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:

  1. Adamantine Armor

  2. Ammunition, +1, +2, or +3

  3. Ammunition of Slaying

  4. Amulet of Health

  5. Amulet of Proof against Detection and Location

  6. Amulet of the Planes

  7. Animated Shield

  8. Apparatus of the Crab

  9. Armor, +1, +2, or +3

  10. Armor of Invulnerability

  11. Armor of Resistance

  12. Armor of Vulnerability

  13. 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:

  1. Bag of Beans

  2. Bag of Devouring

  3. Bag of Holding

  4. Bag of Tricks

  5. Bead of Force

  6. Bead of Nourishment

  7. Belt of Dwarvenkind

  8. Belt of Giant Strength

  9. Berserker Axe

  10. Boots of Elvenkind

  11. Boots of Levitation

  12. Boots of Speed

  13. Boots of Striding and Springing

  14. Boots of the Winterlands

  15. Bowl of Commanding Water Elementals

  16. Bracers of Archery

  17. Bracers of Defense

  18. Brazier of Commanding Fire Elementals

  19. Brooch of Shielding

  20. 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:

  1. Candle of Invocation

  2. Cape of the Mountebank

  3. Carpet of Flying

  4. Censer of Controlling Air Elementals

  5. Chime of Opening

  6. Circlet of Blasting

  7. Cloak of Arachnida

  8. Cloak of Displacement

  9. Cloak of Elvenkind

  10. Cloak of Invisibility

  11. Cloak of Protection

  12. Cloak of the Bat

  13. Cloak of the Manta Ray

  14. Crystal Ball

  15. Crystal Ball of Mind Reading

  16. Crystal Ball of Telepathy

  17. Crystal Ball of True Seeing

  18. Cube of Force

  19. 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:

  1. Dagger of Venom

  2. Dancing Sword

  3. Decanter of Endless Water

  4. Deck of Illusions

  5. Dimensional Shackles

  6. Dragon Orb

  7. Dragon Scale Mail

  8. Dragon Slayer

  9. Dust of Disappearance

  10. Dust of Dryness

  11. Dust of Sneezing and Choking

  12. Dwarven Plate

  13. 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:

  1. Efficient Quiver

  2. Efreeti Bottle

  3. Elemental Gem

  4. Elixir of Health

  5. Elven Chain

  6. Energy Bow

  7. Eversmoking Bottle

  8. Eyes of Charming

  9. Eyes of Minute Seeing

  10. 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:

  1. Feather Token

  2. Figurine of Wondrous Power

  3. Flame Tongue

  4. Folding Boat

  5. 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:

  1. Gauntlets of Ogre Power

  2. Gem of Brightness

  3. Gem of Seeing

  4. Giant Slayer

  5. Glamoured Studded Leather

  6. Gloves of Missile Snaring

  7. Gloves of Swimming and Climbing

  8. Gloves of Thievery

  9. 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:

  1. Hammer of Thunderbolts

  2. Handy Haversack

  3. Hat of Disguise

  4. Hat of Many Spells

  5. Headband of Intellect

  6. Helm of Brilliance

  7. Helm of Comprehending Languages

  8. Helm of Telepathy

  9. Helm of Teleportation

  10. Holy Avenger

  11. Horn of Blasting

  12. Horn of Valhalla

  13. Horseshoes of a Zephyr

  14. 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.