTALS
OOZES
PLANTS
UNDEAD
Failure:
INCAPACITATED
and:
SUFFOCATING
Repeat the save:
END OF EACH TURN
Success:
EFFECT ENDS
Lesser Restoration can also:
END THE EFFECT
64. DWARVEN PLATE
Half Plate or Plate Armor
Very Rare
While worn:
+2 AC
When an effect moves you against your will along the ground:
REACTION
Reduce that forced movement by:
UP TO 10 FEET
65. DWARVEN THROWER
Warhammer
Very Rare
Attunement requires either:
A DWARF
or:
A CREATURE ATTUNED TO A BELT OF DWARVENKIND
Benefits:
+3 ATTACK
+3 DAMAGE
It gains Thrown:
20/60
Ranged hit:
+1D8 FORCE
Against a Giant:
+2D8 FORCE INSTEAD
After the attack hits or misses:
RETURNS TO YOUR HAND
PART SIX — E ITEMS
The ten E entries are:
-
Efficient Quiver
-
Efreeti Bottle
-
Elemental Gem
-
Elixir of Health
-
Elven Chain
-
Energy Bow
-
Eversmoking Bottle
-
Eyes of Charming
-
Eyes of Minute Seeing
-
Eyes of the Eagle
66. EFFICIENT QUIVER
Wondrous Item
Uncommon
The quiver contains three extradimensional compartments.
It never weighs more than:
2 POUNDS
Capacity:
Short compartment
Up to:
60 ARROWS, BOLTS, OR SIMILAR OBJECTS
Middle
Up to:
18 JAVELINS OR SIMILAR OBJECTS
Long
Up to:
6 LONG OBJECTS
such as bows, Quarterstaffs, or Spears.
You draw from it as though from:
A NORMAL QUIVER OR SCABBARD
67. EFREETI BOTTLE
Wondrous Item
Very Rare
Magic action:
REMOVE THE STOPPER
An:
EFREETI
appears within:
30 FEET
On the first opening, the GM rolls:
1D10
1
The Efreeti:
ATTACKS YOU
After five rounds:
DISAPPEARS
and the bottle loses its magic.
2–9
The Efreeti:
OBEYS YOUR COMMANDS FOR 1 HOUR
Then returns to the bottle.
The stopper can't be removed for:
24 HOURS
The same result applies for the next two openings.
On the:
FOURTH OPENING
the Efreeti escapes and the bottle loses its magic.
10
The Efreeti can cast:
WISH
once for you.
Then it disappears when the Wish is granted or after one hour, and the bottle:
LOSES ITS MAGIC
68. ELEMENTAL GEM
Wondrous Item
Uncommon
Utilize:
BREAK THE GEM
It ceases being magical and summons one Elemental.
| Gem | Elemental |
|---|---|
| Blue Sapphire | Air Elemental |
| Emerald | Water Elemental |
| Red Corundum | Fire Elemental |
| Yellow Diamond | Earth Elemental |
The Elemental:
UNDERSTANDS YOUR LANGUAGES
OBEYS
ACTS IMMEDIATELY AFTER YOU
It disappears after:
1 HOUR
DEATH
or:
BONUS ACTION DISMISSAL
This is:
A CONSUMABLE SUMMONING ITEM
69. ELIXIR OF HEALTH
Potion
Rare
Drink it.
You are cured of:
ALL MAGICAL CONTAGIONS
It also ends:
BLINDED
DEAFENED
PARALYZED
POISONED
Notice that it doesn't claim to end:
EVERY CONDITION
70. ELVEN CHAIN
Chain Mail or Chain Shirt
Rare
While worn:
+1 AC
You are considered:
TRAINED WITH THE ARMOR
even if you normally lack the appropriate Medium or Heavy Armor training.
This is especially important because lack of Armor Training normally creates serious penalties.
Elven Chain supplies:
A SPECIFIC EXCEPTION
71. ENERGY BOW
Longbow or Shortbow
Very Rare
Requires Attunement
Base bonus:
+1 ATTACK
+1 DAMAGE
The bow has:
NO STRING
Pull your arm back as if firing and a magical energy arrow appears.
Its damage becomes:
FORCE
instead of:
PIERCING
The arrow disappears after:
HIT OR MISS
and while present emits:
BRIGHT LIGHT 20 FT.
DIM LIGHT +20 FT.
ARROW OF RESTRAINT
When making a ranged attack against a creature, you may attempt to restrain instead of deal damage.
If the attack hits:
DC 15 STRENGTH SAVE
Failure:
RESTRAINED FOR 1 MINUTE
A restrained creature can take:
ACTION
and make:
DC 20 STRENGTH (ATHLETICS)
Success:
ENDS RESTRAINT
ARROW OF TRANSPORT
Magic action.
Target you can see within:
60 FEET
Eligible target:
WILLING MEDIUM OR SMALLER CREATURE
or an unattended object fitting inside:
5-FOOT CUBE
Teleport target to an unoccupied space you can see within:
10 FEET OF YOU
ENERGY LADDER
Magic action.
Fire energy arrows into a wall within:
60 FEET
They become glowing rungs forming a ladder up to:
60 FEET LONG
Duration:
1 MINUTE
This item demonstrates something important:
MAGIC WEAPONS CAN PROVIDE EXPLORATION AND CONTROL TOOLS, NOT JUST DAMAGE
72. EVERSMOKING BOTTLE
Wondrous Item
Uncommon
Magic action:
OPEN OR CLOSE
When open, smoke creates a:
60-FOOT EMANATION
The smoke is:
HEAVILY OBSCURED
Every minute left open:
RADIUS +10 FEET
Maximum:
120 FEET
Close the bottle:
The smoke becomes fixed and naturally disperses after:
10 MINUTES
Strong wind can disperse it after:
1 MINUTE
73. EYES OF CHARMING
Wondrous Item
Uncommon
Requires Attunement
Charges:
3
Cast:
CHARM PERSON — DC 13
One charge:
LEVEL 1 VERSION
Each additional charge:
+1 SPELL LEVEL
All charges return:
DAILY AT DAWN
74. EYES OF MINUTE SEEING
Wondrous Item
Uncommon
Within:
1 FOOT
you gain:
DARKVISION
and Advantage on:
INTELLIGENCE (INVESTIGATION)
when examining something within that range.
This is for:
CLOSE INSPECTION
not long-range perception.
75. EYES OF THE EAGLE
Wondrous Item
Uncommon
Advantage on:
WISDOM (PERCEPTION)
checks relying on:
SIGHT
In clear visibility, you can discern details of extremely distant creatures or objects as small as:
2 FEET ACROSS
PART SEVEN — F ITEMS
There are five F entries:
-
Feather Token
-
Figurine of Wondrous Power
-
Flame Tongue
-
Folding Boat
-
Frost Brand
76. FEATHER TOKEN
Wondrous Item
Rarity Varies
Each is:
SINGLE USE
Possible types:
| Token | Rarity |
|---|---|
| Anchor | Uncommon |
| Bird | Rare |
| Fan | Uncommon |
| Swan Boat | Rare |
| Tree | Uncommon |
| Whip | Rare |
ANCHOR
Magic action:
Touch to a boat or ship.
For:
24 HOURS
the vessel:
CAN'T BE MOVED BY ANY MEANS
Touching again ends the effect.
Then:
TOKEN DISAPPEARS
BIRD
Magic action:
Toss five feet upward.
Becomes an enormous bird using:
ROC STATISTICS
but:
CAN'T ATTACK
It obeys simple commands.
Can carry:
500 LB. AT FULL SPEED
or:
1,000 LB. AT HALF SPEED
Its full-speed travel is:
16 MPH
up to:
144 MILES PER DAY
with one-hour rests after each:
3 HOURS FLYING
It disappears after its maximum daily flying distance or at:
0 HP
You can dismiss it with a Magic action.
FAN
Used on a:
BOAT OR SHIP
Creates powerful wind.
It can fill one ship's sails and increase its speed by:
5 MPH
for:
8 HOURS
SWAN BOAT
Use on a body of water at least:
60 FEET ACROSS
It becomes a:
50-FOOT-LONG
20-FOOT-WIDE
swan-shaped boat.
Self-propelled speed:
6 MPH
Magic action while aboard:
MOVE OR TURN UP TO 90°
Duration:
24 HOURS
TREE
Must be:
OUTDOORS
Magic action:
Touch to an unoccupied ground space.
Creates a nonmagical oak:
60 FEET TALL
5-FOOT-DIAMETER TRUNK
20-FOOT-RADIUS BRANCH SPREAD
WHIP
Magic action:
Throw within:
10 FEET
Creates a floating whip.
Bonus Action:
MELEE SPELL ATTACK
Attack bonus:
+9
Range from whip:
10 FEET
Hit:
1D6 + 5 FORCE
Later Bonus Actions can move it:
20 FEET
and attack again.
Duration:
1 HOUR
or dismissal, death, or Incapacitated.
77. FIGURINE OF WONDROUS POWER
Wondrous Item
Rarity Varies
A small figurine becomes:
A LIVING CREATURE
Magic action:
Throw to the ground within:
60 FEET
If the destination is occupied or there isn't enough room:
IT DOESN'T TRANSFORM
The creature is:
FRIENDLY
understands your languages, obeys commands, and acts:
IMMEDIATELY AFTER YOU
If you give no commands:
DEFENDS ITSELF
but otherwise takes no actions.
It returns to figurine form when:
DURATION ENDS
IT REACHES 0 HP
or:
YOU USE A MAGIC ACTION WHILE TOUCHING IT
BRONZE GRIFFON — RARE
Becomes:
GRIFFON
for up to:
6 HOURS
Recharge:
5 DAYS
EBONY FLY — RARE
Becomes:
GIANT FLY
for up to:
12 HOURS
Can be ridden.
Recharge:
2 DAYS
GOLDEN LIONS — RARE
Created in:
PAIRS
Each becomes a:
LION
for up to:
1 HOUR
You can use one or both.
Recharge per used lion:
7 DAYS
IVORY GOATS — RARE
Created as a set of:
THREE
Each is different.
Goat of Terror
Becomes Giant Goat for:
3 HOURS
It can't attack.
Its horns can be removed with a Magic action.
They become:
+1 LANCE
and:
+2 LONGSWORD
While you ride it, Hostile creatures starting within its:
30-FOOT EMANATION
make:
DC 15 WISDOM SAVE
Failure:
FRIGHTENED
The creature repeats the save at the end of its turns.
After succeeding:
IMMUNE FOR 24 HOURS
Recharge:
15 DAYS
Goat of Traveling
Becomes a Large goat using:
RIDING HORSE STATISTICS
Charges:
24
Each hour or part of an hour:
1 CHARGE
At zero:
REVERTS
Wait:
7 DAYS
Then all charges return.
Goat of Travail
Becomes:
GIANT GOAT
for up to:
3 HOURS
Recharge:
30 DAYS
MARBLE ELEPHANT — RARE
Becomes:
ELEPHANT
for:
UP TO 24 HOURS
Recharge:
7 DAYS
OBSIDIAN STEED — VERY RARE
Becomes:
NIGHTMARE
for up to:
24 HOURS
The Nightmare fights only to:
DEFEND ITSELF
Recharge:
5 DAYS
Each activation has a:
10% CHANCE
to ignore your commands.
If you mount it while it is ignoring you:
YOU AND IT TELEPORT TO A RANDOM LOCATION IN HADES
Then it reverts to figurine form.
ONYX DOG — RARE
Becomes:
MASTIFF
for:
6 HOURS
Special changes:
INTELLIGENCE 8
SPEAKS COMMON
BLINDSIGHT 60 FT.
Recharge:
7 DAYS
SERPENTINE OWL — RARE
Becomes:
GIANT OWL
for:
8 HOURS
Telepathic communication with you:
ANY RANGE
provided both are on:
THE SAME PLANE
Recharge:
2 DAYS
SILVER RAVEN — UNCOMMON
Becomes:
RAVEN
for:
12 HOURS
Recharge:
2 DAYS
While in Raven form, it allows you to cast:
ANIMAL MESSENGER
on it.
78. FLAME TONGUE
Any Melee Weapon
Rare
Requires Attunement
Bonus Action + command:
IGNITE WEAPON
Light:
BRIGHT 40 FT.
DIM +40 FT.
While burning:
+2D6 FIRE DAMAGE ON A HIT
Ends if:
BONUS ACTION COMMAND AGAIN
DROP
STOW
or:
SHEATHE
the weapon.
79. FOLDING BOAT
Wondrous Item
Rare
Normally:
WOODEN BOX
12 × 6 × 6 inches.
Weight:
4 POUNDS
It floats and can store objects.
Three Magic-action command words:
First
ROWBOAT
Second
KEELBOAT
Third
Return to:
BOX FORM
but only if:
NO CREATURES ARE ABOARD
Objects too large to fit remain outside.
Objects small enough to fit:
REMAIN INSIDE
If either vessel reaches:
0 HP
the Folding Boat:
IS DESTROYED
80. FROST BRAND
Glaive, Greatsword, Longsword, Rapier, Scimitar, or Shortsword
Very Rare
Requires Attunement
Hit:
+1D6 COLD DAMAGE
While holding it:
FIRE RESISTANCE
In freezing temperatures:
BRIGHT LIGHT 10 FT.
DIM LIGHT +10 FT.
When drawn, you can extinguish:
ALL NONMAGICAL FLAMES WITHIN 30 FEET
Recharge for this extinguishing property:
1 HOUR
PART EIGHT — G ITEMS
The nine G entries are:
-
Gauntlets of Ogre Power
-
Gem of Brightness
-
Gem of Seeing
-
Giant Slayer
-
Glamoured Studded Leather
-
Gloves of Missile Snaring
-
Gloves of Swimming and Climbing
-
Gloves of Thievery
-
Goggles of Night
81. GAUNTLETS OF OGRE POWER
Wondrous Item
Uncommon
Requires Attunement
While worn:
STRENGTH = 19
unless your Strength without them is already:
19 OR HIGHER
82. GEM OF BRIGHTNESS
Wondrous Item
Uncommon
Charges:
50
It has three command-word functions.
FIRST COMMAND — LIGHT
Magic action.
BRIGHT 30 FT.
DIM +30 FT.
Cost:
0 CHARGES
Bonus Action repeat command:
TURN OFF
Another function also ends this light.
SECOND COMMAND — BLINDING BEAM
Cost:
1 CHARGE
Target visible within:
60 FEET
Save:
DC 15 CONSTITUTION
Failure:
BLINDED FOR 1 MINUTE
Repeat:
END OF EACH TURN
Success:
ENDS
THIRD COMMAND — CONE
Cost:
5 CHARGES
Creates:
30-FOOT CONE
Every creature makes the same save used by:
THE SECOND COMMAND
When all charges are expended:
BECOMES NONMAGICAL
but remains a jewel worth:
50 GP
83. GEM OF SEEING
Wondrous Item
Rare
Requires Attunement
Charges:
3
Magic action, spend one:
For:
10 MINUTES
while looking through it:
TRUESIGHT 120 FT.
Regains:
1D3 CHARGES AT DAWN
84. GIANT SLAYER
Any Simple or Martial Weapon
Rare
+1 ATTACK
+1 DAMAGE
Hit a:
GIANT
Extra:
+2D6 WEAPON-TYPE DAMAGE
Then Giant makes:
DC 15 STRENGTH SAVE
Failure:
PRONE
85. GLAMOURED STUDDED LEATHER
Studded Leather Armor
Rare
While worn:
+1 AC
Bonus Action:
Make it appear to be:
NORMAL CLOTHING
or:
ANOTHER KIND OF ARMOR
You choose:
COLOR
STYLE
ACCESSORIES
But its real:
BULK
and:
WEIGHT
don't change.
The illusion lasts until:
YOU CHANGE IT AGAIN
or:
DOFF THE ARMOR
86. GLOVES OF MISSILE SNARING
Wondrous Item
Uncommon
Requires Attunement
When hit by an attack from a:
RANGED WEAPON
or:
THROWN WEAPON
and you have:
A FREE HAND
Reaction:
Reduce damage by:
1D10 + DEXTERITY MODIFIER
If reduced to:
0
you can catch the ammunition or weapon if it is small enough for that hand.
87. GLOVES OF SWIMMING AND CLIMBING
Wondrous Item
Uncommon
Requires Attunement
You gain:
CLIMB SPEED = SPEED
SWIM SPEED = SPEED
and:
+5 STRENGTH (ATHLETICS)
checks made to:
CLIMB
or:
SWIM
88. GLOVES OF THIEVERY
Wondrous Item
Uncommon
The gloves are:
IMPERCEPTIBLE WHILE WORN
You gain:
+5 DEXTERITY (SLEIGHT OF HAND)
No Attunement requirement is stated.
89. GOGGLES OF NIGHT
Wondrous Item
Uncommon
If you have no Darkvision:
DARKVISION 60 FT.
If you already have Darkvision:
RANGE +60 FT.
Example
Darkvision:
120 FT.
With Goggles:
120 + 60 =
180 FT.
PART NINE — H ITEMS
The fourteen H entries are:
-
Hammer of Thunderbolts
-
Handy Haversack
-
Hat of Disguise
-
Hat of Many Spells
-
Headband of Intellect
-
Helm of Brilliance
-
Helm of Comprehending Languages
-
Helm of Telepathy
-
Helm of Teleportation
-
Holy Avenger
-
Horn of Blasting
-
Horn of Valhalla
-
Horseshoes of a Zephyr
-
Horseshoes of Speed
The next entry is:
IMMOVABLE ROD
which begins Lesson 102's I section.
90. HAMMER OF THUNDERBOLTS
Maul or Warhammer
Legendary
Requires Attunement
Base:
+1 ATTACK
+1 DAMAGE
Charges:
5
Spend one to make a ranged attack by throwing it:
20/60
On a hit, the impact produces a thunderclap audible:
300 FEET
The target and every creature within:
30 FEET OF IT
except you make:
DC 17 CONSTITUTION SAVE
Failure:
STUNNED
until:
END OF YOUR NEXT TURN
The hammer returns immediately after:
HIT OR MISS
Regains:
1D4 + 1 CHARGES AT DAWN
GIANT'S BANE
To unlock this property you must:
BE ATTUNED TO THE HAMMER
and also be wearing and attuned to either:
BELT OF GIANT STRENGTH
or:
GAUNTLETS OF OGRE POWER
That normally occupies:
TWO ATTUNEMENT SLOTS
GIANTS' BANE ATTACK
When you roll:
NATURAL 20
on an attack with the hammer against a Giant:
DC 17 CONSTITUTION SAVE
Failure:
THE GIANT DIES
MIGHT OF GIANTS
The Strength score bestowed by your Belt or Gauntlets increases by:
+4
maximum:
30
Example
Gauntlets:
STR 19
Hammer synergy:
19 + 4 =
STR 23
Storm Giant Belt:
STR 29
29 + 4 would exceed the cap.
Result:
STR 30
91. HANDY HAVERSACK
Wondrous Item
Rare
Three extradimensional storage spaces.
Each side pouch:
200 LB.
25 CUBIC FT.
Central pouch:
500 LB.
64 CUBIC FT.
The haversack always weighs:
5 LB.
Retrieve an item using:
UTILIZE
or:
BONUS ACTION
Your chosen item is magically:
ON TOP
DAMAGE
If overloaded, pierced, or torn:
HAVERSACK DESTROYED
Contents:
LOST FOREVER
except an Artifact:
ALWAYS TURNS UP AGAIN SOMEWHERE
Turn it inside out:
CONTENTS SPILL OUT SAFELY
AIR
Each pouch separately holds enough air for:
10 MINUTES
divided among breathing creatures inside that pouch.
EXTRADIMENSIONAL INTERACTION
Put the Haversack into:
BAG OF HOLDING
PORTABLE HOLE
or similar extradimensional storage:
BOTH ITEMS DESTROYED
ASTRAL GATE OPENS
Creatures within:
10 FEET
and not behind:
TOTAL COVER
are pulled to a random Astral location.
The gate:
CLOSES
and:
CAN'T BE REOPENED
92. HAT OF DISGUISE
Wondrous Item
Uncommon
Requires Attunement
While wearing:
CAST DISGUISE SELF
Remove the hat:
SPELL ENDS
93. HAT OF MANY SPELLS
Wondrous Item
Very Rare
Requires Attunement by a Wizard
This item is designed specifically for:
WIZARDS
It has two major properties.
SPELLCASTING FOCUS
While holding it:
WIZARD SPELLCASTING FOCUS
Any Wizard spell cast using it gains a special:
SOMATIC COMPONENT
You must literally:
REACH INTO THE HAT AND PULL THE SPELL OUT
UNKNOWN SPELL
You can attempt to cast a level 1+ Wizard spell:
YOU DON'T KNOW
Requirements:
-
it is on the Wizard spell list
-
it is of a level you can cast
-
its Material components cost no more than 1,000 GP
First:
EXPEND A SPELL SLOT OF THAT SPELL'S LEVEL
Then make:
INTELLIGENCE (ARCANA)
DC:
10 + SPELL LEVEL
Success:
CAST THE SPELL
using its normal casting time.
Then:
SHORT OR LONG REST
before using Unknown Spell again.
Failure:
SPELL FAILS
and:
RANDOM EFFECT
FAILED HAT EFFECTS
Possible outcomes include:
-
casting a random spell
-
becoming Stunned
-
butterflies filling a Cube
-
pulling out mundane equipment
-
becoming Poisoned
-
becoming Petrified briefly
-
summoning an uncontrolled creature
-
being attacked by a Swarm of Bats
-
opening a temporary planar portal
-
pulling out a temporary magic item
The random-spell list includes effects such as:
ENLARGE/REDUCE
FAERIE FIRE
FIREBALL
GUST OF WIND
INVISIBILITY
LIGHTNING BOLT
PHANTASMAL FORCE
POLYMORPH
and:
STINKING CLOUD
Important
You already:
SPENT THE SPELL SLOT
before making the Arcana check.
Failure doesn't refund it.
94. HEADBAND OF INTELLECT
Wondrous Item
Uncommon
Requires Attunement
While worn:
INTELLIGENCE = 19
unless your Intelligence without it is already:
19 OR HIGHER
95. HELM OF BRILLIANCE
Wondrous Item
Very Rare
Requires Attunement
The helm begins with:
1D10 DIAMONDS
2D10 RUBIES
3D10 FIRE OPALS
4D10 OPALS
Remove a gem:
IT CRUMBLES TO DUST
When all gems are gone:
HELM LOSES ITS MAGIC
DIAMOND LIGHT
If at least one diamond remains:
30-FOOT EMANATION
When at least one Undead is in it:
DIM LIGHT
An Undead starting its turn there:
1D6 RADIANT DAMAGE
FIRE OPAL FLAMES
If a fire opal remains:
MAGIC ACTION
make one weapon you're holding blaze.
Light:
BRIGHT 10 FT.
DIM +10 FT.
Weapon hit:
+1D6 FIRE
Ends if:
BONUS ACTION EXTINGUISH
or:
DROP/STOW WEAPON
RUBY RESISTANCE
If at least one ruby remains:
FIRE RESISTANCE
SPELLS
The helm can consume specific gems to cast:
| Gem | Spell |
|---|---|
| Opal | Daylight |
| Fire Opal | Fireball |
| Diamond | Prismatic Spray |
| Ruby | Wall of Fire |
Save DC:
18
The used gem is:
DESTROYED
DANGEROUS FIRE REACTION
If you are wearing the helm and take Fire damage because you:
FAILED A SAVING THROW AGAINST A SPELL
roll:
1D20
On:
1
the helm emits destructive beams from its remaining gems and is:
DESTROYED
Every creature within a:
60-FOOT EMANATION
makes:
DC 17 DEXTERITY SAVE
Failure:
Radiant damage equal to:
NUMBER OF GEMS REMAINING
This makes preserving more gems:
MORE POWERFUL
but potentially:
MORE DANGEROUS
96. HELM OF COMPREHENDING LANGUAGES
Wondrous Item
Uncommon
While wearing:
CAST COMPREHEND LANGUAGES
No Attunement requirement.
97. HELM OF TELEPATHY
Wondrous Item
Uncommon
Requires Attunement
While wearing:
TELEPATHY 30 FT.
You can cast:
DETECT THOUGHTS
or:
SUGGESTION — DC 13
Once you cast either spell from the helm:
THAT PARTICULAR SPELL
can't be cast from it again until:
NEXT DAWN
This means the text tracks the two spells:
SEPARATELY
98. HELM OF TELEPORTATION
Wondrous Item
Rare
Requires Attunement
Charges:
3
Spend:
1 CHARGE
Cast:
TELEPORT
Regains:
1D3 CHARGES AT DAWN
99. HOLY AVENGER
Any Simple or Martial Weapon
Legendary
Requires Attunement by a Paladin
One of the most iconic Paladin items.
Base:
+3 ATTACK
+3 DAMAGE
Hit a:
FIEND
or:
UNDEAD
Extra:
+2D10 RADIANT DAMAGE
PROTECTIVE EMANATION
While holding the weapon:
DRAWN
it creates a:
10-FOOT EMANATION
You and creatures Friendly to you in the area gain:
ADVANTAGE ON SAVING THROWS
against:
SPELLS
and:
OTHER MAGICAL EFFECTS
If you have:
17+ PALADIN LEVELS
the Emanation becomes:
30 FEET
Note the requirement says:
PALADIN LEVELS
not:
TOTAL CHARACTER LEVEL
100. HORN OF BLASTING
Wondrous Item
Rare
Magic action:
BLOW THE HORN
Creates:
30-FOOT CONE
Audible to:
600 FEET
Creatures in Cone:
DC 15 CONSTITUTION SAVE
Failure:
5D8 THUNDER
and:
DEAFENED FOR 1 MINUTE
Success:
HALF DAMAGE ONLY
Unworn/unheld:
GLASS
and:
CRYSTAL
objects in the Cone take:
10D8 THUNDER DAMAGE
EXPLOSION RISK
Every time you use its magic:
20% CHANCE
the horn:
EXPLODES
User takes:
10D6 FORCE DAMAGE
and the horn:
IS DESTROYED
This is a magic item with:
BUILT-IN RISK EVERY USE
101. HORN OF VALHALLA
Wondrous Item
Rarity Varies
Magic action:
BLOW THE HORN
Warrior spirits appear in unoccupied spaces within:
60 FEET
Each uses the:
BERSERKER STAT BLOCK
Duration:
1 HOUR
or until:
0 HP
They have Immunity to:
CHARMED
and:
FRIGHTENED
Recharge:
7 DAYS
FOUR HORNS
| d100 | Horn | Spirits | Rarity | Requirement |
|---|---|---|---|---|
| 01–40 | Silver | 2 | Rare | None |
| 41–75 | Brass | 3 | Rare | Proficiency with all Simple weapons |
| 76–90 | Bronze | 4 | Very Rare | Training with all Medium armor |
| 91–00 | Iron | 5 | Legendary | Proficiency with all Martial weapons |
If you meet the requirement:
SPIRITS ARE FRIENDLY
and follow your commands.
If you don't:
THEY ATTACK YOU
So using a more powerful horn without qualifying can be:
CATASTROPHIC
102. HORSESHOES OF A ZEPHYR
Wondrous Item
Very Rare
Set of:
FOUR
Attaching or removing each horseshoe:
MAGIC ACTION
All four must be attached to:
A HORSE OR SIMILAR CREATURE
The creature floats:
4 INCHES ABOVE THE SURFACE
It can therefore move normally over unstable or nonsolid surfaces such as:
WATER
or:
LAVA
It:
LEAVES NO TRACKS
and ignores:
DIFFICULT TERRAIN
It can also travel up to:
12 HOURS PER DAY
without gaining Exhaustion from:
EXTENDED TRAVEL
103. HORSESHOES OF SPEED
Wondrous Item
Rare
Also a set of:
FOUR
Each takes a:
MAGIC ACTION
to attach or remove.
When all four are on the same horse or similar creature:
SPEED +30 FEET
And that completes:
EVERY TOP-LEVEL MAGIC ITEM ENTRY FROM A THROUGH H
The very next item is:
IMMOVABLE ROD
which begins:
I
PART TEN — WHAT THESE 103 ITEMS TEACH US ABOUT MAGIC ITEM DESIGN
By now, you should notice that:
MAGIC ITEM
does not mean:
“A THING THAT GIVES +1”
These 103 entries demonstrate many different design patterns.
PASSIVE BONUSES
Examples:
ARMOR +1/+2/+3
CLOAK OF PROTECTION
GIANT SLAYER
These modify numbers while the item is appropriately used.
ABILITY SCORE REPLACEMENT
Examples:
AMULET OF HEALTH → CONSTITUTION 19
GAUNTLETS OF OGRE POWER → STRENGTH 19
HEADBAND OF INTELLECT → INTELLIGENCE 19
BELTS OF GIANT STRENGTH → 21–29
These establish:
A SCORE
rather than adding a numerical bonus.
RESISTANCE ITEMS
Examples:
ARMOR OF RESISTANCE
BOOTS OF THE WINTERLANDS
FROST BRAND
BROOCH OF SHIELDING
MOBILITY ITEMS
Examples:
BROOM OF FLYING
CARPET OF FLYING
CLOAK OF THE MANTA RAY
BOOTS OF SPEED
ENERGY BOW
SUMMONING ITEMS
Examples:
BAG OF TRICKS
BOWL OF COMMANDING WATER ELEMENTALS
BRAZIER OF COMMANDING FIRE ELEMENTALS
CENSER OF CONTROLLING AIR ELEMENTALS
ELEMENTAL GEM
FIGURINE OF WONDROUS POWER
HORN OF VALHALLA
SPELL-CASTING ITEMS
Examples:
CIRCLET OF BLASTING
HELM OF TELEPORTATION
HAT OF DISGUISE
CRYSTAL BALL
CUBE OF FORCE
CONSUMABLE ITEMS
Examples:
FEATHER TOKEN
ELEMENTAL GEM
DUST OF DISAPPEARANCE
ELIXIR OF HEALTH
CURSED ITEMS
Examples:
ARMOR OF VULNERABILITY
BERSERKER AXE
And remember:
EACH CURSE HAS ITS OWN EXACT RULES
Don't assume all cursed items behave identically.
EXTRADIMENSIONAL ITEMS
Examples:
BAG OF HOLDING
HANDY HAVERSACK
AMULET OF THE PLANES
CUBIC GATE
DIMENSIONAL SHACKLES
These are especially important because several have:
SPECIFIC INTERACTIONS
PART ELEVEN — COMMON BEGINNER MISTAKES
MISTAKE 1 — ASSUMING EVERY MAGIC ITEM REQUIRES ATTUNEMENT
Many do.
Many:
DO NOT
Read the item's header.
MISTAKE 2 — ASSUMING RARITY TELLS YOU WHETHER ATTUNEMENT IS REQUIRED
It doesn't.
For example:
LEGENDARY
items can exist with or without Attunement depending on their descriptions.
MISTAKE 3 — THINKING ADAMANTINE ARMOR MAKES CRITICAL HITS MISS
It makes them:
NORMAL HITS
MISTAKE 4 — THINKING +2 AMMUNITION ADDS +2 ONLY TO DAMAGE
It adds to:
ATTACK
and:
DAMAGE
MISTAKE 5 — THINKING AMMUNITION OF SLAYING WORKS AGAINST EVERY CREATURE
It is keyed to:
ONE CREATURE TYPE
MISTAKE 6 — ADDING 19 TO AN ABILITY SCORE FROM AN ITEM
A score-setting item such as Amulet of Health makes the ability:
19
It doesn't add nineteen.
MISTAKE 7 — THINKING ANIMATED SHIELD REMOVES THE SHIELD'S DEFENSE
It protects you:
AS IF WIELDED
while freeing your hands.
MISTAKE 8 — TREATING APPARATUS OF THE CRAB AS NORMAL ARMOR
It is:
A VEHICLE-LIKE WONDROUS ITEM
MISTAKE 9 — THINKING ARMOR OF INVULNERABILITY ONLY RESISTS NONMAGICAL WEAPONS
SRD 5.2.1 states Resistance to:
BLUDGEONING, PIERCING, AND SLASHING
without that older restriction.
MISTAKE 10 — THINKING ARMOR OF VULNERABILITY'S CURSE ENDS WHEN YOU REMOVE IT
It:
DOESN'T
MISTAKE 11 — THINKING ARROW-CATCHING SHIELD'S +2 REPLACES THE NORMAL SHIELD BONUS
It is:
IN ADDITION
to the normal bonus.
MISTAKE 12 — USING BAG OF DEVOURING LIKE BAG OF HOLDING
Very bad idea.
MISTAKE 13 — PUTTING BAG OF HOLDING INSIDE HANDY HAVERSACK
This can create:
AN ASTRAL GATE
and destroy both items.
MISTAKE 14 — THINKING BELT OF GIANT STRENGTH GIVES +21 STRENGTH
It sets the score to:
21
for the Hill version.
MISTAKE 15 — IGNORING THE BERSERKER AXE CURSE BECAUSE THE WEAPON IS +1
Its offensive bonus is only part of:
THE ITEM
MISTAKE 16 — THINKING BOOTS OF SPEED LAST FOREVER ONCE ACTIVATED
Their property provides:
10 MINUTES TOTAL
before a Long Rest is required.
MISTAKE 17 — USING BRACERS OF DEFENSE WHILE WEARING ARMOR
The AC bonus requires:
NO ARMOR
and:
NO SHIELD
MISTAKE 18 — THINKING CANDLE OF INVOCATION PROVIDES BRIGHT LIGHT
Its normal light is:
DIM LIGHT
30 feet.
MISTAKE 19 — THINKING CLOAK OF DISPLACEMENT IS ALWAYS ACTIVE REGARDLESS OF DAMAGE
Damage disables it until:
START OF YOUR NEXT TURN
MISTAKE 20 — THINKING CLOAK OF INVISIBILITY HAS UNLIMITED USE
It has:
3 CHARGES
and regains:
1D3 AT DAWN
MISTAKE 21 — THINKING CRYSTAL BALL OF TRUE SEEING GIVES YOUR BODY TRUESIGHT EVERYWHERE
Its Truesight is centered on:
THE SCRYING SENSOR
MISTAKE 22 — THINKING DANCING SWORD GIVES YOU A FULL EXTRA ATTACK ACTION
Its attacks occur through the item's:
BONUS ACTION RULE
MISTAKE 23 — THINKING DRAGON ORB IS JUST A POWERFUL CRYSTAL BALL
It is:
AN ARTIFACT
that can:
CHARM ITS USER
MISTAKE 24 — THINKING DRAGON SLAYER DEALS EXTRA RADIANT DAMAGE
It deals:
EXTRA DAMAGE OF THE WEAPON'S TYPE
MISTAKE 25 — THINKING DUST OF DISAPPEARANCE ALWAYS LASTS THE FULL DURATION
A creature's Invisible condition can end after:
ATTACKING
DEALING DAMAGE
or:
CASTING A SPELL
MISTAKE 26 — TRUSTING IDENTIFY TO DISTINGUISH DUST OF SNEEZING AND CHOKING
This specific item says Identify reveals it as:
DUST OF DISAPPEARANCE
MISTAKE 27 — THINKING ENERGY BOW'S RESTRAINT ARROW DEALS NORMAL DAMAGE TOO
You choose to attempt the restraint:
INSTEAD OF DEALING DAMAGE
MISTAKE 28 — THINKING EVERSMOKING BOTTLE'S SMOKE VANISHES THE INSTANT THE BOTTLE CLOSES
The cloud remains and normally disperses after:
10 MINUTES
MISTAKE 29 — THINKING EVERY FEATHER TOKEN IS RARE
Rarity depends on:
TOKEN TYPE
MISTAKE 30 — THINKING FIGURINE OF WONDROUS POWER CREATURES ALL HAVE THE SAME DURATION OR RECHARGE
Each subtype has:
ITS OWN
MISTAKE 31 — THINKING FLAME TONGUE REQUIRES AN ACTION TO IGNITE
It uses:
BONUS ACTION
MISTAKE 32 — THINKING FROST BRAND GIVES COLD RESISTANCE
It gives:
FIRE RESISTANCE
while held.
MISTAKE 33 — THINKING GEM OF BRIGHTNESS RECHARGES
The SRD gives it:
50 CHARGES
When they're all gone:
IT BECOMES NONMAGICAL
MISTAKE 34 — THINKING GOGGLES OF NIGHT DO NOTHING IF YOU ALREADY HAVE DARKVISION
They increase its range by:
60 FEET
MISTAKE 35 — THINKING HAMMER OF THUNDERBOLTS' GIANT'S BANE IS AUTOMATIC
You must also be attuned to:
BELT OF GIANT STRENGTH
or:
GAUNTLETS OF OGRE POWER
MISTAKE 36 — FORGETTING THE HAMMER COMBINATION USES MULTIPLE ATTUNEMENT SLOTS
Normally:
HAMMER = ONE
and:
BELT/GAUNTLETS = ANOTHER
MISTAKE 37 — THINKING HAT OF MANY SPELLS LETS THE WIZARD CAST ANY SPELL IN THE GAME
Unknown Spell must be:
ON THE WIZARD SPELL LIST
and:
A LEVEL YOU CAN CAST
and obey its:
MATERIAL-COST LIMIT
MISTAKE 38 — MAKING THE HAT'S ARCANA CHECK BEFORE SPENDING THE SLOT
The item explicitly has you:
EXPEND THE SLOT FIRST
MISTAKE 39 — THINKING HEADBAND OF INTELLECT ADDS +19 INTELLIGENCE
Again:
INTELLIGENCE BECOMES 19
MISTAKE 40 — FORGETTING HELM OF BRILLIANCE CONSUMES ITS GEMS
Its spellcasting can permanently reduce:
ITS REMAINING RESOURCES
MISTAKE 41 — THINKING HOLY AVENGER CAN BE ATTUNED BY ANY CHARACTER
It requires:
A PALADIN
MISTAKE 42 — USING TOTAL CHARACTER LEVEL FOR HOLY AVENGER'S 30-FOOT EMANATION
The item requires:
17 OR MORE PALADIN LEVELS
MISTAKE 43 — THINKING HORN OF BLASTING IS SAFE BECAUSE IT HAS NO CHARGES
Every magical use has:
20% EXPLOSION CHANCE
MISTAKE 44 — USING AN IRON HORN OF VALHALLA WITHOUT MARTIAL WEAPON PROFICIENCY
The five spirits then:
ATTACK YOU
MISTAKE 45 — EQUIPPING ONLY ONE HORSESHOE OF SPEED
The Speed bonus requires:
ALL FOUR
on the same creature.
QUICK RECAP
From A through H, you have now learned:
103 MAGIC ITEM ENTRIES
including:
ADAMANTINE ARMOR
which neutralizes Critical Hits.
AMMUNITION OF SLAYING
which devastates one creature type.
AMULET OF THE PLANES
which can transport you correctly—or catastrophically.
ANIMATED SHIELD
which defends while freeing your hands.
APPARATUS OF THE CRAB
which functions like a magical submersible vehicle.
BAG OF HOLDING
and:
HANDY HAVERSACK
which demonstrate the danger of combining extradimensional spaces.
BERSERKER AXE
which combines power with a serious curse.
BROOM OF FLYING
and:
CARPET OF FLYING
which provide magical aerial movement.
CANDLE OF INVOCATION
which can empower D20 Tests and level 1 divine spells or open a Gate.
CRYSTAL BALLS
which turn Scrying into increasingly powerful remote perception.
DRAGON ORB
which is an Artifact capable of controlling its bearer.
ENERGY BOW
which demonstrates that a magic weapon can provide offense, control, teleportation, and exploration.
FIGURINES OF WONDROUS POWER
which turn objects into temporary allied creatures.
HAMMER OF THUNDERBOLTS
which becomes substantially more powerful when combined with specific Strength-enhancing items.
HOLY AVENGER
which is specifically built around the Paladin.
and:
HORN OF VALHALLA
which can summon powerful allies—or enemies if you don't satisfy its requirement.
PRIME HERO CHALLENGE
A party discovers the following treasure:
A BAG OF HOLDING
A HANDY HAVERSACK
AN ENERGY BOW
A +2 PLATE ARMOR
A HORN OF VALHALLA — BRONZE
and:
A HOLY AVENGER
Answer the following.
CHALLENGE 1
The Fighter puts the Bag of Holding inside the Handy Haversack.
What happens?
BOTH ITEMS ARE DESTROYED
An:
ASTRAL GATE
opens, potentially pulling nearby creatures through.
CHALLENGE 2
A character has:
STRENGTH 18
and equips Gauntlets of Ogre Power.
New Strength?
19
Not:
37
CHALLENGE 3
The same character later gets a Storm Giant Belt.
Strength?
29
assuming the belt is functioning and the original Strength isn't already at least 29.
CHALLENGE 4
An Energy Bow attack uses Arrow of Restraint.
The arrow hits.
Does it deal normal bow damage and then restrain?
NO
The restraint attempt is made:
INSTEAD OF DEALING DAMAGE
The target makes:
DC 15 STRENGTH SAVE
CHALLENGE 5
A character wants to use the Energy Bow to move an unconscious ally.
Arrow of Transport requires the creature to be:
WILLING
The SRD does not establish here that an unconscious creature automatically counts as willing.
Therefore:
DO NOT INVENT THAT ASSUMPTION
The GM must apply the relevant rules and circumstances rather than silently treating unconsciousness as consent.
CHALLENGE 6
The party's Fighter has proficiency with Martial weapons but not training with all Medium armor.
They blow:
BRONZE HORN OF VALHALLA
Do they satisfy its requirement?
NO
Bronze requires:
TRAINING WITH ALL MEDIUM ARMOR
The summoned spirits:
ATTACK THE USER
CHALLENGE 7
The Paladin is level:
17 PALADIN
and attuned to Holy Avenger.
Emanation?
30 FEET
CHALLENGE 8
Another character is:
FIGHTER 10 / PALADIN 7
Total level:
17
Does Holy Avenger's aura increase to 30 feet?
NO
They have only:
7 PALADIN LEVELS
CHALLENGE 9
A character activates Frost Brand.
Does it grant Cold Resistance?
NO
It deals extra Cold damage but grants:
FIRE RESISTANCE
while held.
CHALLENGE 10
A character wearing Adamantine Plate is struck by a natural 20.
Result?
NORMAL HIT
Not:
CRITICAL HIT
CHALLENGE 11
The Wizard uses Hat of Many Spells to attempt a level 5 unknown Wizard spell.
Check DC?
10 + 5 =
DC 15 INTELLIGENCE (ARCANA)
When is the level 5 slot spent?
BEFORE THE CHECK
CHALLENGE 12
A creature with Darkvision 120 feet wears Goggles of Night.
New range?
120 + 60 =
180 FEET
CHALLENGE 13
A creature is wearing Armor of Vulnerability granting Resistance to Slashing.
While cursed, what happens with the other two weapon damage types?
BLUDGEONING — VULNERABILITY
PIERCING — VULNERABILITY
CHALLENGE 14
The character removes the armor.
Does that alone end the curse?
NO
CHALLENGE 15
The party uses a Gem of Brightness until all 50 charges are gone.
Does it recharge tomorrow?
NO
It becomes:
A NONMAGICAL 50 GP JEWEL
LESSON 101 — KEY TAKEAWAYS
Magic Items A–H show the enormous range of what:
MAGIC ITEMS
can do.
Remember:
NOT EVERY MAGIC ITEM REQUIRES ATTUNEMENT
THE ITEM HEADER TELLS YOU ITS CATEGORY, RARITY, AND ATTUNEMENT REQUIREMENT
SCORE-SETTING ITEMS SET AN ABILITY SCORE RATHER THAN ADDING THAT NUMBER
CHARGES AND RECHARGE RULES ARE ITEM-SPECIFIC
SOME ITEMS HAVE A FIXED NUMBER OF USES AND NEVER RECHARGE
SOME ITEMS RECHARGE AT DAWN
SOME REQUIRE A SHORT OR LONG REST
SOME REQUIRE DAYS
SOME ARE SINGLE-USE
CURSES FOLLOW THE EXACT RULES OF THE ITEM
EXTRADIMENSIONAL STORAGE ITEMS CAN HAVE DANGEROUS INTERACTIONS
SUMMONED CREATURES FOLLOW THE CONTROL AND INITIATIVE RULES WRITTEN IN THEIR ITEM
MAGIC WEAPONS CAN PROVIDE MUCH MORE THAN EXTRA DAMAGE
SOME ITEMS REQUIRE A PARTICULAR CLASS, SPECIES, ARMOR TRAINING, OR WEAPON PROFICIENCY
ARTIFACTS CAN HAVE UNIQUE RULES FOR CONTROL AND DESTRUCTION
SPECIFIC MAGIC ITEM RULES OVERRIDE THE GENERAL RULE WHEN THEY CONFLICT
and perhaps most importantly:
NEVER ASSUME HOW A MAGIC ITEM WORKS FROM ITS NAME
Read:
THE ACTUAL ITEM DESCRIPTION
because the difference between:
BAG OF HOLDING
and:
BAG OF DEVOURING
may be the difference between storing your equipment and:
BEING EATEN BY AN EXTRADIMENSIONAL CREATURE
NEXT LESSON
LESSON 102 — MAGIC ITEMS I–R
The alphabetical compendium continues with:
I THROUGH R
beginning with:
IMMOVABLE ROD
We will continue through items involving:
FORTRESSES
IOUN STONES
JAVELINS
MAGIC MANUALS
NECKLACES
OILS
PEARLS
POTIONS
PORTABLE HOLES
RINGS
ROBES
RODS
and:
MANY OTHER MAGICAL TREASURES
using the same SRD 5.2.1 rules-first method.
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.