Secret Lesson 102

Magic Items I–R

In Lesson 101, you began the alphabetical:

MAGIC ITEM COMPENDIUM

and studied the catalogue from:

A THROUGH H

You learned that a magic item can be far more than a numerical bonus. It might create an extradimensional space, summon a creature, replace an Ability Score, store spells, impose a curse, provide supernatural movement, or completely change how a character approaches an encounter.

Now we continue from:

IMMOVABLE ROD

through:

ROPE OF ENTANGLEMENT

The next alphabetical entry after Rope of Entanglement is Scarab of Protection, so that item begins the S section and belongs in Lesson 103.

This lesson contains some of the most extraordinary items in the entire SRD, including:

IOUN STONES

IRON FLASK

LUCK BLADE

MANUAL OF GOLEMS

MYSTERIOUS DECK

NINE LIVES STEALER

OATHBOW

PORTABLE HOLE

POTIONS

QUARTERSTAFF OF THE ACROBAT

RINGS

ROBES

RODS

and:

MAGIC ROPES


WHAT YOU WILL LEARN

By the end of this lesson, you will understand magic items that can:

DEFY GRAVITY

CREATE A FORTRESS

CANCEL SPELLS

STORE SPELLS

IMPRISON EXTRAPLANAR CREATURES

CAST WISH

PERMANENTLY INCREASE ABILITY SCORES

CREATE GOLEMS

TURN PAINTINGS INTO REAL OBJECTS

IMPRISON CREATURES IN A MIRROR

ALTER FATE

SUMMON A DJINNI

COMMAND ELEMENTALS

REVERSE FAILED SAVING THROWS

REGENERATE BODY PARTS

REFLECT SPELLS

SEE THROUGH WALLS

ENTER THE ASTRAL PLANE

ABSORB SPELL ENERGY

CREATE A PERSONAL DEMIPLANE

and:

RESTRAIN CREATURES WITH MAGIC ROPE

As always, the exact wording of the individual item matters.

Two Legendary items can operate in completely different ways.

Two objects that both store spells can have different:

CAPACITIES

LEVEL LIMITS

ATTUNEMENT REQUIREMENTS

and:

ACTIVATION RULES


PART ONE: I ITEMS

The I entries are:

  1. Immovable Rod

  2. Instant Fortress

  3. Ioun Stone

  4. Iron Bands

  5. Iron Flask


1. IMMOVABLE ROD

Rod
Uncommon
No Attunement

This iron rod contains a button.

Take the:

UTILIZE ACTION

to press it.

The rod becomes:

MAGICALLY FIXED IN PLACE

It remains there even if this means:

DEFYING GRAVITY

Another Utilize action presses the button again and releases it.

Maximum supported weight:

8,000 POUNDS

If more weight is applied:

THE ROD DEACTIVATES

and:

FALLS

A creature can try to physically move an activated rod.

It takes:

UTILIZE

and makes:

DC 30 STRENGTH (ATHLETICS)

Success:

MOVE THE ROD UP TO 10 FEET

 


AT THE TABLE

The rod is powerful because it creates a fixed point almost anywhere.

A player might use it to:

ANCHOR A ROPE

BLOCK A DOOR

CREATE A HANDHOLD

SUPPORT SOMETHING HEAVY

or invent another physical use.

But the item doesn't say:

“THE ROD CAN NEVER MOVE”

It provides two explicit limits:

8,000 POUNDS

and:

DC 30 STRENGTH (ATHLETICS)

Specific rules matter.


2. INSTANT FORTRESS

Wondrous Item
Rare
Requires Attunement

It begins as a tiny:

1 INCH ADAMANTINE STATUETTE

Take a:

MAGIC ACTION

place it on the ground, and use its command word.

It becomes:

AN ADAMANTINE TOWER

Dimensions:

20 FEET BY 20 FEET

30 FEET HIGH

It includes:

ARROW SLITS

BATTLEMENTS

TWO FLOORS

and your choice of:

LADDER

STAIRCASE

or:

RAMP

connecting the floors and roof.

 


WHEN THE FORTRESS APPEARS

Creatures in the area where it forms are:

PUSHED TO ADJACENT UNOCCUPIED SPACES OUTSIDE

Unattended objects are also:

PUSHED CLEAR

This is important.

The item doesn't describe the fortress appearing and crushing everything beneath it.


THE DOOR

The fortress has:

ONE GROUND LEVEL DOOR

on the side facing you when the tower forms.

The door opens only at:

YOUR COMMAND

You can issue that command as a:

BONUS ACTION

The door is also immune to:

KNOCK

and similar magic.


DEFENSES

The tower cannot be tipped over.

Its:

ROOF

DOOR

and:

WALLS

each have:

AC 20

100 HP

They have Immunity to:

BLUDGEONING

PIERCING

SLASHING

except damage from:

SIEGE EQUIPMENT

They have Resistance to:

ALL OTHER DAMAGE

 


SHRINKING THE FORTRESS

Repeat the command word to return it to statuette form.

But this works only if:

THE TOWER IS EMPTY

Shrinking it:

DOES NOT REPAIR IT

The SRD provides a remarkably specific repair method:

WISH

A casting of Wish restores all Hit Points to the fortress, and this use counts as replicating a spell of level 8 or lower.


3. IOUN STONE

Wondrous Item
Rarity Varies
Requires Attunement

Ioun Stones are small magical stones of different:

SHAPES

and:

COLORS

Take a:

MAGIC ACTION

to toss an attuned stone into the air.

It begins orbiting your head at a distance of:

1D3 FEET

You gain its benefit while it orbits.

Maximum simultaneously orbiting your head:

THREE IOUN STONES

An orbiting Ioun Stone counts as:

AN OBJECT YOU ARE WEARING

The stone magically avoids collisions and frustrates attempts by other creatures to:

ATTACK

or:

SNATCH

it.

You can take:

UTILIZE

to seize and stow any number of your orbiting stones.

If Attunement ends while one is orbiting:

IT FALLS

 


IOUN STONE VARIANTS

ABSORPTION

Very Rare

Reaction when a creature you can see casts a spell of:

LEVEL 4 OR LOWER

Cancel it.

The spell:

HAS NO EFFECT

and resources used to cast it are:

WASTED

The stone can cancel a total of:

20 SPELL LEVELS

Afterward it burns out and becomes:

NONMAGICAL

 


AGILITY

Very Rare

Dexterity:

+2

maximum:

20


AWARENESS

Rare

Advantage on:

INITIATIVE

and:

WISDOM (PERCEPTION)


FORTITUDE

Very Rare

Constitution:

+2

maximum:

20


GREATER ABSORPTION

Legendary

Works like the Absorption stone but can cancel spells of:

LEVEL 8 OR LOWER

It also burns out after canceling a total of:

20 SPELL LEVELS


INSIGHT

Very Rare

Wisdom:

+2

maximum:

20


INTELLECT

Very Rare

Intelligence:

+2

maximum:

20


LEADERSHIP

Very Rare

Charisma:

+2

maximum:

20


MASTERY

Legendary

Your:

PROFICIENCY BONUS

increases by:

+1


PROTECTION

Rare

Armor Class:

+1


REGENERATION

Legendary

At the:

END OF EACH HOUR

you regain:

15 HP

provided you have at least:

1 HP

This does not revive a creature at 0 HP.


RESERVE

Rare

Stores:

UP TO 4 SPELL LEVELS

A newly found stone contains:

1D4 LEVELS

chosen by the GM.

Any creature can cast a spell of level:

1 THROUGH 4

into the stone by touching it while casting.

The spell has no immediate effect.

Instead:

IT IS STORED

If there isn't enough remaining capacity:

THE SPELL IS EXPENDED WITHOUT EFFECT

The capacity consumed equals:

THE SLOT LEVEL USED

When the attuned wearer casts the stored spell, it uses the original caster's:

SLOT LEVEL

SPELL SAVE DC

SPELL ATTACK BONUS

and:

SPELLCASTING ABILITY

but is otherwise treated as though:

THE WEARER CAST THE SPELL

Afterward:

THAT SPELL LEAVES THE STONE

 


STRENGTH

Very Rare

Strength:

+2

maximum:

20


SUSTENANCE

Rare

You no longer need to:

EAT

or:

DRINK

while the stone orbits your head.


IMPORTANT IOUN STONE DISTINCTION

Some Ioun Stones:

INCREASE A SCORE BY 2

This differs from items such as:

GAUNTLETS OF OGRE POWER

which set Strength to a specific score.

For example:

Dexterity 17 with Ioun Stone of Agility:

17 + 2 =

19

Dexterity 19:

19 + 2 would be 21, but the stone's maximum is 20.

Result:

20


4. IRON BANDS

Wondrous Item
Rare

It appears to be a rusty sphere only:

3 INCHES IN DIAMETER

and weighing:

1 POUND

Take a:

MAGIC ACTION

and throw it at a:

HUGE OR SMALLER CREATURE

you can see within:

60 FEET

Make a ranged attack with:

DEXTERITY MODIFIER + PROFICIENCY BONUS

On a hit:

RESTRAINED

The creature remains Restrained until you use:

BONUS ACTION

to command the bands to release it.

A miss or a release causes the bands to collapse back into:

SPHERE FORM

 


BREAKING THE BANDS

A creature that can touch them can take an action and make:

DC 20 STRENGTH (ATHLETICS)

Success:

BANDS DESTROYED

TARGET FREED

Failure has an unusual consequence.

That same creature's further attempts automatically fail for:

24 HOURS

After the bands are used normally:

NEXT DAWN

before they can be used again.


5. IRON FLASK

Wondrous Item
Legendary

This is an extraplanar prison.

While holding an empty Iron Flask:

MAGIC ACTION

Target a creature you can see within:

60 FEET

But the creature must be:

NATIVE TO A DIFFERENT PLANE

than the plane you are currently on.

The target makes:

DC 17 WISDOM SAVING THROW

Failure:

TRAPPED IN THE FLASK

If that creature has previously been trapped by the flask:

ADVANTAGE ON THE SAVE

The flask can hold:

ONE CREATURE

 


WHILE TRAPPED

The creature:

DOESN'T AGE

and doesn't need to:

BREATHE

EAT

or:

DRINK


RELEASING IT

Take a:

MAGIC ACTION

and remove the stopper.

For:

1 HOUR

the released creature obeys your commands.

It understands those commands:

EVEN IF IT DOESN'T KNOW YOUR LANGUAGE

If you give no commands, or give one likely to result in its:

DEATH

or:

IMPRISONMENT

it defends itself but otherwise takes:

NO ACTIONS

After the hour:

NORMAL DISPOSITION AND ALIGNMENT RESUME


IDENTIFY AND THE IRON FLASK

Identify tells you:

WHETHER THE FLASK CONTAINS A CREATURE

It does not reveal:

WHAT CREATURE IS INSIDE

The only way to determine its type is:

OPEN THE FLASK

A newly discovered flask might already contain:

A GM CHOSEN CREATURE

 

That creates an obvious adventure problem.

You may know:

SOMETHING IS INSIDE

without knowing:

WHAT


PART TWO: J ITEMS

There is one J entry.

6. JAVELIN OF LIGHTNING

Javelin
Uncommon

Whenever you hit with it, you may have its damage be:

LIGHTNING

instead of:

PIERCING

That part is not limited to once per day.

Its major Lightning Bolt property is.


LIGHTNING BOLT

When throwing the javelin at a target no farther than:

120 FEET

you can forgo the ranged attack roll.

The javelin becomes a:

5 FOOT WIDE LINE OF LIGHTNING

between you and the target.

The target and every other creature in the Line except you make:

DC 13 DEXTERITY SAVING THROW

Failure:

4D6 LIGHTNING

Success:

HALF

After the damage:

THE JAVELIN REAPPEARS IN YOUR HAND

Lightning Bolt then cannot be used again until:

THE NEXT DAWN

 


PART THREE: K ITEMS

The SRD 5.2.1 alphabetical sequence moves directly from:

JAVELIN OF LIGHTNING

to:

LANTERN OF REVEALING

There is therefore:

NO K ENTRY

in this section of the SRD catalogue.


PART FOUR: L ITEMS

There are two L entries:

  1. Lantern of Revealing

  2. Luck Blade


7. LANTERN OF REVEALING

Wondrous Item
Uncommon

One pint of oil powers the lit lantern for:

6 HOURS

Normal light:

BRIGHT LIGHT 30 FEET

plus:

DIM LIGHT 30 MORE FEET

Invisible creatures and objects become:

VISIBLE

while inside the lantern's:

BRIGHT LIGHT

Utilize the hood to reduce the illumination to:

DIM LIGHT 5 FEET

 

Important

Its revealing property is tied to:

BRIGHT LIGHT

not merely being somewhere near the lantern.


8. LUCK BLADE

Weapon
Legendary
Requires Attunement

It can be a:

GLAIVE

GREATSWORD

LONGSWORD

RAPIER

SCIMITAR

SICKLE

or:

SHORTSWORD

Benefits:

+1 ATTACK

+1 DAMAGE

While the weapon is on your person:

+1 SAVING THROWS

 


LUCK

If the weapon is on your person and you aren't:

INCAPACITATED

you may reroll one:

FAILED D20 TEST

No action required.

You must:

USE THE SECOND ROLL

Recharge:

NEXT DAWN


WISH

The weapon has:

1D3 CHARGES

While holding it:

SPEND 1 CHARGE

to cast:

WISH

This property itself can be used only once before:

THE NEXT DAWN

When all Wish charges are gone:

THE WEAPON LOSES THE WISH PROPERTY

It doesn't say the entire weapon becomes nonmagical.

Its other properties remain unless another rule says otherwise.


PART FIVE: M ITEMS

The M section contains an extraordinary range of weapons, manuals, magical artwork, prisons, armor, and one of the most dangerous random items in the SRD.


9. MACE OF DISRUPTION

Mace
Rare
Requires Attunement

When you hit a:

FIEND

or:

UNDEAD

it takes an additional:

2D6 RADIANT DAMAGE

After that damage, if it has:

25 HP OR FEWER

it makes:

DC 15 WISDOM SAVING THROW

Failure:

DESTROYED

Success:

FRIGHTENED

until the end of your next turn.

While held, the mace emits:

BRIGHT LIGHT 20 FEET

and:

DIM LIGHT 20 MORE FEET

 


10. MACE OF SMITING

Mace
Rare

Normally:

+1 ATTACK

+1 DAMAGE

Against a:

CONSTRUCT

that becomes:

+3 ATTACK

+3 DAMAGE

When you roll:

20 ON THE D20

for an attack with the weapon, the target takes an extra:

7 BLUDGEONING DAMAGE

If the target is a Construct:

14 BLUDGEONING DAMAGE INSTEAD

If that Construct then has:

25 HP OR FEWER

it is:

DESTROYED

 

Notice the wording:

ROLL A 20 ON THE ATTACK ROLL

not merely:

SCORE A CRITICAL HIT BY SOME OTHER MEANS


11. MACE OF TERROR

Mace
Rare
Requires Attunement

Charges:

3

Regain:

1D3 AT DAWN

Magic action, spend one charge.

Choose creatures within:

30 FEET

Each chosen creature:

DC 15 WISDOM SAVE

Failure:

FRIGHTENED FOR 1 MINUTE

 


WHILE FRIGHTENED THIS WAY

The creature must try to move:

AS FAR AWAY FROM YOU AS POSSIBLE

It cannot make:

OPPORTUNITY ATTACKS

Its action can only be used to:

DASH

or try to:

ESCAPE AN EFFECT PREVENTING MOVEMENT

If it has nowhere to move:

DODGE

It repeats the save at:

END OF EACH TURN

Success ends the effect.


12. MANTLE OF SPELL RESISTANCE

Wondrous Item
Rare
Requires Attunement

While wearing the cloak:

ADVANTAGE ON SAVING THROWS AGAINST SPELLS

 

It does not say:

ALL MAGICAL EFFECTS

It says:

SPELLS

That distinction matters.


13. MANUAL OF BODILY HEALTH

Wondrous Item
Very Rare

Spend:

48 HOURS

over no more than:

6 DAYS

studying and practicing its teachings.

Constitution:

+2

maximum:

30

Then:

THE MANUAL LOSES ITS MAGIC

Its magic returns after:

ONE CENTURY

 


14. MANUAL OF GAINFUL EXERCISE

Wondrous Item
Very Rare

Same general procedure:

48 HOURS WITHIN 6 DAYS

Strength:

+2

maximum:

30

The book then loses its magic for:

ONE CENTURY

 


15. MANUAL OF GOLEMS

Wondrous Item
Very Rare

This item doesn't merely improve a character.

It lets a qualified spellcaster create:

A GOLEM

To decipher and use it, you must be:

A SPELLCASTER

with at least:

TWO LEVEL 5 SPELL SLOTS

If an unqualified creature attempts to read it:

6D6 PSYCHIC DAMAGE

 


GOLEM CREATION

You work with the manual for the required time.

You may rest no more than:

8 HOURS PER DAY

You must also pay the required supply cost.

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

When construction is complete:

THE BOOK BURNS AWAY

Sprinkle its ashes onto the creation.

The golem:

ANIMATES

IS UNDER YOUR CONTROL

UNDERSTANDS YOUR COMMANDS

and:

OBEYS THEM

 


16. MANUAL OF QUICKNESS OF ACTION

Wondrous Item
Very Rare

Study and practice:

48 HOURS WITHIN 6 DAYS

Dexterity:

+2

maximum:

30

Then the manual becomes nonmagical for:

ONE CENTURY

 


THE THREE ABILITY MANUALS IN THIS LESSON

Manual Ability Increase Maximum
Bodily Health Constitution +2 30
Gainful Exercise Strength +2 30
Quickness of Action Dexterity +2 30

These are unusual because the maximum can reach:

30

rather than the normal character creation ceiling of 20.


17. MARVELOUS PIGMENTS

Wondrous Item
Very Rare

The box contains:

1D4 POTS

plus a brush.

Spend:

ONE POT

to paint three dimensional objects and terrain within:

ONE 20 FOOT CUBE

Time:

10 MINUTES

You must remain:

INSIDE THE CUBE

and maintain:

CONCENTRATION

 


IF CONCENTRATION BREAKS

or you leave before completing the work:

EVERYTHING PAINTED VANISHES

and:

THE POT IS WASTED

When completed:

THE PAINTED OBJECTS BECOME REAL

Paint a door:

REAL DOOR

Paint a pit:

REAL PIT

But the entire pit depth must fit inside:

THE 20 FOOT CUBE


VALUE LIMITS

No single created object may be worth more than:

25 GP

Total real object value from one pot:

500 GP

Try to paint something more valuable and it may look authentic but actually be made from:

WORTHLESS MATERIAL

Paint pure energy such as fire or lightning:

IT DISSIPATES HARMLESSLY

when the painting is complete.

 

This is a perfect example of:

MAGIC WITH POWERFUL CREATIVE FREEDOM

but also:

EXPLICIT ECONOMIC AND PHYSICAL LIMITS


18. MEDALLION OF THOUGHTS

Wondrous Item
Uncommon
Requires Attunement

Charges:

5

Spend one:

CAST DETECT THOUGHTS

Save DC:

13

Regains:

1D4 CHARGES AT DAWN

 


19. MIRROR OF LIFE TRAPPING

Wondrous Item
Very Rare

Physical statistics:

4 FEET HIGH

2 FEET WIDE

50 POUNDS

AC 11

HP 10

Immunity:

POISON

PSYCHIC

Vulnerability:

BLUDGEONING

At 0 HP:

SHATTERS

 


ACTIVATING THE MIRROR

It must be hanging on:

A VERTICAL SURFACE

While within 5 feet:

MAGIC ACTION

plus command word.

It stays active until similarly deactivated.


THE TRAP

A creature other than you that:

SEES ITS OWN REFLECTION

while within:

30 FEET

must make:

DC 15 CHARISMA SAVING THROW

Failure:

TRAPPED

along with worn and carried possessions.

The mirror contains:

TWELVE EXTRADIMENSIONAL CELLS

A creature that knows the mirror's nature gets:

ADVANTAGE

Constructs:

AUTOMATICALLY SUCCEED

 


INSIDE A CELL

Each cell is an infinite foggy expanse with visibility limited to:

10 FEET

A prisoner:

DOESN'T AGE

and doesn't need to:

EAT

DRINK

or:

SLEEP

Planar travel magic can potentially provide escape.

Otherwise:

THE CREATURE REMAINS CONFINED


ALL TWELVE CELLS FULL

If another creature is trapped:

ONE CURRENT PRISONER IS RANDOMLY FREED

to make room.

Break the mirror:

EVERY PRISONER IS FREED


COMMUNICATING

While within 5 feet:

MAGIC ACTION

Name a prisoner or cell.

Its image appears on the mirror and:

YOU CAN COMMUNICATE

A second command word can:

RELEASE A SPECIFIC PRISONER


EXTRADIMENSIONAL DANGER

Place this mirror inside a:

BAG OF HOLDING

PORTABLE HOLE

or similar extradimensional space and:

BOTH ITEMS ARE DESTROYED

An Astral gate appears.

Creatures within:

10 FEET

that aren't protected by:

TOTAL COVER

are sucked to random locations on:

THE ASTRAL PLANE

The gate then closes and cannot be reopened.


20. MITHRAL ARMOR

Any Medium or Heavy Armor except Hide Armor
Uncommon

Mithral is light and flexible.

The armor can be worn:

UNDER NORMAL CLOTHES

If the normal armor:

IMPOSES DISADVANTAGE ON DEXTERITY (STEALTH)

or has:

A STRENGTH REQUIREMENT

the Mithral version:

DOESN'T

 

Example

Normal Plate has a Strength requirement and imposes Disadvantage on Dexterity (Stealth).

Mithral Plate removes:

BOTH OF THOSE PROPERTIES

It doesn't change every other property of Plate.


21. MYSTERIOUS DECK

Wondrous Item
Legendary

This is one of the most consequential items in the entire SRD.

Most decks contain:

13 CARDS

Some contain:

22 CARDS

Before drawing, you must declare:

HOW MANY CARDS YOU WILL DRAW

Then draw randomly.

A card drawn beyond that declared number:

HAS NO EFFECT

Each valid card normally takes effect:

IMMEDIATELY

You must draw each declared card within:

1 HOUR OF THE PREVIOUS DRAW

Fail to complete the declared number and the remaining cards:

FLY OUT ON THEIR OWN

and:

TAKE EFFECT ALL AT ONCE

 


WHAT HAPPENS TO DRAWN CARDS

A drawn card disappears.

Most later:

REAPPEAR IN THE DECK

The exceptions are:

FOOL

and:

JESTER

Once either has left the deck, later rolls for it are rerolled.


THE MYSTERIOUS DECK CARDS

The full 22 card version can contain:

BALANCE

COMET

DONJON

EURYALE

FATES

FLAMES

FOOL

GEM

JESTER

KEY

KNIGHT

MOON

PUZZLE

ROGUE

RUIN

SAGE

SKULL

STAR

SUN

TALONS

THRONE

VOID

 


BALANCE

Increase one Ability Score:

+2

maximum:

22

but also reduce another by:

2

You cannot reduce a score that is:

5 OR LOWER

You may instead decline the change.


COMET

The next time combat begins against Hostile creatures, choose one as your foe when Initiative is rolled.

If:

YOU

reduce that enemy to 0 HP during the combat:

ADVANTAGE ON DEATH SAVING THROWS FOR 1 YEAR

If somebody else reduces the foe to 0:

NO BENEFIT


DONJON

You vanish into:

SUSPENDED ANIMATION

inside an extradimensional sphere.

Your worn and carried equipment disappears with you except:

ARTIFACTS

which remain behind.

Divination can't locate you.

Wish can reveal:

THE LOCATION OF YOUR PRISON

You draw:

NO MORE CARDS


EURYALE

You suffer a curse:

MINUS 2 TO SAVING THROWS

Ending it requires the extraordinary means stated by the card.


FATES

You gain the ability to erase or avoid:

ONE EVENT

as though it had:

NEVER HAPPENED

You may use this power at any time before:

YOUR DEATH

This is far beyond an ordinary reroll.


FLAMES

A powerful:

DEVIL

becomes your enemy.

The feud continues until:

YOU

or:

THE DEVIL

dies.


FOOL

For:

72 HOURS

you have:

DISADVANTAGE ON D20 TESTS

You must also draw another card.

That additional draw doesn't count toward:

YOUR DECLARED NUMBER


GEM

You gain either:

25 PIECES OF JEWELRY WORTH 2,000 GP EACH

or:

50 GEMS WORTH 1,000 GP EACH


JESTER

Choose either:

ADVANTAGE ON D20 TESTS FOR 72 HOURS

or:

DRAW TWO ADDITIONAL CARDS

The two extra cards exceed your original declared number.


KEY

A:

RARE OR RARER MAGIC WEAPON

with which you are proficient appears.

The:

GM CHOOSES IT


KNIGHT

A loyal:

KNIGHT NPC

appears near you and serves you until death.

The GM can use another suitable stat block.

The character's name and story can be developed with:

THE GM


MOON

You gain the ability to cast:

WISH

a total of:

1D3 TIMES


PUZZLE

One of:

INTELLIGENCE

or:

WISDOM

is permanently reduced by:

1D4 + 1

minimum:

1

You may draw:

ONE EXTRA CARD


ROGUE

An NPC chosen by the GM becomes:

HOSTILE TO YOU

You might not immediately know:

WHO

Ending that hostility requires the exceptional means stated in the card.


RUIN

Your nonmagical wealth is devastated.

Portable property:

VANISHES

Businesses, buildings, and land:

ARE LOST

Records proving your ownership:

ALSO DISAPPEAR

Magic items are excluded from this particular loss.


SAGE

At any time during the next:

YEAR

you can meditate, ask one question, and mentally receive:

A TRUTHFUL ANSWER


SKULL

An:

AVATAR OF DEATH

appears near you.

It attacks:

ONLY YOU

If an ally damages your avatar:

ANOTHER AVATAR APPEARS FOR THAT ALLY

Each affected creature can summon only one in this way.

Most importantly:

A CREATURE SLAIN BY AN AVATAR CAN'T BE RESTORED TO LIFE

 


AVATAR OF DEATH BASICS

It is a:

MEDIUM UNDEAD

AC:

20

HP:

HALF ITS SUMMONER'S HP MAXIMUM

Speed:

60 FEET

Fly:

60 FEET, HOVER

Its Proficiency Bonus equals:

ITS SUMMONER'S

Its Multiattack makes a number of Reaping Scythe attacks equal to:

HALF THE SUMMONER'S PROFICIENCY BONUS

rounded up.

Its Reaping Scythe:

AUTOMATICALLY HITS

and deals:

1D8 + 3 SLASHING

plus:

1D8 NECROTIC

 


STAR

One Ability Score:

+2

maximum:

24


SUN

A magic item chosen by the GM appears on you.

You also gain:

10 TEMPORARY HIT POINTS

at each dawn until:

YOU DIE


TALONS

Every magic item you're wearing or carrying:

DISINTEGRATES

Artifacts:

VANISH INSTEAD

 


THRONE

Choose one:

HISTORY

INSIGHT

INTIMIDATION

PERSUASION

You gain:

PROFICIENCY

and:

EXPERTISE

in it.

You also gain rightful ownership of:

A SMALL KEEP

But monsters currently occupy it.

You need to:

CLEAR THEM OUT

before claiming it.


VOID

Your soul leaves your body and is trapped in an object in a:

GM CHOSEN LOCATION

Powerful beings guard it.

Your body becomes:

INERT

It:

DOESN'T AGE

and needs no:

FOOD

AIR

or:

WATER

Wish:

CANNOT RETURN THE SOUL

but can reveal the location of the object containing it.

You draw:

NO MORE CARDS

 


PRIME RULE OF THE MYSTERIOUS DECK

The deck is not:

A NORMAL TREASURE GENERATOR

Drawing from it can permanently alter:

ABILITY SCORES

WEALTH

NPC RELATIONSHIPS

PROPERTY

MAGIC ITEMS

LIFE

DEATH

HISTORY

and even:

THE CHARACTER'S SOUL

A player should therefore understand that drawing a card can change an entire campaign.


PART SIX: N ITEMS


22. NECKLACE OF ADAPTATION

Wondrous Item
Uncommon
Requires Attunement

While worn:

BREATHE NORMALLY IN ANY ENVIRONMENT

and gain Advantage on saves to:

AVOID

or:

END POISONED

 


23. NECKLACE OF FIREBALLS

Wondrous Item
Rare

Contains:

1D6 + 3 BEADS

Magic action:

Detach a bead and throw it up to:

60 FEET

It detonates as:

LEVEL 3 FIREBALL

Save DC:

15

You can throw multiple beads at once, even:

THE ENTIRE NECKLACE

Each bead after the first adds:

+1D6 DAMAGE

maximum total:

12D6

 


24. NECKLACE OF PRAYER BEADS

Wondrous Item
Rare
Requires Attunement by a Cleric, Druid, or Paladin

Contains:

1D4 + 2 MAGIC BEADS

A bead removed from the necklace:

LOSES ITS MAGIC

You must therefore:

WEAR THE NECKLACE

to use its magical beads.

Each bead lets you cast its spell as a:

BONUS ACTION

If a save is required, use:

YOUR SPELL SAVE DC

After use, that particular bead recharges:

NEXT DAWN

 

d20 Bead Spell
1 to 6 Blessing Bless
7 to 12 Curing Cure Wounds, level 2
13 to 16 Favor Greater Restoration
17 to 18 Smiting Shining Smite
19 Summons Guardian of Faith
20 Wind Walking Wind Walk

A necklace may contain:

DUPLICATE BEADS


25. NINE LIVES STEALER

Any Simple or Martial Weapon
Very Rare
Requires Attunement

Base:

+2 ATTACK

+2 DAMAGE

It has:

1D8 + 1 CHARGES

When all charges are gone:

ONLY LIFE STEALING IS LOST

 


LIFE STEALING

Requirements:

Target has:

FEWER THAN 100 HP

and you roll:

20 ON THE D20

for the attack.

The target makes:

DC 15 CONSTITUTION SAVE

Failure:

INSTANTLY SLAIN

Constructs and Undead:

AUTOMATICALLY SUCCEED

The weapon loses one charge only when:

THE CREATURE IS ACTUALLY SLAIN

This is important.

A natural 20 against a target with 120 HP:

DOESN'T TRIGGER LIFE STEALING


PART SEVEN: O ITEMS


26. OATHBOW

Longbow or Shortbow
Very Rare
Requires Attunement

When making a ranged attack, you can issue its command and designate the target as:

YOUR SWORN ENEMY

The designation lasts until:

THE TARGET DIES

or:

DAWN 7 DAYS LATER

You can have only:

ONE SWORN ENEMY

at a time.

If that enemy dies, you can choose another after:

THE NEXT DAWN

 


AGAINST YOUR SWORN ENEMY

You gain:

ADVANTAGE ON RANGED ATTACK ROLLS WITH THE BOW

The enemy receives no benefit from:

HALF COVER

or:

THREE QUARTERS COVER

You receive no Disadvantage from:

LONG RANGE

A hit deals:

+3D6 PIERCING DAMAGE

But while that sworn enemy lives:

DISADVANTAGE ON ATTACK ROLLS WITH ALL OTHER WEAPONS

This creates a commitment.

The bow wants:

ONE ENEMY


27. OIL OF ETHEREALNESS

Potion
Rare

One vial covers:

ONE MEDIUM OR SMALLER CREATURE

plus its worn and carried equipment.

Each size category above Medium requires:

ONE ADDITIONAL VIAL

Application time:

10 MINUTES

Effect:

ETHEREALNESS

for:

1 HOUR

 


28. OIL OF SHARPNESS

Potion
Very Rare

One vial coats either:

ONE MELEE WEAPON

or:

TWENTY PIECES OF AMMUNITION

The affected weapon or ammunition must be:

NONMAGICAL

and deal:

SLASHING

or:

PIERCING

Application:

1 MINUTE

Afterward the weapon becomes:

+3 WEAPON

or the ammunition becomes:

+3 AMMUNITION

 

Important SRD detail

The item description doesn't specify a duration for this transformation.

Do not import a duration from another rules version.


29. OIL OF SLIPPERINESS

Potion
Uncommon

Apply to one Medium or smaller creature and its equipment.

One additional vial per size category above Medium.

Application:

10 MINUTES

Effect:

FREEDOM OF MOVEMENT

Duration:

8 HOURS

Alternatively:

MAGIC ACTION

Pour it onto the ground.

Area:

10 FOOT SQUARE

Effect:

GREASE

Duration:

8 HOURS

 

One item therefore has:

TWO DIFFERENT USE MODES


PART EIGHT: P ITEMS

The P section contains pendants, pipes, extradimensional storage, and the largest potion collection in the SRD catalogue.


30. PEARL OF POWER

Wondrous Item
Uncommon
Requires Attunement by a Spellcaster

While the pearl is on your person:

MAGIC ACTION

Regain one expended spell slot of:

LEVEL 3 OR LOWER

Recharge:

NEXT DAWN

 

This doesn't create an additional permanent slot.

It:

RESTORES ONE EXPENDED SLOT


31. PERIAPT OF HEALTH

Wondrous Item
Uncommon
Requires Attunement

Magic action:

REGAIN 2D4 + 2 HP

Recharge:

NEXT DAWN

While worn:

ADVANTAGE ON SAVES TO AVOID OR END POISONED

 


32. PERIAPT OF PROOF AGAINST POISON

Wondrous Item
Rare
Requires Attunement

While worn:

IMMUNITY TO POISON DAMAGE

and:

IMMUNITY TO THE POISONED CONDITION

 

This is much stronger protection than merely having Advantage on a save.


33. PERIAPT OF WOUND CLOSURE

Wondrous Item
Uncommon
Requires Attunement

Two benefits.

Life Preservation

Whenever you make a:

DEATH SAVING THROW

you may change any result of:

9 OR LOWER

to:

10

That converts a failure into:

A SUCCESS

Natural Healing Boost

Whenever you roll a:

HIT POINT DIE

to regain HP:

DOUBLE THE HP IT RESTORES

 


34. PHILTER OF LOVE

Potion
Uncommon

After drinking it, the next creature you see within:

10 MINUTES

causes you to have:

CHARMED

toward that creature for:

1 HOUR

 

Important:

THE DRINKER IS CHARMED

The drinker doesn't automatically charm somebody else.


35. PIPES OF HAUNTING

Wondrous Item
Uncommon

Charges:

3

Regain:

1D3 AT DAWN

Magic action, spend one.

Choose creatures within:

30 FEET

Each makes:

DC 15 WISDOM SAVE

Failure:

FRIGHTENED FOR 1 MINUTE

Repeat save:

END OF EACH TURN

Success ends the effect.

A creature that succeeds on the initial or later save becomes immune to the pipes' effect for:

24 HOURS

 


36. PIPES OF THE SEWERS

Wondrous Item
Uncommon
Requires Attunement

While the pipes are on your person:

ORDINARY RATS

and:

GIANT RATS

are:

INDIFFERENT

and normally won't attack unless you:

THREATEN

or:

HARM

them.

 


CALLING RAT SWARMS

Charges:

3

Regain:

1D3 AT DAWN

Play the pipes as a:

MAGIC ACTION

Then use a:

BONUS ACTION

to spend:

1 TO 3 CHARGES

Each charge can call:

ONE SWARM OF RATS

provided enough rats exist within:

HALF A MILE

The:

GM

determines whether enough rats are available.

No rats:

CHARGE WASTED

Called swarms approach by the shortest available route, but they aren't automatically under your control.


CONTROLLING A SWARM

An uncontrolled Swarm of Rats within:

30 FEET

while you play makes:

DC 15 WISDOM SAVE

Failure:

FRIENDLY

and obeys your commands while you continue playing each round as a:

MAGIC ACTION

No command:

DEFENDS ITSELF

but otherwise takes no actions.

If it starts its turn more than:

30 FEET AWAY

control ends.

A swarm that succeeds on its save or escapes your control can't be swayed again for:

24 HOURS


37. PLATE ARMOR OF ETHEREALNESS

Half Plate or Plate Armor
Legendary
Requires Attunement

Magic action plus command word:

GAIN ETHEREALNESS

It ends if:

YOU REMOVE THE ARMOR

or:

USE THE MAGIC ACTION AND COMMAND AGAIN

Recharge:

NEXT DAWN

 


38. PORTABLE HOLE

Wondrous Item
Rare

Normally a fine black cloth.

Unfolded diameter:

6 FEET

Magic action:

Place it on or against a solid surface.

It creates an extradimensional cylindrical space:

10 FEET DEEP

 


IT IS NOT A TUNNEL

The interior exists on:

ANOTHER PLANE

Therefore it cannot simply be used to make:

AN OPEN PASSAGE THROUGH A WALL

A creature in an open hole can:

CLIMB OUT


CLOSING THE HOLE

Magic action:

Fold the cloth.

Everything inside remains in:

THE EXTRADIMENSIONAL SPACE

The folded hole weighs almost:

NOTHING


ESCAPING A CLOSED HOLE

Creature inside:

ACTION

DC 10 STRENGTH (ATHLETICS)

Success:

APPEAR WITHIN 5 FEET OF THE PORTABLE HOLE


AIR

A closed Portable Hole contains:

1 HOUR OF BREATHABLE AIR

divided among all breathing creatures inside.

Example

Four breathing creatures:

60 minutes ÷ 4 =

15 MINUTES


EXTRADIMENSIONAL DISASTER

Put a Portable Hole inside:

BAG OF HOLDING

HANDY HAVERSACK

or similar extradimensional storage:

BOTH ITEMS ARE DESTROYED

An Astral gate opens.

Creatures within:

10 FEET

unless behind:

TOTAL COVER

are sucked to random locations on:

THE ASTRAL PLANE

Then the gate:

CLOSES

and:

CAN'T BE REOPENED

 


PART NINE: POTIONS

The SRD 5.2.1 provides a broad collection of potions.

The important lesson is:

DON'T ASSUME ALL POTIONS SIMPLY HEAL

Some alter:

MOVEMENT

SIZE

STRENGTH

VISIBILITY

RESISTANCE

AGE

EXHAUSTION

and:

SPELL EFFECTS


39. POTION OF ANIMAL FRIENDSHIP

Uncommon

Drink it to cast:

LEVEL 3 ANIMAL FRIENDSHIP

Save DC:

13

 


40. POTION OF CLAIRVOYANCE

Rare

Gain the effect of:

CLAIRVOYANCE

No:

CONCENTRATION

required.

 


41. POTION OF CLIMBING

Common

Duration:

1 HOUR

Gain:

CLIMB SPEED = YOUR SPEED

and Advantage on:

STRENGTH (ATHLETICS)

checks made to climb.

 


42. POTION OF DIMINUTION

Rare

Gain the:

REDUCE

effect of Enlarge/Reduce.

Duration:

1D4 HOURS

No Concentration.


43. POTION OF FLYING

Very Rare

Duration:

1 HOUR

Gain:

FLY SPEED = YOUR SPEED

and:

HOVER

If the effect ends while you're airborne without another way to stay aloft:

YOU FALL

 


44. POTION OF GASEOUS FORM

Rare

Gain Gaseous Form for:

1 HOUR

No Concentration.

You can end it early as a:

BONUS ACTION


45. POTION OF GIANT STRENGTH

Rarity Varies

Duration:

1 HOUR

The potion sets your Strength to a number determined by its giant type.

Type Strength Rarity
Hill 21 Uncommon
Frost or Stone 23 Rare
Fire 25 Rare
Cloud 27 Very Rare
Storm 29 Legendary

If your Strength is already equal to or greater than the potion's score:

NO EFFECT

 


46. POTION OF GROWTH

Uncommon

Gain the:

ENLARGE

effect of Enlarge/Reduce.

Duration:

10 MINUTES

No Concentration.


47. POTIONS OF HEALING

Rarity Varies

Potion HP Regained Rarity
Healing 2d4 + 2 Common
Greater 4d4 + 4 Uncommon
Superior 8d4 + 8 Rare
Supreme 10d4 + 20 Very Rare

 


48. POTION OF HEROISM

Rare

For:

1 HOUR

Gain:

10 TEMPORARY HP

and the effect of:

BLESS

No Concentration.

 


49. POTION OF INVISIBILITY

Rare

Gain:

INVISIBLE

for up to:

1 HOUR

Ends early if you:

MAKE AN ATTACK ROLL

DEAL DAMAGE

or:

CAST A SPELL

 


50. POTION OF INVULNERABILITY

Rare

For:

1 MINUTE

you have:

RESISTANCE TO ALL DAMAGE

 

Despite its name:

YOU ARE NOT IMMUNE TO ALL DAMAGE

You have:

RESISTANCE


51. POTION OF LONGEVITY

Very Rare

Physical age decreases by:

1D6 + 6 YEARS

minimum age:

13

But every subsequent Potion of Longevity creates a cumulative:

10 PERCENT CHANCE

that you instead:

AGE BY 1D6 + 6 YEARS

 

Example

First later use:

10%

Another subsequent use:

20%

Then:

30%

The risk keeps accumulating.


52. POTION OF MIND READING

Rare

Gain Detect Thoughts for:

10 MINUTES

Save DC:

13

No Concentration.


53. POTION OF POISON

Uncommon

This treacherous potion appears to be:

BENEFICIAL

Identify reveals:

ITS TRUE NATURE

Drink it:

4D6 POISON DAMAGE

Then:

DC 13 CONSTITUTION SAVE

Failure:

POISONED FOR 1 HOUR

 


54. POTION OF RESISTANCE

Uncommon

For:

1 HOUR

gain Resistance to one of:

  1. Acid

  2. Cold

  3. Fire

  4. Force

  5. Lightning

  6. Necrotic

  7. Poison

  8. Psychic

  9. Radiant

  10. Thunder

The GM chooses or rolls the type.


55. POTION OF SPEED

Very Rare

Gain Haste for:

1 MINUTE

No Concentration.

Crucially, this item specifically says you do:

NOT

suffer the normal wave of lethargy when the effect ends.

 


56. POTION OF VITALITY

Very Rare

Immediately:

REMOVE ALL EXHAUSTION LEVELS

and:

END POISONED

For the next:

24 HOURS

every Hit Point Die you spend restores:

ITS MAXIMUM POSSIBLE HP

 

Example

A d10 Hit Point Die would restore:

10

before any other applicable modifier rather than requiring the die to be rolled.


57. POTION OF WATER BREATHING

Uncommon

You can breathe underwater for:

24 HOURS

 


PART TEN: Q ITEMS

The Q section has one entry.

58. QUARTERSTAFF OF THE ACROBAT

Quarterstaff
Very Rare
Requires Attunement

Base weapon:

+2 ATTACK

+2 DAMAGE

While holding it, you can create:

GREEN DIM LIGHT 10 FEET

either as:

BONUS ACTION

or immediately after:

ROLLING INITIATIVE

Bonus Action:

EXTINGUISH IT

 


TRANSFORMING THE STAFF

Bonus Action:

Change the weapon into:

6 INCH ROD

for storage

or:

10 FOOT POLE

or back into:

QUARTERSTAFF

It expands only as far as:

SURROUNDING SPACE ALLOWS


ACROBATIC ASSIST

Works in:

QUARTERSTAFF FORM

and:

10 FOOT POLE FORM

Advantage on:

DEXTERITY (ACROBATICS)


ATTACK DEFLECTION

Quarterstaff form only.

When an attack hits you:

REACTION

Gain:

+5 AC

against the triggering attack.

That can turn:

HIT INTO MISS

Recharge:

SHORT OR LONG REST


RANGED WEAPON

Quarterstaff form only.

Thrown range:

30 / 120

Immediately after the ranged attack:

IT RETURNS TO YOUR HAND

 


PART ELEVEN: RINGS

The R section contains one of the largest families of related magic items.

Remember:

“RING”

is only the item category.

Each ring has its own rules.


59. RING OF ANIMAL INFLUENCE

Rare

Charges:

3

Regain:

1D3 AT DAWN

Spend one charge to cast one of:

ANIMAL FRIENDSHIP

FEAR, BEASTS ONLY

SPEAK WITH ANIMALS

Save DC:

13

 


60. RING OF DJINNI SUMMONING

Legendary
Requires Attunement

Magic action:

Summon the ring's particular:

DJINNI

within:

120 FEET

Duration:

CONCENTRATION, UP TO 1 HOUR

or until it reaches:

0 HP

The Djinni is:

FRIENDLY

and:

OBEYS YOUR COMMANDS

No command:

DEFENDS ITSELF

but otherwise:

TAKES NO ACTIONS

After it departs:

24 HOURS

before it can be summoned again.

If the Djinni dies:

THE RING BECOMES NONMAGICAL

 


61. RING OF ELEMENTAL COMMAND

Legendary
Requires Attunement

Every such ring is linked to one of four Elemental Planes:

AIR

EARTH

FIRE

WATER

All versions share two properties.


ELEMENTAL BANE

Your attack rolls against:

ELEMENTALS

have:

ADVANTAGE

Elementals attacking you have:

DISADVANTAGE


ELEMENTAL COMPULSION

Magic action.

Target an Elemental you can see within:

60 FEET

It makes:

DC 18 WISDOM SAVE

Failure:

CHARMED

until the start of your next turn.

You determine what it does with its:

MOVE

and:

ACTION

on its next turn.

 


AIR RING

You know:

AURAN

Resistance:

LIGHTNING

Gain:

FLY SPEED = SPEED

and:

HOVER


EARTH RING

You know:

TERRAN

Resistance:

ACID

Rubble, rock, and dirt do not create Difficult Terrain for you.

You can also move through solid earth or rock as though it were:

DIFFICULT TERRAIN

without disturbing it.

End your turn inside solid earth or rock:

SHUNTED TO THE NEAREST UNOCCUPIED SPACE YOU LAST OCCUPIED


FIRE RING

You know:

IGNAN

and have:

IMMUNITY TO FIRE DAMAGE


WATER RING

You know:

AQUAN

Gain:

SWIM SPEED 60 FEET

and:

BREATHE UNDERWATER

 


SPELLCASTING

Charges:

5

Regain:

1D4 + 1 AT DAWN

Save DC:

18

Plane Spells
Air Chain Lightning 3, Feather Fall 0, Gust of Wind 2, Wind Wall 1
Earth Earthquake 5, Stone Shape 2, Stoneskin 3, Wall of Stone 3
Fire Burning Hands 1, Fireball 2, Fire Storm 4, Wall of Fire 3
Water Create or Destroy Water 1, Ice Storm 2, Tsunami 5, Wall of Ice 3, Water Walk 2

The numbers are:

CHARGE COSTS

 


62. RING OF EVASION

Rare
Requires Attunement

Charges:

3

Regain:

1D3 AT DAWN

When you:

FAIL A DEXTERITY SAVING THROW

Reaction:

SPEND 1 CHARGE

Result:

SUCCEED INSTEAD

 

It doesn't reroll the save.

It:

CHANGES FAILURE INTO SUCCESS


63. RING OF FEATHER FALLING

Rare
Requires Attunement

When you fall:

DESCEND 60 FEET PER ROUND

and:

TAKE NO FALLING DAMAGE

 


64. RING OF FREE ACTION

Rare
Requires Attunement

Difficult Terrain:

COSTS NO EXTRA MOVEMENT

Magic can't:

REDUCE ANY OF YOUR SPEEDS

or cause you to become:

PARALYZED

or:

RESTRAINED

 

Notice the scope:

MAGIC

The item doesn't universally prevent every nonmagical source of those conditions.


65. RING OF INVISIBILITY

Legendary
Requires Attunement

Magic action:

BECOME INVISIBLE

The condition lasts until:

RING REMOVED

or:

BONUS ACTION TO BECOME VISIBLE

 

Unlike Potion of Invisibility, this item's description does not say that attacking, dealing damage, or casting a spell automatically ends the condition.

Follow:

THIS ITEM'S SPECIFIC RULE


66. RING OF JUMPING

Uncommon
Requires Attunement

Cast:

JUMP

but can target:

ONLY YOURSELF

 


67. RING OF MIND SHIELDING

Uncommon
Requires Attunement

While worn, you are immune to magic that allows another creature to:

READ YOUR THOUGHTS

DETERMINE WHETHER YOU ARE LYING

KNOW YOUR ALIGNMENT

or:

KNOW YOUR CREATURE TYPE

Telepathic communication reaches you only if:

YOU ALLOW IT

 


HIDE THE RING

Magic action:

MAKE THE RING IMPERCEPTIBLE

It becomes perceptible when:

YOU CHOOSE

REMOVE IT

or:

DIE


SOUL STORAGE

If you die while wearing the ring and it doesn't already contain a soul:

YOUR SOUL ENTERS THE RING

You can:

REMAIN

or:

DEPART FOR THE AFTERLIFE

While inside, you can communicate telepathically with:

THE WEARER

The wearer:

CANNOT BLOCK THIS COMMUNICATION

 


68. RING OF PROTECTION

Rare
Requires Attunement

While worn:

+1 AC

and:

+1 SAVING THROWS

 


69. RING OF REGENERATION

Very Rare
Requires Attunement

If you have at least:

1 HP

you regain:

1D6 HP EVERY 10 MINUTES

Lose a body part:

It regrows after:

1D6 + 1 DAYS

provided you maintain at least:

1 HP THE WHOLE TIME

 


70. RING OF RESISTANCE

Rare
No Attunement

Gain Resistance determined by the gemstone.

Damage Gem
Acid Pearl
Cold Tourmaline
Fire Garnet
Force Sapphire
Lightning Citrine
Necrotic Jet
Poison Amethyst
Psychic Jade
Radiant Topaz
Thunder Spinel

 


71. RING OF SHOOTING STARS

Very Rare
Requires Attunement

You can cast:

DANCING LIGHTS

or:

LIGHT

The ring also has:

6 CHARGES

Regains:

1D6 AT DAWN

 


FAERIE FIRE

Cost:

1 CHARGE

Cast:

FAERIE FIRE


LIGHTNING SPHERES

Cost:

2 CHARGES

Magic action:

Create up to:

FOUR 3 FOOT DIAMETER SPHERES

Each appears within:

120 FEET

Duration:

CONCENTRATION, UP TO 1 MINUTE

Each emits:

DIM LIGHT 30 FEET

Bonus Action:

Move each sphere up to:

30 FEET

but no farther than:

120 FEET FROM YOU

The first time a sphere gets within 5 feet of another creature not behind Total Cover:

THE SPHERE DISCHARGES

Target:

DC 15 DEXTERITY SAVE

Success:

HALF DAMAGE

The strange but exact SRD damage table is:

Number of Spheres Created Damage per Discharging Sphere
1 4d12 Lightning
2 5d4 Lightning
3 2d6 Lightning
4 2d4 Lightning

 

So:

FEWER SPHERES MEANS MORE DAMAGE PER SPHERE

This is intentional in the table as presented in SRD 5.2.1.


SHOOTING STARS

Magic action.

Spend:

1 TO 3 CHARGES

For each charge:

Launch one glowing mote at a point within:

60 FEET

Each mote affects a:

15 FOOT CUBE

Creatures:

DC 15 DEXTERITY SAVE

Failure:

5D4 RADIANT

Success:

HALF


72. RING OF SPELL STORING

Rare
Requires Attunement

Capacity:

5 SPELL LEVELS

When found:

1D6 MINUS 1 SPELL LEVELS

are already stored, chosen by the GM.

Any creature can cast a spell of:

LEVEL 1 THROUGH 5

into the ring by touching it during the casting.

The spell:

DOESN'T TAKE EFFECT

It becomes:

STORED

If there isn't enough capacity:

SPELL EXPENDED WITHOUT EFFECT

Capacity consumed equals:

SLOT LEVEL USED

 


CASTING FROM THE RING

The wearer casts the stored spell.

It retains the original caster's:

SLOT LEVEL

SPELL SAVE DC

SPELL ATTACK BONUS

SPELLCASTING ABILITY

but is otherwise treated as though:

THE WEARER CAST IT

After casting:

SPELL REMOVED FROM THE RING

That frees capacity.


73. RING OF SPELL TURNING

Legendary
Requires Attunement

While worn:

ADVANTAGE ON SAVES AGAINST SPELLS

If you succeed on a save against a spell of:

LEVEL 7 OR LOWER

the spell has:

NO EFFECT ON YOU

If that spell:

TARGETED ONLY YOU

and:

DIDN'T CREATE AN AREA OF EFFECT

you may take a:

REACTION

to deflect it back at:

THE CASTER

The original caster then makes a save against the spell using:

THEIR OWN SPELL SAVE DC

 


74. RING OF SWIMMING

Uncommon

While worn:

SWIM SPEED 40 FEET

 


75. RING OF TELEKINESIS

Very Rare
Requires Attunement

While worn:

CAST TELEKINESIS

 


76. RING OF THE RAM

Rare
Requires Attunement

Charges:

3

Regain:

1D3 AT DAWN

Magic action:

Spend:

1 TO 3

Make a ranged spell attack against a creature within:

60 FEET

Attack bonus:

+7

Each charge spent adds:

2D10 FORCE DAMAGE

and:

5 FEET OF PUSH

 

Three charges

Damage:

6D10 FORCE

Push:

15 FEET

The ring can also be used against an unattended nonmagical object.

For that purpose it makes a Strength check with:

+5 PER CHARGE SPENT

 


77. RING OF THREE WISHES

Legendary

Charges:

3

While wearing:

SPEND 1

Cast:

WISH

Use the last charge:

RING BECOMES NONMAGICAL

 

Unlike Luck Blade:

THESE CHARGES DON'T RECHARGE


78. RING OF WARMTH

Uncommon
Requires Attunement

Whenever you take Cold damage:

REDUCE IT BY 2D8

Additionally:

YOU

and everything you:

WEAR

and:

CARRY

are unharmed by temperatures of:

0°F OR LOWER

 

This is:

DAMAGE REDUCTION

not:

COLD RESISTANCE

unless another effect supplies Resistance.


79. RING OF WATER WALKING

Uncommon

Cast:

WATER WALK

but target:

ONLY YOURSELF

 


80. RING OF X RAY VISION

Rare
Requires Attunement

Magic action:

Gain X ray vision:

30 FOOT RANGE

for:

1 MINUTE

Solid objects become transparent to you.

Penetration:

1 FOOT OF STONE

1 INCH OF COMMON METAL

3 FEET OF WOOD OR DIRT

Thicker material blocks it.

Even a thin sheet of:

LEAD

blocks it.

 


REPEATED USE

Use it again before completing a:

LONG REST

Make:

DC 15 CONSTITUTION SAVE

Failure:

+1 EXHAUSTION LEVEL

This risk occurs on every further use before the Long Rest.


PART TWELVE: ROBES


81. ROBE OF EYES

Wondrous Item
Rare
Requires Attunement

While worn:

ADVANTAGE ON WISDOM (PERCEPTION) CHECKS RELYING ON SIGHT

You also gain:

DARKVISION 120 FEET

and:

TRUESIGHT 120 FEET

 


THE DRAWBACK

If Light is cast:

ON THE ROBE

or Daylight is cast within:

5 FEET OF IT

you become:

BLINDED FOR 1 MINUTE

At the end of each of your turns:

CONSTITUTION SAVE

DC:

11 FOR LIGHT

15 FOR DAYLIGHT

Success:

BLINDED ENDS

 

A powerful magic item can therefore have:

A SPECIFIC COUNTER

without being cursed.


82. ROBE OF SCINTILLATING COLORS

Wondrous Item
Very Rare
Requires Attunement

Charges:

3

Regain:

1D3 AT DAWN

Magic action, spend one charge.

Until the end of your next turn:

BRIGHT LIGHT 30 FEET

DIM LIGHT 30 MORE FEET

Creatures that can see you have:

DISADVANTAGE ON ATTACK ROLLS AGAINST YOU

 


THE DAZZLING FLASH

When activated, every creature in the Bright Light that can see you makes:

DC 15 WISDOM SAVE

Failure:

STUNNED

until the robe's effect ends.

The effect is short:

UNTIL END OF YOUR NEXT TURN

But Stunned is a powerful condition.


83. ROBE OF STARS

Wondrous Item
Very Rare
Requires Attunement

While worn:

+1 SAVING THROWS

It begins with:

SIX LARGE MAGIC STARS

Magic action:

Remove one star.

Cast:

MAGIC MISSILE AT LEVEL 5

At:

DUSK

1D6 REMOVED STARS

reappear.

 


ASTRAL TRAVEL

While wearing the robe:

MAGIC ACTION

Enter:

THE ASTRAL PLANE

with everything worn and carried.

Another Magic action returns you to:

YOUR PREVIOUS PLANE

You appear in:

THE LAST SPACE YOU OCCUPIED

or nearest unoccupied space if necessary.


84. ROBE OF THE ARCHMAGI

Wondrous Item
Legendary
Requires Attunement by a Sorcerer, Warlock, or Wizard

Three enormous benefits.

Armor

If you aren't wearing armor:

BASE AC = 15 + DEXTERITY MODIFIER

Magic Resistance

Advantage on saves against:

SPELLS

and:

OTHER MAGICAL EFFECTS

War Mage

Increase both:

SPELL SAVE DC +2

and:

SPELL ATTACK BONUS +2

 

This is not:

+2 SPELL DAMAGE

The bonus applies specifically to:

SPELL SAVE DC

and:

SPELL ATTACK BONUS


85. ROBE OF USEFUL ITEMS

Wondrous Item
Uncommon

While wearing it:

MAGIC ACTION

remove a patch.

The patch becomes:

THE OBJECT OR CREATURE IT REPRESENTS

When all patches are gone:

ORDINARY ROBE

 


GUARANTEED PATCHES

Two of each:

BULLSEYE LANTERN

DAGGER

MIRROR

POLE

ROPE

SACK

It also has:

4D4 RANDOM ADDITIONAL PATCHES

Possible results include:

  • 100 GP

  • a silver coffer worth 500 GP

  • an iron door

  • ten 100 GP gems

  • a 24 foot ladder

  • a Riding Horse and Riding Saddle

  • a 10 foot Cube pit

  • four Potions of Healing

  • a rowboat

  • a level 1 to 3 Spell Scroll

  • two Mastiffs

  • a window

  • a Portable Ram

 

This item is effectively:

A PORTABLE TOOLBOX OF IMPOSSIBLE OBJECTS


PART THIRTEEN: RODS


86. ROD OF ABSORPTION

Rod
Very Rare
Requires Attunement

While holding it:

REACTION

when a spell:

TARGETS ONLY YOU

and:

DOESN'T CREATE AN AREA OF EFFECT

The rod absorbs it.

Result:

SPELL EFFECT CANCELED

Resources spent casting it:

WASTED

The rod stores:

SPELL ENERGY

not the spell itself.

 


THE 50 LEVEL LIFETIME LIMIT

The rod can absorb:

50 TOTAL SPELL LEVELS

over its entire existence.

This is not a rechargeable 50 level capacity.

Once it has absorbed:

50 LIFETIME LEVELS

it can never absorb more.

When you attune to it, you know:

TOTAL LIFETIME LEVELS ABSORBED

and:

CURRENT ENERGY STORED


USING STORED ENERGY

If you're a spellcaster, you can use stored levels in place of slots when casting spells you:

KNOW

or:

HAVE PREPARED

Maximum created slot:

LEVEL 5

It also can't exceed the level of spell slot you normally possess.

Example

Rod stores:

7 LEVELS

You spend:

3 LEVELS

as a:

LEVEL 3 SPELL SLOT

Remaining:

7 − 3 =

4 LEVELS

A newly found rod normally has:

1D10 STORED LEVELS

Once the lifetime absorption limit has been reached and all remaining stored energy is gone:

THE ROD BECOMES NONMAGICAL

 


87. ROD OF ALERTNESS

Rod
Very Rare
Requires Attunement

While holding:

ADVANTAGE ON WISDOM (PERCEPTION)

and:

ADVANTAGE ON INITIATIVE

You can also cast:

DETECT EVIL AND GOOD

DETECT MAGIC

DETECT POISON AND DISEASE

SEE INVISIBILITY

 


PROTECTIVE AURA

Magic action:

Plant the rod in the ground.

Light:

BRIGHT 60 FEET

DIM 60 MORE FEET

While you and your allies are in the Bright Light:

+1 AC

+1 SAVING THROWS

and you can sense the location of Invisible creatures also inside the Bright Light.

Duration:

10 MINUTES

or until someone uses a Magic action to:

PULL OUT THE ROD

Recharge:

NEXT DAWN


88. ROD OF LORDLY MIGHT

Rod
Legendary
Requires Attunement

Its normal form works as a magic:

MACE +3

It has:

SIX BUTTONS

plus three additional combat powers.

 


BUTTON 1

Creates a fiery blade.

Choose:

LONGSWORD

or:

SHORTSWORD

Extra damage:

+2D6 FIRE

Light:

BRIGHT 40 FEET

DIM 40 MORE FEET


BUTTON 2

Transforms into:

BATTLEAXE +3


BUTTON 3

Transforms into:

SPEAR +3

with a:

6 FOOT HAFT


BUTTON 4

Transforms into a climbing pole up to:

50 FEET

It has:

ANCHORING SPIKE

HOOKS

and:

LADDER BARS

Maximum supported weight:

4,000 POUNDS

Too much weight or insufficient anchoring:

REVERTS TO NORMAL


BUTTON 5

Transforms into:

BATTERING RAM

Granting:

+10 STRENGTH (ATHLETICS)

checks to break doors, barricades, and similar barriers.


BUTTON 6

Normal form.

Indicates:

MAGNETIC NORTH

if one exists.

Also informs you of your approximate:

DEPTH BELOW GROUND

or:

HEIGHT ABOVE IT

 


DRAIN LIFE

When you hit with a melee attack using the rod:

DC 17 CONSTITUTION SAVE

Failure:

+4D6 NECROTIC DAMAGE

You regain HP equal to:

HALF THE NECROTIC DAMAGE

Recharge:

NEXT DAWN


PARALYZE

Melee hit:

DC 17 CONSTITUTION SAVE

Failure:

PARALYZED FOR 1 MINUTE

Repeat save:

END OF EACH TURN

Recharge:

NEXT DAWN


TERRIFY

Magic action.

Every creature you can see within:

30 FEET

makes:

DC 17 WISDOM SAVE

Failure:

FRIGHTENED FOR 1 MINUTE

Repeat save:

END OF EACH TURN

Recharge:

NEXT DAWN

 

Each of these three properties has:

ITS OWN USE LIMIT


89. ROD OF RESURRECTION

Rod
Legendary
Requires Attunement

Charges:

5

Cast:

HEAL FOR 1 CHARGE

or:

RESURRECTION FOR 5 CHARGES

Regains:

1 CHARGE AT DAWN

If you expend:

THE LAST CHARGE

roll:

1D20

On:

1

the rod disappears in a harmless burst of radiance.

 


90. ROD OF RULERSHIP

Rod
Rare
Requires Attunement

Magic action.

Choose creatures you can see within:

120 FEET

Each:

DC 15 WISDOM SAVE

Failure:

CHARMED FOR 8 HOURS

While Charmed this way, the creature considers you:

ITS TRUSTED LEADER

 

The effect ends early if:

YOU OR YOUR ALLIES HARM IT

or:

YOU COMMAND SOMETHING CONTRARY TO ITS NATURE

Recharge:

NEXT DAWN


91. ROD OF SECURITY

Rod
Very Rare
No Attunement Stated

Magic action.

Transport:

YOURSELF

plus up to:

199 OTHER WILLING CREATURES YOU CAN SEE

to:

A DEMIPLANE

You determine what the demiplane looks like.

It might resemble a:

GARDEN

TAVERN

PALACE

ISLAND

or almost any other environment you imagine.

 


THE SAFE DEMIPLANE

It contains enough:

FOOD

and:

WATER

for its visitors.

Its environment:

CANNOT HARM THE OCCUPANTS

Things created there for interaction exist only:

THERE

Take a flower out:

IT DISAPPEARS


HEALING

For every hour spent there, a visitor regains HP as if the creature had spent:

ONE HIT POINT DIE

Creatures:

DON'T AGE

while there.

But:

TIME PASSES NORMALLY


MAXIMUM DURATION

Maximum days:

200 ÷ NUMBER OF CREATURES PRESENT

round down.

Example

10 visitors:

200 ÷ 10 =

20 DAYS

100 visitors:

200 ÷ 100 =

2 DAYS

200 visitors:

200 ÷ 200 =

1 DAY


RETURN

When time expires or you use a Magic action to end it:

Everyone returns to:

THEIR ORIGINAL LOCATION

or the nearest available unoccupied space.

Recharge:

10 DAYS

Not:

NEXT DAWN

 


PART FOURTEEN: MAGIC ROPES


92. ROPE OF CLIMBING

Wondrous Item
Uncommon

Length:

60 FEET

Maximum load:

3,000 POUNDS

Hold one end and use:

MAGIC ACTION

Command the other end to animate toward a destination within the rope's length.

It moves:

10 FEET IMMEDIATELY

then:

10 FEET AT THE START OF EACH OF YOUR TURNS

until it arrives or you command it to stop.

 


OTHER COMMANDS

You can command it to:

FASTEN ITSELF

UNFASTEN ITSELF

KNOT ITSELF

UNKNOT ITSELF

COIL ITSELF

When knotted:

KNOTS EVERY 1 FOOT

The rope becomes:

50 FEET LONG

and grants:

ADVANTAGE ON ABILITY CHECKS TO CLIMB USING IT


ROPE DURABILITY

AC 20

HP 20

Immunity:

POISON DAMAGE

PSYCHIC DAMAGE

If it has at least 1 HP:

REGAINS 1 HP EVERY 5 MINUTES

At:

0 HP

it is:

DESTROYED

 


93. ROPE OF ENTANGLEMENT

Wondrous Item
Rare

Length:

30 FEET

Hold one end.

Magic action:

Target one creature you can see within:

20 FEET

Target:

DC 15 DEXTERITY SAVE

Failure:

RESTRAINED

 


RELEASING THE TARGET

Simply let go:

TARGET RELEASED

and rope coils in its space.

Or use:

BONUS ACTION

to command release.

Then the rope:

COILS INTO YOUR HAND


ESCAPING

A Restrained target can take an action and choose:

DC 15 STRENGTH (ATHLETICS)

or:

DC 15 DEXTERITY (ACROBATICS)

Success:

RESTRAINT ENDS

If you're still holding the rope when the target escapes:

REACTION

to command it to coil into your hand.

Otherwise:

IT COILS IN THE TARGET'S SPACE

Its object statistics match the Rope of Climbing:

AC 20

HP 20

IMMUNITY TO POISON AND PSYCHIC DAMAGE

1 HP REGENERATED EVERY 5 MINUTES IF IT HAS AT LEAST 1 HP

DESTROYED AT 0 HP

The next alphabetical item is:

SCARAB OF PROTECTION

and therefore belongs to Lesson 103.


PART FIFTEEN: THE BIG PATTERNS BEHIND I THROUGH R

After studying this huge group, several principles should now be obvious.


1. READ THE ACTION ECONOMY

An item may require:

ACTION

MAGIC ACTION

UTILIZE ACTION

BONUS ACTION

REACTION

or:

NO ACTION

These are not interchangeable.

For example:

Immovable Rod:

UTILIZE

Instant Fortress deployment:

MAGIC ACTION

Oathbow designation:

PART OF MAKING THE RANGED ATTACK

Ring of Evasion:

REACTION

Quarterstaff transformation:

BONUS ACTION

Luck Blade reroll:

NO ACTION


2. CHECK WHETHER THE ITEM NEEDS ATTUNEMENT

Some extremely powerful items don't state an Attunement requirement.

Examples in this lesson include:

RING OF THREE WISHES

and:

ROD OF SECURITY

Other items do require Attunement, sometimes by a specific type of character.

Examples:

PEARL OF POWER

requires:

A SPELLCASTER

Necklace of Prayer Beads requires:

CLERIC, DRUID, OR PALADIN

Robe of the Archmagi requires:

SORCERER, WARLOCK, OR WIZARD


3. “ONCE USED” DOESN'T ALWAYS MEAN THE SAME RECHARGE

Possible recharge structures in this lesson include:

NEXT DAWN

SHORT OR LONG REST

24 HOURS

10 DAYS

ONE CENTURY

or:

NEVER

for expendable charges.

Always read:

THE ITEM


4. SOME MAGIC ITEMS HAVE LIFETIME RESOURCES

Examples:

IOUN STONE OF ABSORPTION

can cancel only 20 total spell levels.

ROD OF ABSORPTION

can absorb only 50 total spell levels during its entire existence.

RING OF THREE WISHES

has three Wish charges and then becomes nonmagical.

These aren't ordinary:

DAILY CHARGES


5. SOME ITEMS MODIFY SCORES

Three different systems now exist in your knowledge.

Set a score

Storm Giant Strength item:

STRENGTH 29

Increase a score with a cap of 20

Ioun Stone of Strength:

+2, MAXIMUM 20

Permanently increase beyond 20

Manual of Gainful Exercise:

+2, MAXIMUM 30

Don't confuse them.


6. SOME ITEMS STORE SPELLS

Ioun Stone of Reserve:

4 SPELL LEVELS

Ring of Spell Storing:

5 SPELL LEVELS

They also have different maximum spell levels:

RESERVE: LEVEL 1 TO 4

RING: LEVEL 1 TO 5

The original caster's spell statistics remain relevant when the stored spell is later cast.


7. SOME ITEMS PROVIDE A SPELL EFFECT WITHOUT CONCENTRATION

Examples include certain:

POTIONS

But don't conclude:

ALL SPELL CASTING ITEMS REMOVE CONCENTRATION

If an item says:

NO CONCENTRATION REQUIRED

then no Concentration.

If it doesn't:

DON'T INVENT THAT EXCEPTION

Ring of Djinni Summoning explicitly requires:

CONCENTRATION


8. MAGIC ITEMS CAN INTERACT DANGEROUSLY

The Portable Hole joins:

BAG OF HOLDING

HANDY HAVERSACK

and other extradimensional storage items in the dangerous interaction you already learned.

Putting one inside another can:

DESTROY BOTH ITEMS

and:

OPEN AN ASTRAL GATE

The Mirror of Life Trapping has a similar interaction.


9. RARITY IS NOT A SUBSTITUTE FOR READING THE RULE

An Uncommon item might solve an entire exploration problem.

A Legendary item might create a campaign altering decision.

But rarity alone doesn't tell you:

HOW IT ACTIVATES

HOW OFTEN IT WORKS

WHETHER IT NEEDS ATTUNEMENT

WHETHER IT USES CONCENTRATION

WHETHER IT CAN BE DESTROYED

or:

WHETHER ITS EFFECT IS PERMANENT


COMMON BEGINNER MISTAKES

MISTAKE 1: THINKING IMMOVABLE ROD IS LITERALLY IMPOSSIBLE TO MOVE

It supports:

8,000 POUNDS

and a successful:

DC 30 STRENGTH (ATHLETICS)

can move it up to 10 feet.


MISTAKE 2: USING INSTANT FORTRESS TO CRUSH CREATURES

Its specific deployment rule:

PUSHES CREATURES OUT


MISTAKE 3: SHRINKING THE FORTRESS TO REPAIR IT

It:

DOESN'T REPAIR DAMAGE


MISTAKE 4: ORBITING UNLIMITED IOUN STONES

Maximum:

THREE


MISTAKE 5: THINKING THREE IOUN STONES REMOVE ATTUNEMENT LIMITS

They still:

REQUIRE ATTUNEMENT

The orbit limit and Attunement system are separate rules.


MISTAKE 6: TREATING IOUN STONE OF ABSORPTION LIKE COUNTERSPELL

It uses:

ITS OWN REACTION RULE

and automatically cancels qualifying spells according to its text.

Don't import Counterspell's procedure.


MISTAKE 7: THINKING IRON BANDS USE YOUR NORMAL WEAPON ATTACK BONUS

Their attack bonus is specifically:

DEX MODIFIER + PROFICIENCY BONUS


MISTAKE 8: TRYING TO TRAP ANY CREATURE IN IRON FLASK

Target must be native to:

ANOTHER PLANE

than the one you're currently on.


MISTAKE 9: ASSUMING IDENTIFY REVEALS WHAT IS INSIDE IRON FLASK

It reveals only:

WHETHER A CREATURE IS PRESENT


MISTAKE 10: ROLLING AN ATTACK FOR JAVELIN OF LIGHTNING'S LINE EFFECT

You explicitly:

FORGO THE ATTACK ROLL

The creatures make:

DEXTERITY SAVES


MISTAKE 11: THINKING LANTERN OF REVEALING WORKS IN ITS DIM LIGHT

Invisible creatures and objects are revealed in its:

BRIGHT LIGHT


MISTAKE 12: THINKING LUCK BLADE'S WISH CHARGES RETURN

They:

DO NOT


MISTAKE 13: THINKING MACE OF DISRUPTION AUTOMATICALLY DESTROYS AN UNDEAD AT 25 HP

It first makes:

DC 15 WISDOM SAVE


MISTAKE 14: TREATING MACE OF SMITING'S 20 AS ANY CRITICAL HIT

Its special rule specifically triggers when:

20 IS ROLLED ON THE ATTACK D20


MISTAKE 15: THINKING THE ABILITY MANUALS SET A SCORE

They:

INCREASE BY 2

They do not set the score to 30.


MISTAKE 16: IGNORING THE QUALIFICATION FOR MANUAL OF GOLEMS

You need:

SPELLCASTER

and at least:

TWO LEVEL 5 SPELL SLOTS

Trying to read it without qualification:

6D6 PSYCHIC DAMAGE


MISTAKE 17: USING MARVELOUS PIGMENTS TO CREATE LIMITLESS GOLD

Single object:

MAX 25 GP

Total per pot:

MAX 500 GP


MISTAKE 18: PAINTING A FIREBALL WITH MARVELOUS PIGMENTS

Painted energy:

DISSIPATES HARMLESSLY


MISTAKE 19: ASSUMING MIRROR OF LIFE TRAPPING AFFECTS ITS USER

The reflection trap targets:

CREATURES OTHER THAN THE USER


MISTAKE 20: THINKING MITHRAL ARMOR GIVES A NEW AC FORMULA

It removes its normal:

STEALTH DISADVANTAGE

and:

STRENGTH REQUIREMENT

where applicable.

It doesn't invent a new AC formula.


MISTAKE 21: DRAWING FROM MYSTERIOUS DECK WITHOUT DECLARING A NUMBER FIRST

You must:

DECLARE THE NUMBER

before drawing.


MISTAKE 22: TAKING HOURS BETWEEN DECLARED CARD DRAWS

Each must be drawn within:

1 HOUR

of the previous one.


MISTAKE 23: THINKING SKULL'S AVATAR IS A NORMAL MONSTER ENCOUNTER

Its attack specifically:

AUTOMATICALLY HITS

and being slain by it has:

SPECIAL PERMANENT CONSEQUENCES


MISTAKE 24: THINKING NINE LIVES STEALER TRIGGERS ON A TARGET WITH EXACTLY 100 HP

It requires:

FEWER THAN 100 HP

Not:

100 OR FEWER


MISTAKE 25: THINKING OATHBOW CAN HAVE MULTIPLE SWORN ENEMIES

Maximum:

ONE


MISTAKE 26: INVENTING A DURATION FOR OIL OF SHARPNESS

The SRD entry gives:

NO DURATION

Do not import one from somewhere else.


MISTAKE 27: THINKING PERIAPT OF WOUND CLOSURE AUTOMATICALLY STABILIZES YOU

It modifies your:

DEATH SAVING THROW

A result of 9 or lower becomes:

10


MISTAKE 28: THINKING PHILTER OF LOVE CHARMS THE PERSON YOU LOOK AT

It charms:

YOU

toward the next creature you see.


MISTAKE 29: THINKING PIPES OF THE SEWERS ALWAYS SUMMON RAT SWARMS

There must actually be enough rats within:

HALF A MILE

as determined by:

THE GM


MISTAKE 30: USING PORTABLE HOLE AS A TUNNEL THROUGH A WALL

Its interior exists:

EXTRADIMENSIONALLY

It explicitly doesn't create an open passage.


MISTAKE 31: THINKING POTION OF INVULNERABILITY GRANTS IMMUNITY

It grants:

RESISTANCE


MISTAKE 32: ADDING GIANT STRENGTH POTION VALUE TO YOUR STRENGTH

It:

SETS THE SCORE


MISTAKE 33: APPLYING HASTE'S LETHARGY TO POTION OF SPEED

The potion explicitly removes:

THAT AFTEREFFECT


MISTAKE 34: FORGETTING QUARTERSTAFF OF THE ACROBAT'S ATTACK DEFLECTION RECHARGE

Only once before:

SHORT OR LONG REST


MISTAKE 35: TREATING RING OF EVASION AS A REROLL

It converts:

FAILED SAVE

into:

SUCCESS


MISTAKE 36: MAKING RING OF INVISIBILITY END AFTER AN ATTACK

The item's text doesn't contain that ending condition.


MISTAKE 37: THINKING RING OF FREE ACTION PREVENTS EVERY RESTRAINED CONDITION

Its protection specifies:

MAGIC


MISTAKE 38: THINKING RING OF WARMTH GRANTS COLD RESISTANCE

It reduces Cold damage by:

2D8

That isn't mechanically identical to Resistance.


MISTAKE 39: FORGETTING CONCENTRATION ON RING OF SHOOTING STARS' LIGHTNING SPHERES

They last:

CONCENTRATION, UP TO 1 MINUTE


MISTAKE 40: ASSUMING MORE LIGHTNING SPHERES MEANS MORE DAMAGE PER SPHERE

The SRD table does the opposite.

One sphere:

4D12

Four spheres:

2D4 EACH


MISTAKE 41: THINKING RING OF SPELL STORING USES THE WEARER'S SPELL SAVE DC

It preserves the:

ORIGINAL CASTER'S SPELL STATISTICS


MISTAKE 42: REFLECTING EVERY SPELL WITH RING OF SPELL TURNING

The reflection requirement includes:

LEVEL 7 OR LOWER

SUCCESSFUL SAVE

TARGETED ONLY YOU

and:

NO AREA OF EFFECT


MISTAKE 43: USING ROBE OF EYES WITHOUT REMEMBERING ITS LIGHT WEAKNESS

Light and Daylight can:

BLIND YOU

under the robe's specific conditions.


MISTAKE 44: THINKING ROBE OF STARS' STARS RETURN AT DAWN

They return:

AT DUSK


MISTAKE 45: THINKING ROBE OF THE ARCHMAGI ADDS +2 SPELL DAMAGE

It adds:

+2 SPELL SAVE DC

and:

+2 SPELL ATTACK BONUS


MISTAKE 46: THINKING ROD OF ABSORPTION'S 50 SPELL LEVELS RECHARGE

They represent:

A LIFETIME ABSORPTION LIMIT


MISTAKE 47: USING ROD OF ABSORPTION AGAINST AN AREA SPELL

Its Reaction requires a spell that:

TARGETS ONLY YOU

and:

DOESN'T CREATE AN AREA OF EFFECT


MISTAKE 48: ASSUMING ALL THREE SPECIAL POWERS OF ROD OF LORDLY MIGHT SHARE ONE COOLDOWN

Drain Life, Paralyze, and Terrify each state:

THEIR OWN NEXT DAWN LIMIT


MISTAKE 49: THINKING ROD OF SECURITY STOPS TIME

It doesn't.

Creatures don't age there, but:

TIME PASSES NORMALLY


MISTAKE 50: ASSUMING ROD OF SECURITY RETURNS AT DAWN

Its recharge is:

10 DAYS


QUICK RECAP

From I through R, you have now seen magic items capable of almost every kind of supernatural effect.

IMMOVABLE ROD

creates a fixed point capable of supporting 8,000 pounds.

INSTANT FORTRESS

turns a tiny statuette into a heavily fortified adamantine tower.

IOUN STONES

orbit the user and provide abilities ranging from Ability Score increases to spell cancellation.

IRON BANDS

Restrains creatures with a magical thrown prison.

IRON FLASK

captures extraplanar creatures.

JAVELIN OF LIGHTNING

becomes a lightning Line.

LANTERN OF REVEALING

exposes Invisible creatures and objects.

LUCK BLADE

combines combat bonuses, rerolling, and Wish.

MANUALS

can permanently improve Strength, Dexterity, or Constitution.

MANUAL OF GOLEMS

can create a controlled Golem at enormous cost.

MARVELOUS PIGMENTS

turn painted objects into reality within strict limits.

MIRROR OF LIFE TRAPPING

contains twelve extradimensional prison cells.

MYSTERIOUS DECK

can radically alter a character, campaign, or reality itself.

NINE LIVES STEALER

can instantly slay weakened creatures when the attack d20 shows 20.

OATHBOW

turns one creature into a long term sworn enemy.

PORTABLE HOLE

creates extradimensional storage and dangerous Astral interactions.

POTIONS

can heal, enlarge, shrink, fly, grant Resistance, alter age, remove Exhaustion, and more.

QUARTERSTAFF OF THE ACROBAT

combines mobility, defense, transformation, and ranged attacks.

RINGS

can summon Djinn, command Elementals, turn failed saves into successes, store spells, turn spells back on their casters, grant regeneration, produce Wishes, or see through solid matter.

ROBES

can provide supernatural senses, Stun enemies with color, enter the Astral Plane, empower spellcasting, or produce physical objects from cloth patches.

RODS

can absorb spells, create protective zones, transform into multiple weapons, resurrect the dead, control creatures, or create a safe demiplane.

MAGIC ROPES

can climb on command or Restrict enemies.


PRIME HERO CHALLENGE

A high level adventuring party enters an ancient treasure vault.

Inside they discover:

AN IRON FLASK

A PORTABLE HOLE

A RING OF EVASION

A ROBE OF STARS

A ROD OF ABSORPTION

and:

A MYSTERIOUS DECK

Let's see whether you can correctly apply the rules.


CHALLENGE 1

A Wizard casts a level 6 spell targeting only the character holding a Rod of Absorption.

The spell creates no area.

Can the rod absorb it?

YES

The Rod of Absorption doesn't impose the level 4 limit of an Ioun Stone of Absorption.

If sufficient lifetime capacity remains, it can store the spell energy.


CHALLENGE 2

The rod has already absorbed 48 spell levels during its existence.

Can it absorb the level 6 spell?

NO

That would exceed its lifetime:

50 LEVEL

limit.


CHALLENGE 3

An attuned Ioun Stone of Absorption faces that same level 6 spell.

Can it cancel it?

NO

Normal Absorption works only on:

LEVEL 4 OR LOWER

Greater Absorption could handle level 6.


CHALLENGE 4

The Rogue fails a Dexterity save while wearing a Ring of Evasion.

They spend a charge.

Do they reroll?

NO

Their failed save becomes:

A SUCCESS


CHALLENGE 5

The party puts their Portable Hole inside a Bag of Holding.

What happens?

BOTH ITEMS ARE DESTROYED

An:

ASTRAL GATE

opens and eligible creatures within 10 feet can be sucked through.


CHALLENGE 6

A Fighter drinks Potion of Invulnerability.

Are they immune to damage?

NO

They have:

RESISTANCE TO ALL DAMAGE

for 1 minute.


CHALLENGE 7

A character with Strength 18 drinks a Potion of Storm Giant Strength.

Strength becomes:

29

It does not become:

18 + 29 = 47


CHALLENGE 8

A character with Strength 30 drinks the same potion.

Result?

NO EFFECT

Their own score is already greater than:

29


CHALLENGE 9

A Wizard wears a Robe of Stars and expends all six stars.

When do stars begin returning?

AT DUSK

They regain:

1D6 REMOVED STARS


CHALLENGE 10

A creature uses a Ring of Invisibility and then makes an attack.

Does this item's description automatically end Invisible?

NO

Unlike Potion of Invisibility, Ring of Invisibility doesn't state that attacking ends its Invisible condition.


CHALLENGE 11

A character draws from the Mysterious Deck after declaring:

THREE CARDS

They draw only two and then refuse to continue for more than one hour.

What happens?

THE REMAINING DECLARED CARD FLIES FROM THE DECK AND TAKES EFFECT

The character cannot simply abandon the declaration without consequence.


CHALLENGE 12

The Mysterious Deck produces:

SKULL

An ally attacks the Avatar of Death to help.

What happens?

ANOTHER AVATAR OF DEATH APPEARS

That new avatar targets:

THE ALLY WHO DAMAGED THE FIRST ONE


CHALLENGE 13

A creature with exactly:

100 HP

is hit by Nine Lives Stealer on a natural 20.

Does Life Stealing activate?

NO

The creature must have:

FEWER THAN 100 HP


CHALLENGE 14

A target has:

99 HP

Natural 20.

It fails the:

DC 15 CONSTITUTION SAVE

Result?

SLAIN INSTANTLY

assuming it isn't a Construct or Undead.


CHALLENGE 15

A creature uses Marvelous Pigments to paint a:

5,000 GP DIAMOND

Does a real 5,000 GP diamond appear?

NO

The item imposes a maximum individual object value of:

25 GP


CHALLENGE 16

A Paladin is wearing a Necklace of Prayer Beads.

They physically remove a magical bead to hand it to the Wizard.

Can the Wizard use that bead?

NO

A magical bead removed from the necklace:

LOSES ITS MAGIC


CHALLENGE 17

A character has the Ring of X ray Vision.

They use it once.

No problem.

Five minutes later, before a Long Rest, they use it again.

What happens?

DC 15 CONSTITUTION SAVING THROW

Failure:

+1 EXHAUSTION LEVEL


CHALLENGE 18

A character is wearing Mithral Plate.

Does the Plate's normal Strength requirement apply?

NO

Does its normal Dexterity (Stealth) Disadvantage apply?

NO


CHALLENGE 19

A character has a Ring of Spell Storing containing a spell placed there by a powerful Wizard.

Whose Spell Save DC does the stored spell use?

THE ORIGINAL CASTER'S


CHALLENGE 20

A group of 20 creatures enters a Rod of Security demiplane.

Maximum stay?

200 ÷ 20 =

10 DAYS


LESSON 102: KEY TAKEAWAYS

Remember:

MAGIC ITEM RULES ARE SPECIFIC

ACTIVATION TYPE MATTERS

ATTUNEMENT MATTERS

CHARGE SYSTEMS DIFFER

RECHARGE TIMES DIFFER

SOME RESOURCES NEVER RETURN

SOME ITEMS HAVE LIFETIME LIMITS

SOME ITEMS SET ABILITY SCORES

SOME INCREASE ABILITY SCORES

SOME PERMANENTLY INCREASE SCORES ABOVE 20

SPELL STORAGE PRESERVES SPECIFIC INFORMATION FROM THE ORIGINAL CASTER

SPELL EFFECTS FROM ITEMS DON'T AUTOMATICALLY IGNORE CONCENTRATION

EXTRADIMENSIONAL ITEMS CAN INTERACT CATASTROPHICALLY

ITEM NAMES DON'T DEFINE THEIR MECHANICS

RARITY DOESN'T TELL YOU HOW AN ITEM FUNCTIONS

A LEGENDARY ITEM MAY ALTER AN ENTIRE CAMPAIGN

and above all:

READ THE EXACT ITEM DESCRIPTION BEFORE USING IT

because in 5E, the difference between:

“RESISTANCE”

and:

“IMMUNITY”

between:

“100 HP OR FEWER”

and:

“FEWER THAN 100 HP”

between:

“DAWN”

and:

“DUSK”

or between:

“REROLL THE SAVE”

and:

“SUCCEED INSTEAD”

can completely change what happens at the table.


NEXT LESSON

LESSON 103: MAGIC ITEMS S–Z

The alphabetical Magic Item compendium concludes with the final entries of the SRD 5.2.1, beginning with:

SCARAB OF PROTECTION

and continuing through the final magic items in:

S

T

V

W

and the remaining alphabetic entries.

We will finish the complete magic item catalogue before moving into:

MONSTERS

where the final two lessons of the course will teach you how to read, understand, and run:

MONSTER STAT BLOCKS

and then explore the complete:

MONSTER AND ANIMAL COMPENDIUM

The SRD places Magic Items A to Z before its Monster chapter, with Monsters beginning afterward in the document's structure.

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.