Магические предметы (260)
Potion of Climbing
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb. This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Spell Scroll
A _Spell Scroll_ bears the words of a single spell, written in a mystical cipher. If the spell is on your spell list, you can read the scroll and cast its spell without Material components. Otherwise, the scroll is unintelligible. Casting the spell by reading the scroll requires the spell's normal casting time. Once the spell is cast, the scroll crumbles to dust. If the casting is interrupted, the scroll isn't lost. If the spell is on your spell list but of a higher level than you can normally cast, you make an ability check using your spellcasting ability to determine whether you cast the spell. The DC equals 10 plus the spell's level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell's saving throw DC and attack bonus, as well as the scroll's rarity, as shown in the following table. <table> <thead> <tr> <th>Spell Level</th> <th>Rarity</th> <th>Save DC</th> <th>Attack Bonus</th> </tr> </thead> <tbody> <tr> <td>Cantrip</td> <td>Common</td> <td>13</td> <td>+5</td> </tr> <tr> <td>1</td> <td>Common</td> <td>13</td> <td>+5</td> </tr> <tr> <td>2</td> <td>Uncommon</td> <td>13</td> <td>+5</td> </tr> <tr> <td>3</td> <td>Uncommon</td> <td>15</td> <td>+7</td> </tr> <tr> <td>4</td> <td>Rare</td> <td>15</td> <td>+7</td> </tr> <tr> <td>5</td> <td>Rare</td> <td>17</td> <td>+9</td> </tr> <tr> <td>6</td> <td>Very Rare</td> <td>17</td> <td>+9</td> </tr> <tr> <td>7</td> <td>Very Rare</td> <td>18</td> <td>+10</td> </tr> <tr> <td>8</td> <td>Very Rare</td> <td>18</td> <td>+10</td> </tr> <tr> <td>9</td> <td>Legendary</td> <td>19</td> <td>+11</td> </tr>
Bead of Nourishment
This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.
Belt of Giant Strength
While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score. <table> <thead> <tr> <th>Belt</th> <th>Str.</th> <th>Rarity</th> </tr> </thead> <tbody> <tr> <td>Belt of Giant Strength (hill)</td> <td>21</td> <td>Rare</td> </tr> <tr> <td>Belt of Giant Strength (frost or stone)</td> <td>23</td> <td>Very Rare</td> </tr> <tr> <td>Belt of Giant Strength (fire)</td> <td>25</td> <td>Very Rare</td> </tr> <tr> <td>Belt of Giant Strength (cloud)</td> <td>27</td> <td>Legendary</td> </tr> <tr> <td>Belt of Giant Strength (storm)</td> <td>29</td> <td>Legendary</td> </tr> </tbody> </table>
Figurine of Wondrous Power
A _Figurine of Wondrous Power_ is a statuette small enough to fit in a pocket. If you take a Magic action to throw the figurine to a point on the ground within 60 feet of yourself, the figurine becomes a living creature specified in the figurine's description below. If the space where the creature would appear is occupied by other creatures or objects, or if there isn't enough space for the creature, the figurine doesn't become a creature. The creature is Friendly to you and your allies. It understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. If you issue no commands, the creature defends itself but takes no other actions. The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if its creature form drops to 0 Hit Points or if you take a Magic action while touching the creature to make it revert to figurine form. When the creature becomes a figurine again, its property can't be used again until a certain amount of time has passed, as specified in the figurine's description. **Bronze Griffon (Rare).** This bronze statuette is of a griffon rampant. It can become a **Griffon** for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed. **Ebony Fly (Rare).** This ebony statuette, carved in the likeness of a horsefly, can become a **Giant Fly** (see the accompanying stat block) for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
Giant Fly
**AC** 11 **Initiative** +1 (11) **HP** 19 (3d10 + 3) **Speed** 30 ft., Fly 60 ft. <table> <thead> <tr> <th></th> <th>MOD</th> <th>SAVE</th> <th></th> <th>MOD</th> <th>SAVE</th> <th></th> <th>MOD</th> <th>SAVE</th> <th colspan="3"></th> </tr> </thead> <tbody> <tr> <td>STR</td> <td>14</td> <td>+2</td> <td>+2</td> <td>DEX</td> <td>13</td> <td>+1</td> <td>+1</td> <td>CON</td> <td>13</td> <td>+1</td> <td>+1</td> </tr> <tr> <td>INT</td> <td>2</td> <td>−4</td> <td>−4</td> <td>WIS</td> <td>10</td> <td>+0</td> <td>+0</td> <td>CHA</td> <td>3</td> <td>−4</td> <td>−4</td> </tr> </tbody> </table> **Senses** Darkvision 60 ft., Passive Perception 10 **Languages** None **CR** 0 (XP 0; PB +2) **Golden Lions (Rare).** These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a **Lion** for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed. **Ivory Goats (Rare).** These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows: **Goat of Terror.** This figurine can become a **Giant Goat** for up to 3 hours. The goat can't attack, but you can (harmlessly) remove its horns and use them as weapons. One horn becomes a _+1 Lance_, and the other becomes a _+2 Longsword_. Removing a horn requires a Magic action, and the weapons disappear and the horns return when the goat reverts to figurine form. While you ride the goat, any Hostile creature that starts its turn within a 30-foot Emanation originating from the goat must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute, until you are no longer riding the goat, or until
Avatar of Death
**AC** 20 **Initiative** +3 (13) <br> **HP** Half the HP maximum of its summoner <br> **Speed** 60 ft., Fly 60 ft. (hover) <br> <table> <thead> <tr> <th></th> <th></th> <th>MOD</th> <th>SAVE</th> <th></th> <th></th> <th>MOD</th> <th>SAVE</th> <th></th> <th></th> <th>MOD</th> <th>SAVE</th> </tr> </thead> <tbody> <tr> <td><strong>STR</strong></td> <td>16</td> <td>+3</td> <td>+3</td> <td><strong>DEX</strong></td> <td>16</td> <td>+3</td> <td>+3</td> <td><strong>CON</strong></td> <td>16</td> <td>+3</td> <td>+3</td> </tr> <tr> <td><strong>INT</strong></td> <td>16</td> <td>+3</td> <td>+3</td> <td><strong>WIS</strong></td> <td>16</td> <td>+3</td> <td>+3</td> <td><strong>CHA</strong></td> <td>16</td> <td>+3</td> <td>+3</td> </tr> </tbody> </table> **Immunities** Necrotic, Poison; Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned, Unconscious<br> **Senses** Truesight 60 ft., Passive Perception 13<br> **Languages** All languages known to its summoner<br> **CR** None (XP 0; PB equals its summoner's) ### Traits <hr> **_Incorporeal Movement._** The avatar can move through other creatures and objects as if they were Difficult Terrain. It takes 5 (1d10) Force damage if it ends its turn inside an object. ### Actions <hr> **_Multiattack._** The avatar makes a number of Reaping Scythe attacks equal to half the summoner's Proficiency Bonus (rounded up). **_Reaping Scythe._** _Melee Attack Roll:_ Automatic hit, reach 5 ft. _Hit:_ 7 (1d8 + 3) Slashing damage plus 4 (1d8) Necrotic damage.
Potion of Giant Strength
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score. This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail. <table> <thead> <tr> <th>Potion</th> <th>Str.</th> <th>Rarity</th> </tr> </thead> <tbody> <tr> <td>Potion of Giant Strength (hill)</td> <td>21</td> <td>Uncommon</td> </tr> <tr> <td>Potion of Giant Strength (frost or stone)</td> <td>23</td> <td>Rare</td> </tr> <tr> <td>Potion of Giant Strength (fire)</td> <td>25</td> <td>Rare</td> </tr> <tr> <td>Potion of Giant Strength (cloud)</td> <td>27</td> <td>Very Rare</td> </tr> <tr> <td>Potion of Giant Strength (storm)</td> <td>29</td> <td>Legendary</td> </tr> </tbody> </table>
Potions of Healing
You regain Hit Points when you drink this potion. The number of Hit Points depends on the potion's rarity, as shown in the table below. Whatever its potency, the potion's red liquid glimmers when agitated. <table> <thead> <tr> <th>Potion</th> <th>HP Regained</th> <th>Rarity</th> </tr> </thead> <tbody> <tr> <td>Potion of Healing</td> <td>2d4 + 2</td> <td>Common</td> </tr> <tr> <td>Potion of Healing (greater)</td> <td>4d4 + 4</td> <td>Uncommon</td> </tr> <tr> <td>Potion of Healing (superior)</td> <td>8d4 + 8</td> <td>Rare</td> </tr> <tr> <td>Potion of Healing (supreme)</td> <td>10d4 + 20</td> <td>Very Rare</td> </tr> </tbody> </table>
Potion of Animal Friendship
When you drink this potion, you can cast the level 3 version of the _Animal Friendship_ spell (save DC 13). Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.
Deck of Illusions
This box contains a set of cards. A full deck has 34 cards: 32 depicting specific creatures and two with a mirrored surface. A deck found as treasure is usually missing 1d20 − 1 cards. The magic of the deck functions only if its cards are drawn at random. You can take a Magic action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of yourself. An illusion of a creature, determined by rolling on the Deck of Illusions table, forms over the thrown card and remains until dispelled. The illusory creature created by the card looks and behaves like a real creature of its kind, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can take a Magic action to move it anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be false, because objects pass through it. A creature that takes a Study action to visually inspect the illusory creature identifies it as an illusion with a successful DC 15 Intelligence (Investigation) check. The illusion lasts until its card is moved or the illusion is dispelled (using a _Dispel Magic_ spell or a similar effect). When the illusion ends, the image on its card disappears, and that card can't be used again. **Deck of Illusions** <table> <thead> <tr> <th>1d100</th> <th>Illusion*</th> </tr> </thead> <tbody> <tr> <td>01–03</td> <td>Adult Red Dragon</td> </tr> <tr> <td>04–06</td> <td>Archmage</td> </tr> <tr> <td>07–09</td> <td>Assassin</td> </tr> <tr> <td>10–12</td> <td>Bandit Captain</td> </tr> <tr> <td>13–15</td> <td>Basilisk</td> </tr> <tr> <td>16–18</td> <td>Berserker</td> </tr> <tr> <td>19–21</td> <td>Bugbear Warrior</td> </tr> <tr> <td>22–24</td> <td>Cloud Giant</td> </tr> <tr> <td>25–27</td> <td>Druid
Periapt of Wound Closure
While wearing this pendant, you gain the following benefits. **_Life Preservation._** Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one. **_Natural Healing Boost._** Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.
Eyes of the Eagle
These crystal lenses fit over the eyes. While wearing them, you have Advantage on Wisdom (Perception) checks that rely on sight. In conditions of clear visibility, you can make out details of even extremely distant creatures and objects as small as 2 feet across.
Gauntlets of Ogre Power
Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
Philter of Love
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour. This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Potion of Poison
This concoction looks, smells, and tastes like a _Potion of Healing_ or another beneficial potion. However, it is actually poison masked by illusion magic. _Identify_ reveals its true nature. If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.
Javelin of Lightning
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
Lantern of Revealing
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's Bright Light. You can take a Utilize action to lower the hood, reducing the lantern's light to Dim Light in a 5-foot radius.
Medallion of Thoughts
The medallion has 5 charges. While wearing it, you can expend 1 charge to cast _Detect Thoughts_ (save DC 13) from it. The medallion regains 1d4 expended charges daily at dawn.
Trident of Fish Command
This magic weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. While you carry it, you can expend 1 charge to cast _Dominate Beast_ (save DC 15) from it on a Beast that has a Swim Speed.
Adamantine Armor
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you're wearing it, any Critical Hit against you becomes a normal hit.
Ammunition, +1, +2, or +3
You have a bonus to attack rolls and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical. This ammunition is typically found or sold in quantities of ten or twenty pieces. Ten pieces of this ammunition are equivalent in value to a potion of the same rarity.
Pipes of Haunting
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.
Broom of Flying
This wooden broom functions like a mundane broom until you stand astride it and take a Magic action to make it hover beneath you, at which time it can be ridden in the air. It has a Fly Speed of 50 feet. It can carry up to 400 pounds, but its Fly Speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land or when you're no longer riding it. As a Magic action, you can send the broom to travel alone to a destination within 1 mile of you if you name the location and are familiar with it. The broom comes back to you when you take a Magic action and use a command word if the broom is still within 1 mile of you.
Wand of Secrets
This wand has 3 charges and regains 1d3 expended charges daily at dawn. While holding it, you can take a Magic action to expend 1 charge, and if a secret door or trap is within 60 feet of you, the wand pulses and points at the one nearest to you.
Wand of the War Mage, +1, +2, or +3
While holding this wand, you gain a bonus to spell attack rolls determined by the wand's rarity. In addition, you ignore Half Cover when making a spell attack roll.
Wand of Web
This wand has 7 charges. While holding it, you can expend 1 charge to cast _Web_ (save DC 13) from it.
Cloak of Protection
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
Pipes of the Sewers
While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them. The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the GM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise. Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.
Cloak of the Manta Ray
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
Bag of Holding
This bag has an interior space considerably larger than its outside dimensions—roughly 2 feet square and 4 feet deep on the inside. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or torn, it is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth unharmed, but the bag must be put right before it can be used again. The bag holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing a _Bag of Holding_ inside an extradimensional space created by a _Handy Haversack_, _Portable Hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within a 10-foot-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can't be reopened.
Bag of Tricks
This bag made from gray, rust, or tan cloth appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. You can take a Magic action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling on the table that corresponds to the bag's color. See "Monsters" for the creature's stat block. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points. The creature is Friendly to you and your allies, and it acts immediately after you on your Initiative count. You can take a Bonus Action to command how the creature moves and what action it takes on its next turn, such as attacking an enemy. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once three fuzzy objects have been pulled from the bag, the bag can't be used again until the next dawn. **Gray Bag of Tricks** <table> <thead> <tr> <th>1d8</th> <th>Creature</th> <th>1d8</th> <th>Creature</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Weasel</td> <td>5</td> <td>Panther</td> </tr> <tr> <td>2</td> <td>Giant Rat</td> <td>6</td> <td>Giant Badger</td> </tr> <tr> <td>3</td> <td>Badger</td> <td>7</td> <td>Dire Wolf</td> </tr> <tr> <td>4</td> <td>Boar</td> <td>8</td> <td>Giant Elk</td> </tr> </tbody> </table> **Rust Bag of Tricks** <table> <thead> <tr> <th>1d8</th> <th>Creature</th> <th>1d8</th> <th>Creature</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Rat</td> <td>5</td> <td>Giant Goat</td> </tr> <tr> <td>2</td> <td>Owl</td> <td>6</td> <td>Giant Boar</td> </tr> <tr> <td>3</td> <td>Mastiff</td> <td>7</td> <td>Lion</td> </tr> <tr> <td>4</td>
Boots of Striding and Springing
While you wear these boots, your Speed becomes 30 feet unless your Speed is higher, and your Speed isn't reduced by you carrying weight in excess of your carrying capacity or wearing Heavy Armor. Once on each of your turns, you can jump up to 30 feet by spending only 10 feet of movement.
Boots of the Winterlands
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
Bracers of Archery
While wearing these bracers, you have proficiency with the Longbow and Shortbow, and you gain a +2 bonus to damage rolls made with such weapons.
Brooch of Shielding
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the _Magic Missile_ spell.
Amulet of Proof against Detection and Location
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
Boots of Elvenkind
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have Advantage on Dexterity (Stealth) checks.
Circlet of Blasting
While wearing this circlet, you can cast _Scorching Ray_ with it (+5 to hit). The circlet can't cast this spell again until the next dawn.
Cloak of Elvenkind
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
Decanter of Endless Water
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds. You can take a Magic action to remove the stopper and issue one of three command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following command words: **Splash.** The decanter produces 1 gallon of water. **Fountain.** The decanter produces 5 gallons of water. **Geyser.** The decanter produces 30 gallons of water that gushes forth in a Line 30 feet long and 1 foot wide. If you're holding the decanter, you can aim the geyser in one direction (no action required). One creature of your choice in the Line must succeed on a DC 13 Strength saving throw or take 1d4 Bludgeoning damage and have the Prone condition. Instead of a creature, you can target one object in the Line that isn't being worn or carried and that weighs no more than 200 pounds. The object is knocked over by the geyser.
Dust of Disappearance
This powder resembles fine sand. There is enough of it for one use. When you take a Utilize action to throw the dust into the air, you and each creature and object within a 10-foot Emanation originating from you have the Invisible condition for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. Immediately after an affected creature makes an attack roll, deals damage, or casts a spell, the Invisible condition ends for that creature.
Dust of Dryness
This small packet contains 1d6 + 4 pinches of dust. As a Utilize action, you can sprinkle a pinch of the dust over water, turning up to a 15-foot Cube of water into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet's weight is negligible. A creature can take a Utilize action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so destroys the pellet and ends its magic. As a Utilize action, you can sprinkle a pinch of the dust on an Elemental within 5 feet of yourself that is composed mostly of water (such as a **Water Elemental**). Such a creature exposed to a pinch of the dust makes a DC 13 Constitution saving throw, taking 10d6 Necrotic damage on a failed save or half as much damage on a successful one.
Dust of Sneezing and Choking
Found in a small container, this powder resembles _Dust of Disappearance_, and _Identify_ reveals it to be such. There is enough of it for one use. As a Utilize action, you can throw the dust into the air, forcing yourself and every creature in a 30-foot Emanation originating from you to make a DC 15 Constitution saving throw. Constructs, Elementals, Oozes, Plants, and Undead succeed on the save automatically. On a failed save, a creature begins sneezing uncontrollably; it has the Incapacitated condition and is suffocating. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. The effect also ends on any creature targeted by a _Lesser Restoration_ spell.
Efficient Quiver
Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 Arrows, Bolts, or similar objects. The midsize compartment holds up to 18 Javelins or similar objects. The longest compartment holds up to 6 long objects, such as bows, Quarterstaffs, or Spears. You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Elemental Gem
This gem contains a mote of elemental energy. When you take a Utilize action to break the gem, an elemental is summoned (see "Monsters" for its stat block), and the gem ceases to be magical. The elemental appears in an unoccupied space as close to the broken gem as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The type of gem determines the elemental, as shown in the following table. <table> <thead> <tr> <th>Gem</th> <th>Summoned Elemental</th> </tr> </thead> <tbody> <tr> <td>Blue sapphire</td> <td>Air Elemental</td> </tr> <tr> <td>Emerald</td> <td>Water Elemental</td> </tr> <tr> <td>Red corundum</td> <td>Fire Elemental</td> </tr> <tr> <td>Yellow diamond</td> <td>Earth Elemental</td> </tr> </tbody> </table>
Eversmoking Bottle
As a Magic action, you can open or close this bottle. Opening the bottle causes thick smoke to billow out, forming a cloud that fills a 60-foot Emanation originating from the bottle. The area within the smoke is Heavily Obscured. Each minute the bottle remains open, the size of the Emanation increases by 10 feet until it reaches its maximum size of 120 feet. Closing the bottle causes the cloud to become fixed in place until it disperses after 10 minutes. A strong wind (such as that created by the _Gust of Wind_ spell) disperses the cloud after 1 minute.
Eyes of Charming
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 or more charges to cast _Charm Person_ (save DC 13). For 1 charge, you cast the level 1 version of the spell. You increase the spell's level by one for each additional charge you expend. The lenses regain all expended charges daily at dawn.
Eyes of Minute Seeing
These crystal lenses fit over the eyes. While wearing them, your vision improves significantly out to a range of 1 foot, granting you Darkvision within that range and Advantage on Intelligence (Investigation) checks made to examine something within that range.
Feather Token
This object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The GM chooses the kind of token or determines it randomly by rolling on the Feather Tokens table. The type of token determines its rarity. As a Bonus Action, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of the whip. The whip disappears after 1 hour, when you take a Magic action to dismiss it, or when you die or have the Incapacitated condition. **Feather Tokens** <table> <thead> <tr> <th>1d100</th> <th>Token</th> <th>Rarity</th> </tr> </thead> <tbody> <tr> <td>01–20</td> <td>Anchor</td> <td>Uncommon</td> </tr> <tr> <td>21–35</td> <td>Bird</td> <td>Rare</td> </tr> <tr> <td>36–50</td> <td>Fan</td> <td>Uncommon</td> </tr> <tr> <td>51–65</td> <td>Swan boat</td> <td>Rare</td> </tr> <tr> <td>66–90</td> <td>Tree</td> <td>Uncommon</td> </tr> <tr> <td>91–00</td> <td>Whip</td> <td>Rare</td> </tr> </tbody> </table>
Gem of Brightness
This prism has 50 charges. While you are holding it, you can take a Magic action and use one of three command words to cause one of the following effects: **First Command Word.** The gem sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet. This effect doesn't expend a charge. It lasts until you take a Bonus Action to repeat the command word or until you use another function of the gem. **Second Command Word.** You expend 1 charge and cause the gem to fire a brilliant beam of light at one creature you can see within 60 feet of yourself. The creature must succeed on a DC 15 Constitution saving throw or have the Blinded condition for 1 minute. The creature repeats the save at the end of each of its turns, ending the effect on itself on a success. **Third Command Word.** You expend 5 charges and cause the gem to flare with intense light in a 30-foot Cone. Each creature in the Cone makes a saving throw as if struck by the beam created with the second command word. When all of the gem's charges are expended, the gem becomes a nonmagical jewel worth 50 GP.
Gloves of Missile Snaring
If you're hit by an attack roll made with a Ranged or Thrown weapon while wearing these gloves, you can take a Reaction to reduce the damage by 1d10 plus your Dexterity modifier if you have a free hand. If you reduce the damage to 0, you can catch the ammunition or weapon if it is small enough for you to hold in that hand.
Gloves of Swimming and Climbing
While wearing these gloves, you have a Climb Speed and a Swim Speed equal to your Speed, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Gloves of Thievery
These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.
Goggles of Night
While wearing these dark lenses, you have Darkvision out to 60 feet. If you already have Darkvision, wearing the goggles increases its range by 60 feet.
Stone of Good Luck (Luckstone)
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Hat of Disguise
While wearing this hat, you can cast the _Disguise Self_ spell. The spell ends if the hat is removed.
Headband of Intellect
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
Helm of Comprehending Languages
While wearing this helm, you can cast _Comprehend Languages_ from it.
Helm of Telepathy
While wearing this helm, you have telepathy with a range of 30 feet, and you can cast _Detect Thoughts_ or _Suggestion_ (save DC 13) from the helm. Once either spell is cast from the helm, that spell can't be cast from it again until the next dawn.
Immovable Rod
This iron rod has a button on one end. You can take a Utilize action to press the button, which causes the rod to become magically fixed in place. Until you or another creature takes a Utilize action to push the button again, the rod doesn't move, even if it defies gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can take a Utilize action to make a DC 30 Strength (Athletics) check, moving the fixed rod up to 10 feet on a successful check.
Mithral Armor
Mithral is a light, flexible metal. Armor made of this substance can be worn under normal clothes. If the armor normally imposes Disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't.
Necklace of Adaptation
While wearing this necklace, you can breathe normally in any environment, and you have Advantage on saving throws made to avoid or end the Poisoned condition.
Oil of Slipperiness
One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _Freedom of Movement_ spell for 8 hours. Alternatively, the oil can be poured on the ground as a Magic action, where it covers a 10-foot square, duplicating the effect of the _Grease_ spell in that area for 8 hours. This sticky, black unguent is thick and heavy, but it flows quickly when poured.
Pearl of Power
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.
Periapt of Health
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn. In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.
Potion of Growth
When you drink this potion, you gain the "enlarge" effect of the _Enlarge/Reduce_ spell for 10 minutes (no Concentration required). The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.
Potion of Resistance
When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table. <table> <thead> <tr> <th>1d10</th> <th>Damage Type</th> <th>1d10</th> <th>Damage Type</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Acid</td> <td>6</td> <td>Necrotic</td> </tr> <tr> <td>2</td> <td>Cold</td> <td>7</td> <td>Poison</td> </tr> <tr> <td>3</td> <td>Fire</td> <td>8</td> <td>Psychic</td> </tr> <tr> <td>4</td> <td>Force</td> <td>9</td> <td>Radiant</td> </tr> <tr> <td>5</td> <td>Lightning</td> <td>10</td> <td>Thunder</td> </tr> </tbody> </table>
Potion of Water Breathing
You can breathe underwater for 24 hours after drinking this potion. This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Ring of Jumping
While wearing this ring, you can cast _Jump_ from it, but can target only yourself when you do so.
Ring of Mind Shielding
While wearing this ring, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it. You can take a Magic action to cause the ring to become imperceptible until you take another Magic action to make it perceptible, until you remove the ring, or until you die. If you die while wearing the ring, your soul enters it, unless it already houses a soul. You can remain in the ring or depart for the afterlife. As long as your soul is in the ring, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
Ring of Swimming
You have a Swim Speed of 40 feet while wearing this ring.
Ring of Warmth
If you take Cold damage while wearing this ring, the ring reduces the damage you take by 2d8. In addition, while wearing this ring, you and everything you wear and carry are unharmed by temperatures of 0 degrees Fahrenheit or lower.
Ring of Water Walking
While wearing this ring, you cast _Water Walk_ from it, targeting only yourself.
Robe of Useful Items
This robe has cloth patches of various shapes and colors covering it. While wearing the robe, you can take a Magic action to detach one of the patches, causing it to become the object or creature it represents. Once the last patch is removed, the robe becomes an ordinary garment. The robe has two of each of the following patches: - Bullseye Lantern (filled and lit) - Dagger - Mirror - Pole - Rope (coiled) - Sack In addition, the robe has 4d4 other patches. The GM chooses the patches or determines them randomly by rolling on the following table. <table> <thead> <tr> <th>1d100</th> <th>Patch</th> </tr> </thead> <tbody> <tr> <td>01–08</td> <td>Bag of 100 GP</td> </tr> <tr> <td>09–15</td> <td>Silver coffer (1 foot long, 6 inches wide and deep) worth 500 GP</td> </tr> <tr> <td>16–22</td> <td>Iron door (up to 10 feet wide and 10 feet high, barred on one side of your choice), which you can place in an opening you can reach; it conforms to fit the opening, attaching and hinging itself</td> </tr> <tr> <td>23–30</td> <td>10 gems worth 100 GP each</td> </tr> <tr> <td>31–44</td> <td>Wooden ladder (24 feet long)</td> </tr> <tr> <td>45–51</td> <td>Riding Horse with a Riding Saddle</td> </tr> <tr> <td>52–59</td> <td>Open pit (a 10-foot Cube), which you can place on the ground within 10 feet of yourself</td> </tr> <tr> <td>60–68</td> <td>4 Potions of Healing</td> </tr> <tr> <td>69–75</td> <td>Rowboat (12 feet long)</td> </tr> <tr> <td>76–83</td> <td>Spell Scroll containing one spell of level 1, 2, or 3 (your choice)</td> </tr> <tr> <td>84–90</td> <td>2 Mastiffs</td> </tr> <tr> <td>91–96</td> <td>Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach</td> </tr> <tr>
Rope of Climbing
This 60-foot length of rope can hold up to 3,000 pounds. While holding one end of the rope, you can take a Magic action to command the other end of the rope to animate and move toward a destination you choose, up to the rope's length away from you. That end moves 10 feet on your turn when you first command it and 10 feet at the start of each of your subsequent turns until reaching its destination or until you tell it to stop. You can also tell the rope to fasten itself securely to an object or to unfasten itself, to knot or unknot itself, or to coil itself for carrying. If you tell the rope to knot, large knots appear at 1-foot intervals along the rope. While knotted, the rope shortens to a 50-foot length and grants Advantage on ability checks made to climb using the rope. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Sending Stones
Once _Sending_ is cast using either stone, the stones can't be used again until the next dawn. If one of the stones in a pair is destroyed, the other one becomes nonmagical.
Sentinel Shield
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.
Shield, +1, +2, or +3
While holding this Shield, you have a bonus to Armor Class determined by the Shield's rarity, in addition to the Shield's normal bonus to AC.
Slippers of Spider Climbing
While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.
Staff of the Python
As a Magic action, you can throw this staff so that it lands in an unoccupied space within 10 feet of you, causing the staff to become a **Giant Constrictor Snake** in that space. The snake is under your control and shares your Initiative count, taking its turn immediately after yours. On your turn, you can mentally command the snake (no action required) if it is within 60 feet of you and you don't have the Incapacitated condition. You decide what action the snake takes and where it moves during its turn, or you can issue it a general command, such as to attack your enemies or guard a location. Absent commands from you, the snake defends itself. As a Bonus Action, you can command the snake to revert to staff form in its current space, and you can't use the staff's property again for 1 hour. If the snake is reduced to 0 Hit Points, it dies and reverts to its staff form; the staff then shatters and is destroyed. If the snake reverts to staff form before losing all its Hit Points, it regains all of them.
Wand of Magic Detection
This wand has 3 charges. While holding it, you can expend 1 charge to cast _Detect Magic_ from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast _Magic Missile_ from it. For 1 charge, you cast the level 1 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Weapon, +1, +2, or +3
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
Weapon of Warning
As long as this weapon is within your reach and you are attuned to it, you and allies within 30 feet of you gain the following benefits.
Wind Fan
While holding this fan, you can cast _Gust of Wind_ (save DC 13) from it. Each subsequent time the fan is used before the next dawn, it has a cumulative 20 percent chance of not working; if the fan fails to work, it tears into useless, nonmagical tatters.
Winged Boots
These boots have 4 charges and regain 1d4 expended charges daily at dawn. While wearing the boots, you can take a Magic action to expend 1 charge, gaining a Fly Speed of 30 feet for 1 hour. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
Portable Hole
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold a _Portable Hole_ and place it on or against a solid surface, whereupon the _Portable Hole_ creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open _Portable Hole_ can exit the hole by climbing out of it. You can take a Magic action to close a _Portable Hole_ by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing. If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the _Portable Hole_. A closed _Portable Hole_ holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside. Placing a _Portable Hole_ inside an extradimensional space created by a _Bag of Holding_, _Handy Haversack_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Potion of Clairvoyance
When you drink this potion, you gain the effect of the _Clairvoyance_ spell (no Concentration required). An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.
Helm of Teleportation
This helm has 3 charges. While wearing it, you can expend 1 charge to cast _Teleport_ from it. The helm regains 1d3 expended charges daily at dawn.
Potion of Diminution
When you drink this potion, you gain the "reduce" effect of the _Enlarge/Reduce_ spell for 1d4 hours (no Concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Potion of Gaseous Form
When you drink this potion, you gain the effect of the _Gaseous Form_ spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action. This potion's container seems to hold fog that moves and pours like water.
Potion of Mind Reading
When you drink this potion, you gain the effect of the _Detect Thoughts_ spell (save DC 13) for 10 minutes (no Concentration required). This potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Iron Bands
This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can take a Magic action to throw the sphere at a Huge or smaller creature you can see within 60 feet of yourself. As the sphere moves through the air, it opens into a tangle of metal bands. Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your Proficiency Bonus. On a hit, the target has the Restrained condition until you take a Bonus Action to issue a command that releases it. Doing so or missing with the attack causes the bands to contract and become a sphere once more. A creature that can touch the bands, including the one Restrained, can take an action to make a DC 20 Strength (Athletics) check to break the iron bands. On a successful check, the item is destroyed, and the Restrained creature is freed. On a failed check, any further attempts made by that creature automatically fail until 24 hours have elapsed. Once the bands are used, they can't be used again until the next dawn.
Sword of Wounding
When you hit a creature with an attack using this magic weapon, the target takes an extra 2d6 Necrotic damage and must succeed on a DC 15 Constitution saving throw or be unable to regain Hit Points for 1 hour. The target repeats the save at the end of each of its turns, ending the effect on itself on a success.
Mace of Disruption
When you hit a Fiend or an Undead with this magic weapon, that creature takes an extra 2d6 Radiant damage. If the target has 25 Hit Points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature has the Frightened condition until the end of your next turn.
Mace of Smiting
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The bonus increases to +3 when you use the weapon to attack a Construct. When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 Bludgeoning damage, or 14 Bludgeoning damage if it's a Construct. If a Construct has 25 Hit Points or fewer after taking this damage, it is destroyed.
Vicious Weapon
This magic weapon deals an extra 2d6 damage to any creature it hits. This extra damage is of the same type as the weapon's normal damage.
Armor of Resistance
You have Resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly by rolling on the following table. <table> <thead> <tr> <th>1d10</th> <th>Damage Type</th> <th>1d10</th> <th>Damage Type</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Acid</td> <td>6</td> <td>Necrotic</td> </tr> <tr> <td>2</td> <td>Cold</td> <td>7</td> <td>Poison</td> </tr> <tr> <td>3</td> <td>Fire</td> <td>8</td> <td>Psychic</td> </tr> <tr> <td>4</td> <td>Force</td> <td>9</td> <td>Radiant</td> </tr> <tr> <td>5</td> <td>Lightning</td> <td>10</td> <td>Thunder</td> </tr> </tbody> </table>
Armor of Vulnerability
While wearing this armor, you have Resistance to one of the following damage types: Bludgeoning, Piercing, or Slashing. The GM chooses the type or determines it randomly.
Arrow-Catching Shield
You gain a +2 bonus to Armor Class against ranged attack rolls while you wield this Shield. This bonus is in addition to the Shield's normal bonus to AC. Whenever an attacker makes a ranged attack roll against a target within 5 feet of you, you can take a Reaction to become the target of the attack instead.
Wand of Paralysis
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of yourself. The target must succeed on a DC 15 Constitution saving throw or have the Paralyzed condition for 1 minute. At the end of each of the target's turns, it repeats the save, ending the effect on itself on a success.
Cape of the Mountebank
This cape smells faintly of brimstone. While wearing it, you can use it to cast _Dimension Door_ as a Magic action. This property can't be used again until the next dawn. When you teleport with that spell, you leave behind a cloud of smoke. The space you left is Lightly Obscured by that smoke until the end of your next turn.
Cloak of the Bat
While wearing this cloak, you have Advantage on Dexterity (Stealth) checks. In an area of Dim Light or Darkness, you can grip the edges of the cloak and use it to gain a Fly Speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in Dim Light or Darkness, you lose this Fly Speed. While wearing the cloak in an area of Dim Light or Darkness, you can cast _Polymorph_ on yourself, shape-shifting into a Bat. While in that form, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Bag of Beans
This heavy cloth bag contains 3d4 dry beans when found. The bag weighs half a pound regardless of how many beans it contains and becomes a non-magical item when it no longer contains any beans. If you dump one or more beans out of the bag, they explode in a 10-foot-radius Sphere centered on them. All the dumped beans are destroyed in the explosion, and each creature in the Sphere, including you, makes a DC 15 Dexterity saving throw, taking 5d4 Force damage on a failed save or half as much damage on a successful one. If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean disappears as it produces an effect 1 minute later from the ground where it was planted. The GM can choose an effect from the following table or determine it randomly. <table> <thead> <tr> <th>1d100</th> <th>Effect</th> </tr> </thead> <tbody> <tr> <td>01</td> <td>5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 Poison damage and have the Poisoned condition for 1 hour. On an even roll, the eater gains 5d6 Temporary Hit Points for 1 hour.</td> </tr> <tr> <td>02–10</td> <td>A geyser erupts and spouts water, beer, mayonnaise, tea, vinegar, wine, or oil (GM's choice) 30 feet into the air for 1d4 minutes.</td> </tr> <tr> <td>11–20</td> <td>A Treant sprouts. Roll any die. On an odd roll, the treant is Chaotic Evil. On an even roll, the treant is Chaotic Good.</td> </tr> <tr> <td>21–30</td> <td>An animate but immobile stone statue in your likeness rises and makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.</td> </tr> <
Bead of Force
This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 _Beads of Force_ are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Bowl of Commanding Water Elementals
While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.
Bracers of Defense
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
Brazier of Commanding Fire Elementals
While you are within 5 feet of this brazier, you can take a Magic action to summon a Fire Elemental. The elemental appears in an unoccupied space as close to the brazier as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The brazier can't be used this way again until the next dawn.
Amulet of Health
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
Armor, +1, +2, or +3
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.
Belt of Dwarvenkind
While wearing this belt, you gain the following benefits: **Dwarvish.** You know Dwarvish. **Friend of Dwarvenkind.** You have Advantage on Charisma (Persuasion) checks made to interact with dwarves and duergar. **Toughness.** Your Constitution increases by 2, to a maximum of 20. In addition, while attuned to the belt, you have a 50 percent chance each day at dawn of growing a full beard if you can grow one, or a thicker beard if you already have one. If you aren't a dwarf or duergar, you gain the following additional benefits while wearing the belt: **Darkvision.** You have Darkvision with a range of 60 feet. **Resilience.** You have Resistance to Poison damage. You also have Advantage on saving throws you make to avoid or end the Poisoned condition.
Berserker Axe
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your Hit Point maximum increases by 1 for each level you have attained. Whenever another creature damages you while the weapon is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. This berserk state ends when you start your turn and there are no creatures within 60 feet of you that you can see or hear. While berserk, you regard the creature nearest to you that you can see or hear as your enemy. If there are multiple possible creatures, choose one at random. On each of your turns, you must move as close to the creature as possible and take the Attack action, targeting the creature. If you're unable to get close enough to the creature to attack it with the weapon, your turn ends after you've used up all your available movement. If the creature dies or can no longer be seen or heard by you, the next nearest creature that you can see or hear becomes your new target.
Boots of Levitation
While you wear these boots, you can cast _Levitate_ on yourself.
Boots of Speed
While you wear these boots, you can take a Bonus Action to click the boots' heels together. If you do, the boots double your Speed, and any creature that makes an Opportunity Attack against you has Disadvantage on the attack roll. If you click your heels together again, you end the effect. When you've used the boots' property for a total of 10 minutes, the magic ceases to function for you until you finish a Long Rest.
Censer of Controlling Air Elementals
While gently swinging this censer, you can take a Magic action to summon an Air Elemental. The elemental appears in an unoccupied space as close to the censer as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The censer can't be used this way again until the next dawn.
Chime of Opening
This hollow metal tube measures about 1 foot long and weighs 1 pound. As a Magic action, you can strike the chime to cast _Knock_. The spell's customary knocking sound is replaced by the clear, ringing tone of the chime, which is audible out to 300 feet. The chime can be used 10 times. After the tenth time, it cracks and becomes useless.
Cloak of Displacement
While you wear this cloak, it magically projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have Disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while your Speed is 0.
Cube of Force
This cube is about an inch across. Each face has a distinct marking on it. You can press one of those faces, expend the number of charges required for it, and thereby cast the spell associated with it (save DC 17), as shown in the Cube of Force Faces table. The cube starts with 10 charges, and it regains 1d6 expended charges daily at dawn. **Cube of Force Faces** <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>Mage Armor</td> <td>1</td> </tr> <tr> <td>Shield</td> <td>1</td> </tr> <tr> <td>Tiny Hut</td> <td>3</td> </tr> <tr> <td>Private Sanctum</td> <td>4</td> </tr> <tr> <td>Resilient Sphere</td> <td>4</td> </tr> <tr> <td>Wall of Force</td> <td>5</td> </tr> </tbody> </table>
Dagger of Venom
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. You can take a Bonus Action to magically coat the blade with poison. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 Poison damage and have the Poisoned condition for 1 minute. The weapon can't be used this way again until the next dawn.
Dimensional Shackles
You can take a Utilize action to place these shackles on a creature that has the Incapacitated condition. The shackles adjust to fit a creature of Small to Large size. The shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing through an interdimensional portal. You and any creature you designate when you use the shackles can take a Utilize action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a successful check, the creature breaks free and destroys the shackles.
Dragon Slayer
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon deals an extra 3d6 damage of the weapon's type if the target is a Dragon.
Stone of Controlling Earth Elementals
While touching this 5-pound stone to the ground, you can take a Magic action to summon an **Earth Elemental**. The elemental appears in an unoccupied space you choose within 30 feet of yourself, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The stone can't be used this way again until the next dawn.
Elixir of Health
When you drink this potion, you are cured of all magical contagions. In addition, the following conditions end on you: Blinded, Deafened, Paralyzed, and Poisoned. The clear, red liquid has tiny bubbles of light in it.
Elven Chain
You gain a +1 bonus to Armor Class while you wear this armor. You are considered trained with this armor even if you lack training with Medium or Heavy armor.
Flame Tongue
While holding this magic weapon, you can take a Bonus Action and use a command word to cause flames to engulf the damage-dealing part of the weapon. These flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet. While the weapon is ablaze, it deals an extra 2d6 Fire damage on a hit. The flames last until you take a Bonus Action to issue the command again or until you drop, stow, or sheathe the weapon.
Folding Boat
This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring a Magic action to use: **First Command Word.** The box unfolds into a Rowboat. **Second Command Word.** The box unfolds into a Keelboat. **Third Command Word.** The _Folding Boat_ folds back into a box if no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so. When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat. Statistics for the Rowboat and Keelboat appear in "Equipment." If either vessel is reduced to 0 Hit Points, the _Folding Boat_ is destroyed.
Gem of Seeing
This gem has 3 charges. As a Magic action, you can expend 1 charge. For the next 10 minutes, you have Truesight out to 120 feet when you peer through the gem. The gem regains 1d3 expended charges daily at dawn.
Giant Slayer
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Giant with this weapon, the Giant takes an extra 2d6 damage of the weapon's type and must succeed on a DC 15 Strength saving throw or have the Prone condition.
Glamoured Studded Leather
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Handy Haversack
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a _Bag of Holding_, _Portable Hole_, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Horn of Blasting
You can take a Magic action to blow the horn, which emits a thunderous blast in a 30-foot Cone that is audible out to 600 feet. Each creature in the Cone makes a DC 15 Constitution saving throw. On a failed save, a creature takes 5d8 Thunder damage and has the Deafened condition for 1 minute. On a successful save, a creature takes half as much damage only. Glass or crystal objects in the Cone that aren't being worn or carried take 10d8 Thunder damage. Each use of the horn's magic has a 20 percent chance of causing the horn to explode. The explosion deals 10d6 Force damage to the user and destroys the horn.
Horn of Valhalla
You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the **Berserker** stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed. Four types of _Horn of Valhalla_ are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table. If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands. <table> <thead> <tr> <th>1d100</th> <th>Horn Type</th> <th>Spirits</th> <th>Requirement</th> </tr> </thead> <tbody> <tr> <td>01–40</td> <td>Silver</td> <td>2</td> <td>None</td> </tr> <tr> <td>41–75</td> <td>Brass</td> <td>3</td> <td>Proficiency with all Simple weapons</td> </tr> <tr> <td>76–90</td> <td>Bronze</td> <td>4</td> <td>Training with all Medium armor</td> </tr> <tr> <td>91–00</td> <td>Iron</td> <td>5</td> <td>Proficiency with all Martial weapons</td> </tr> </tbody> </table>
Horseshoes of Speed
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four horseshoes are attached to the same creature, its Speed is increased by 30 feet.
Instant Fortress
As a Magic action, you can place this 1-inch adamantine statuette on the ground and, using a command word, cause it to grow rapidly into a square adamantine tower. Repeating the command word causes the tower to revert to statuette form, which works only if the tower is empty. Each creature in the area where the tower appears is pushed to an unoccupied space outside but next to the tower. Objects in the area that aren't being worn or carried are also pushed clear of the tower. The tower is 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder, staircase, or ramp (your choice) connecting them. This ladder, staircase, or ramp ends at a trapdoor leading to the roof. When created, the tower has a single door at ground level on the side facing you. The door opens only at your command, which you can issue as a Bonus Action. It is immune to the _Knock_ spell and similar magic. Magic prevents the tower from being tipped over. The roof, the door, and the walls each have AC 20; HP 100; Immunity to Bludgeoning, Piercing, and Slashing damage except that which is dealt by siege equipment; and Resistance to all other damage. Shrinking the tower back down to statuette form doesn't repair damage to the tower. Only a _Wish_ spell can repair the tower (this use of the spell counts as replicating a spell of level 8 or lower). Each casting of _Wish_ causes the tower to regain all its Hit Points.
Mace of Terror
This magic weapon has 3 charges and regains 1d3 expended charges daily at dawn. While holding the weapon, you can take a Magic action and expend 1 charge to release a wave of terror from it. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. While Frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't make Opportunity Attacks. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can take the Dodge action. At the end of each of its turns, a creature repeats the save, ending the effect on itself on a success.
Mantle of Spell Resistance
You have Advantage on saving throws against spells while you wear this cloak.
Necklace of Fireballs
This necklace has 1d6 + 3 beads hanging from it. You can take a Magic action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a level 3 _Fireball_ (save DC 15). You can hurl multiple beads, or even the whole necklace, at one time. When you do so, increase the damage of the _Fireball_ by 1d6 for each bead after the first (maximum 12d6).
Necklace of Prayer Beads
This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic. Six types of magic beads exist. The GM decides the type of each bead on the necklace or determines it randomly by rolling on the table below. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a Bonus Action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn. <table> <thead> <tr> <th>1d20</th> <th>Bead</th> <th>Spell</th> </tr> </thead> <tbody> <tr> <td>1–6</td> <td>Bead of Blessing</td> <td>Bless</td> </tr> <tr> <td>7–12</td> <td>Bead of Curing</td> <td>Cure Wounds (level 2 version)</td> </tr> <tr> <td>13–16</td> <td>Bead of Favor</td> <td>Greater Restoration</td> </tr> <tr> <td>17–18</td> <td>Bead of Smiting</td> <td>Shining Smite</td> </tr> <tr> <td>19</td> <td>Bead of Summons</td> <td>Guardian of Faith</td> </tr> <tr> <td>20</td> <td>Bead of Wind Walking</td> <td>Wind Walk</td> </tr> </tbody> </table>
Oil of Etherealness
One vial of this oil can cover one Medium or smaller creature, along with the equipment it's wearing and carrying (one additional vial is required for each size category above Medium). Applying the oil takes 10 minutes. The affected creature then gains the effect of the _Etherealness_ spell for 1 hour. Beads of this cloudy, gray oil form on the outside of its container and quickly evaporate.
Periapt of Proof against Poison
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.
Potion of Heroism
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the _Bless_ spell (no Concentration required). This potion's blue liquid bubbles and steams as if boiling.
Potion of Invisibility
This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.
Potion of Invulnerability
For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron.
Ring of Animal Influence
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can expend 1 charge to cast one of the following spells (save DC 13) from it: - _Animal Friendship_ - _Fear_ (affects Beasts only) - _Speak with Animals_
Ring of Evasion
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing the ring, you can take a Reaction to expend 1 charge to succeed on that save instead.
Ring of Feather Falling
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Ring of Free Action
While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.
Ring of Protection
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
Ring of Resistance
You have Resistance to one damage type while wearing this ring. The gemstone in the ring indicates the type, which the GM chooses or determines randomly by rolling on the following table. <table> <thead> <tr> <th>1d10</th> <th>Damage Type</th> <th>Gemstone</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Acid</td> <td>Pearl</td> </tr> <tr> <td>2</td> <td>Cold</td> <td>Tourmaline</td> </tr> <tr> <td>3</td> <td>Fire</td> <td>Garnet</td> </tr> <tr> <td>4</td> <td>Force</td> <td>Sapphire</td> </tr> <tr> <td>5</td> <td>Lightning</td> <td>Citrine</td> </tr> <tr> <td>6</td> <td>Necrotic</td> <td>Jet</td> </tr> <tr> <td>7</td> <td>Poison</td> <td>Amethyst</td> </tr> <tr> <td>8</td> <td>Psychic</td> <td>Jade</td> </tr> <tr> <td>9</td> <td>Radiant</td> <td>Topaz</td> </tr> <tr> <td>10</td> <td>Thunder</td> <td>Spinel</td> </tr> </tbody> </table>
Ring of Spell Storing
This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. Any creature can cast a spell of level 1 through 5 into the ring by touching the ring as the spell is cast. The spell has no effect other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Sun Blade
This item appears to be a sword hilt. You gain a +2 bonus to attack rolls and damage rolls made with this weapon, which deals Radiant damage instead of Slashing damage. When you hit an Undead with it, that target takes an extra 1d8 Radiant damage.
Ring of the Ram
This ring has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the ring, you can take a Magic action to expend 1 to 3 charges to make a ranged spell attack against one creature you can see within 60 feet of yourself. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 Force damage and is pushed 5 feet away from you. Alternatively, you can expend 1 to 3 of the ring's charges as a Magic action to try to break a nonmagical object you can see within 60 feet of yourself that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Ring of X-ray Vision
While wearing this ring, you can take a Magic action to gain X-ray vision with a range of 30 feet for 1 minute. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances or a thin sheet of lead block the vision. Whenever you use the ring again before taking a Long Rest, you must succeed on a DC 15 Constitution saving throw or gain 1 Exhaustion level.
Robe of Eyes
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits: **All-Around Vision.** The robe gives you Advantage on Wisdom (Perception) checks that rely on sight. **Special Senses.** You have Darkvision and Truesight, both with a range of 120 feet.
Rod of Rulership
You can take a Magic action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of yourself. Each target must succeed on a DC 15 Wisdom saving throw or have the Charmed condition for 8 hours. While Charmed in this way, the creature regards you as its trusted leader. If harmed by you or your allies or commanded to do something contrary to its nature, a target ceases to be Charmed in this way. Once used, this property can't be used again until the next dawn.
Rope of Entanglement
This rope is 30 feet long. While holding one end of the rope, you can take a Magic action to command the other end to dart forward and entangle one creature you can see within 20 feet of yourself. The target must succeed on a DC 15 Dexterity saving throw or have the Restrained condition. You can release the target by letting go of your end of the rope (causing the rope to coil up in the target's space) or by using a Bonus Action to repeat the command (causing the rope to coil up in your hand). A target Restrained by the rope can take an action to make its choice of a DC 15 Strength (Athletics) or Dexterity (Acrobatics) check. On a successful check, the target is no longer Restrained by the rope. If you're still holding onto the rope when a target escapes from it, you can take a Reaction to command the rope to coil up in your hand; otherwise, the rope coils up in the target's space. The rope has AC 20, HP 20, and Immunity to Poison and Psychic damage. It regains 1 Hit Point every 5 minutes as long as it has at least 1 Hit Point. If the rope drops to 0 Hit Points, it is destroyed.
Shield of Missile Attraction
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
Sword of Life Stealing
When you attack a creature with this magic weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 15 Necrotic damage if it isn't a Construct or an Undead, and you gain Temporary Hit Points equal to the amount of Necrotic damage taken.
Staff of Charming
This staff has 10 charges. While holding the staff, you can use any of its properties: **Cast Spell.** You can expend 1 of the staff's charges to cast _Charm Person_, _Command_, or _Comprehend Languages_ from it using your spell save DC. **Reflect Enchantment.** If you succeed on a saving throw against an Enchantment spell that targets only you, you can take a Reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell. **Resist Enchantment.** If you fail a saving throw against an Enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn.
Staff of Healing
This staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spellcasting ability modifier. The table indicates how many charges you must expend to cast the spell. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Cure Wounds*</td> <td>1 charge per spell level (maximum 4 for a level 4 spell)</td> </tr> <tr> <td>*Lesser Restoration*</td> <td>2</td> </tr> <tr> <td>*Mass Cure Wounds*</td> <td>5</td> </tr> </tbody> </table>
Staff of Swarming Insects
This staff has 10 charges. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Giant Insect*</td> <td>4</td> </tr> <tr> <td>*Insect Plague*</td> <td>5</td> </tr> </tbody> </table>
Staff of the Woodlands
This staff has 6 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Animal Friendship*</td> <td>1</td> </tr> <tr> <td>*Awaken*</td> <td>5</td> </tr> <tr> <td>*Barkskin*</td> <td>2</td> </tr> <tr> <td>*Locate Animals or Plants*</td> <td>2</td> </tr> <tr> <td>*Pass without Trace*</td> <td>2</td> </tr> <tr> <td>*Speak with Animals*</td> <td>1</td> </tr> <tr> <td>*Speak with Plants*</td> <td>3</td> </tr> <tr> <td>*Wall of Thorns*</td> <td>6</td> </tr> </tbody> </table>
Staff of Withering
This staff has 3 charges and regains 1d3 expended charges daily at dawn. The staff can be wielded as a magic Quarterstaff. On a hit, it deals damage as a normal Quarterstaff, and you can expend 1 charge to deal an extra 2d10 Necrotic damage to the target and force it to make a DC 15 Constitution saving throw. On a failed save, the target has Disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Wand of Binding
This wand has 7 charges. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Hold Monster*</td> <td>5</td> </tr> <tr> <td>*Hold Person*</td> <td>2</td> </tr> </tbody> </table>
Wand of Enemy Detection
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
Wand of Fear
This wand has 7 charges. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Command* (flee or grovel only)</td> <td>1</td> </tr> <tr> <td>*Fear* (60-foot Cone)</td> <td>3</td> </tr> </tbody> </table>
Wand of Fireballs
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast _Fireball_ (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Wand of Lightning Bolts
This wand has 7 charges. While holding it, you can expend no more than 3 charges to cast _Lightning Bolt_ (save DC 15) from it. For 1 charge, you cast the level 3 version of the spell. You can increase the spell's level by 1 for each additional charge you expend.
Wand of Wonder
This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge while choosing a point within 120 feet of yourself. That location becomes the point of origin of a spell or other magical effect determined by rolling on the Wand of Wonder Effects table. Spells cast from the wand have a save DC of 15. If a spell's maximum range is normally less than 120 feet, it becomes 120 feet when cast from the wand. If an effect has multiple possible subjects, the GM determines randomly which among them are affected. **Wand of Wonder Effects** <table> <thead> <tr> <th>1d100</th> <th>Effect</th> </tr> </thead> <tbody> <tr> <td>01–20</td> <td>You cast a spell originating from the chosen point. Roll 1d10 to determine the spell: on a 1–2, Darkness; on a 3–4, Faerie Fire; on a 5–6, Fireball; on a 7–8, Slow; on a 9–10, Stinking Cloud.</td> </tr> <tr> <td>21–25</td> <td>Nothing happens at the chosen point of origin. Instead, you have the Stunned condition until the start of your next turn, believing something awesome just happened.</td> </tr> <tr> <td>26–30</td> <td>You cast Gust of Wind. The Line created by the spell extends from you to the chosen point of origin.</td> </tr> <tr> <td>31–35</td> <td>Nothing happens at the chosen point of origin. Instead, you take 1d6 Psychic damage.</td> </tr> <tr> <td>36–40</td> <td>Heavy rain falls for 1 minute in a 120-foot-high, 60-foot-radius Cylinder centered on the chosen point of origin. During that time, the area of effect is Lightly Obscured.</td> </tr> <tr> <td>41–45</td> <td>A cloud of 600 oversized butterflies fills a 60-foot-high, 30-foot-radius Cylinder centered on the chosen point of origin. The butterflies remain for 10 minutes, during which time the area of effect is Heavily Obscured.</td> </tr> <tr> <td>46–50</td> <td>You cast Lightning Bolt. The Line
Wings of Flying
While wearing this cloak, you can take a Magic action to turn the cloak into a pair of wings on your back. The wings lasts for 1 hour or until you end the effect early as a Magic action. The wings give you a Fly Speed of 60 feet. If you are aloft when the wings disappear, you fall. When the wings disappear, you can't use them again for 1d12 hours.
Nine Lives Stealer
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. **_Life Stealing._** The weapon has 1d8 + 1 charges. When you attack a creature that has fewer than 100 Hit Points with this weapon and roll a 20 on the d20 for the attack roll, the creature must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body. Constructs and Undead succeed on the save automatically. The weapon loses 1 charge if the creature is slain. When the weapon has no charges remaining, it loses this property.
Demon Armor
While wearing this armor, you gain a +1 bonus to Armor Class, and you know Abyssal. In addition, the armor's clawed gauntlets allow your Unarmed Strikes to deal 1d8 Slashing damage instead of the usual Bludgeoning damage, and you gain a +1 bonus to the attack and damage rolls of your Unarmed Strikes.
Frost Brand
When you hit with an attack roll using this magic weapon, the target takes an extra 1d6 Cold damage. In addition, while you hold the weapon, you have Resistance to Fire damage. In freezing temperatures, the weapon sheds Bright Light in a 10-foot radius and Dim Light for an additional 10 feet. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of yourself. Once used, this property can't be used again for 1 hour.
Potion of Flying
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Ioun Stone
Roughly marble sized, _Ioun Stones_ are named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of _Ioun Stones_ exist, each type a distinct combination of shape and color. When you take a Magic action to toss an _Ioun Stone_ into the air, the stone orbits your head at a distance of 1d3 feet, conferring its benefit to you while doing so. You can have up to three _Ioun Stones_ orbiting your head at the same time. Each _Ioun Stone_ orbiting your head is considered to be an object you are wearing. The orbiting stone avoids contact with other creatures and objects, adjusting its orbit to avoid collisions and thwarting all attempts by other creatures to attack or snatch it. As a Utilize action, you can seize and stow any number of _Ioun Stones_ orbiting your head. If your Attunement to an _Ioun Stone_ ends while it's orbiting your head, the stone falls as though you had dropped it. The type of stone determines its rarity and effects. Any creature can cast a spell of level 1 through 4 into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses. While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Sword of Sharpness
When you attack an object with this magic weapon and hit, maximize your weapon damage dice against the target. When you attack a creature with this weapon and roll a 20 on the d20 for the attack roll, that target takes an extra 14 Slashing damage and gains 1 Exhaustion level.
Thunderous Greatclub
While you are attuned to this magic weapon, your Strength is 20 unless your Strength is already equal to or greater than that score. The weapon deals an extra 1d8 Thunder damage to any creature it hits and an extra 3d8 Thunder damage to objects it hits that aren't being worn or carried. The weapon has the following additional properties.
Tome of Clear Thought
This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Tome of Leadership and Influence
This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Tome of Understanding
This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom increases by 2, to a maximum of 30. The manual then loses its magic, but regains it in a century.
Wand of Polymorph
This wand has 7 charges. While holding it, you can expend 1 charge to cast _Polymorph_ (save DC 15) from it.
Candle of Invocation
This candle's magic is activated when the candle is lit, which requires a Magic action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from its total burn time. While lit, the candle sheds Dim Light in a 30-foot radius. While you are within that light, you have Advantage on D20 Tests. In addition, a Cleric or Druid in the light can cast level 1 spells they have prepared without expending spell slots. Alternatively, when you light the candle for the first time, you can cast _Gate_ with it. Doing so destroys the candle. The portal created by the spell links to a particular Outer Plane chosen by the GM or determined by rolling on the following table. <table> <thead> <tr> <th>1d100</th> <th>Outer Plane</th> <th>1d100</th> <th>Outer Plane</th> </tr> </thead> <tbody> <tr> <td>01–05</td> <td>Abyss</td> <td>55–59</td> <td>Gehenna</td> </tr> <tr> <td>06–10</td> <td>Acheron</td> <td>60–64</td> <td>Hades</td> </tr> <tr> <td>11–17</td> <td>Arborea</td> <td>65–69</td> <td>Limbo</td> </tr> <tr> <td>18–25</td> <td>Arcadia</td> <td>70–77</td> <td>Mechanus</td> </tr> <tr> <td>26–33</td> <td>Beastlands</td> <td>78–85</td> <td>Mount Celestia</td> </tr> <tr> <td>34–41</td> <td>Bytopia</td> <td>86–90</td> <td>Nine Hells</td> </tr> <tr> <td>42–46</td> <td>Carceri</td> <td>91–95</td> <td>Pandemonium</td> </tr> <tr> <td>47–54</td> <td>Elysium</td> <td>96–00</td> <td>Ysgard</td> </tr> </tbody> </table>
Crystal Ball
While touching this crystal orb, you can cast _Scrying_ (save DC 17) with it.
Bag of Devouring
This bag resembles a _Bag of Holding_ but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice. The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 percent chance that the creature is pulled inside the bag. A creature inside the bag can take an action to try to escape, doing so with a successful DC 15 Strength (Athletics) check. Another creature can take an action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength (Athletics) check, provided the puller isn't pulled inside the bag first. Any creature that starts its turn inside the bag is devoured, its body destroyed. Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The GM determines the time and plane. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Ammunition of Slaying
This magic ammunition is meant to slay creatures of a particular type, which the GM chooses or determines randomly by rolling on the table below. If a creature of that type takes damage from the ammunition, the creature makes a DC 17 Constitution saving throw, taking an extra 6d10 Force damage on a failed save or half as much extra damage on a successful one. After dealing its extra damage to a creature, the ammunition becomes nonmagical. <table> <thead> <tr> <th>1d100</th> <th>Creature Type</th> <th>1d100</th> <th>Creature Type</th> </tr> </thead> <tbody> <tr> <td>01–10</td> <td>Aberrations</td> <td>51–60</td> <td>Fey</td> </tr> <tr> <td>11–15</td> <td>Beasts</td> <td>61–70</td> <td>Fiends</td> </tr> <tr> <td>16–20</td> <td>Celestials</td> <td>71–75</td> <td>Giants</td> </tr> <tr> <td>21–25</td> <td>Constructs</td> <td>76–80</td> <td>Monstrosities</td> </tr> <tr> <td>26–35</td> <td>Dragons</td> <td>81–85</td> <td>Oozes</td> </tr> <tr> <td>36–45</td> <td>Elementals</td> <td>86–90</td> <td>Plants</td> </tr> <tr> <td>46–50</td> <td>Humanoids</td> <td>91–00</td> <td>Undead</td> </tr> </tbody> </table>
Amulet of the Planes
While wearing this amulet, you can take a Magic action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence (Arcana) check. On a successful check, you cast _Plane Shift_. On a failed check, you and each creature and object within 15 feet of you travel to a random destination determined by rolling 1d100 and consulting the following table. <table> <thead> <tr> <th>1d100</th> <th>Destination</th> </tr> </thead> <tbody> <tr> <td>01–60</td> <td>Random location on the plane you named</td> </tr> <tr> <td>61–70</td> <td>Random location on an Inner Plane determined by rolling 1d6: on a 1, the Plane of Air; on a 2, the Plane of Earth; on a 3, the Plane of Fire; on a 4, the Plane of Water; on a 5, the Feywild; on a 6, the Shadowfell</td> </tr> <tr> <td>71–80</td> <td>Random location on an Outer Plane determined by rolling 1d8: on a 1, Arborea; on a 2, Arcadia; on a 3, the Beastlands; on a 4, Bytopia; on a 5, Elysium; on a 6, Mechanus; on a 7, Mount Celestia; on an 8, Ysgard</td> </tr> <tr> <td>81–90</td> <td>Random location on an Outer Plane determined by rolling 1d8: on a 1, the Abyss; on a 2, Acheron; on a 3, Carceri; on a 4, Gehenna; on a 5, Hades; on a 6, Limbo; on a 7, the Nine Hells; on an 8, Pandemonium</td> </tr> <tr> <td>91–00</td> <td>Random location on the Astral Plane</td> </tr> </tbody> </table>
Animated Shield
While holding this Shield, you can take a Bonus Action to cause it to animate. The Shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The Shield remains animate for 1 minute, until you take a Bonus Action to end this effect, or until you die or have the Incapacitated condition, at which point the Shield falls to the ground or into your hand if you have one free.
Carpet of Flying
You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it. Four sizes of _Carpet of Flying_ exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity. <table> <thead> <tr> <th>1d100</th> <th>Size</th> <th>Capacity</th> <th>Fly Speed</th> </tr> </thead> <tbody> <tr> <td>01–20</td> <td>3 ft. × 5 ft.</td> <td>200 lb.</td> <td>80 feet</td> </tr> <tr> <td>21–55</td> <td>4 ft. × 6 ft.</td> <td>400 lb.</td> <td>60 feet</td> </tr> <tr> <td>56–80</td> <td>5 ft. × 7 ft.</td> <td>600 lb.</td> <td>40 feet</td> </tr> <tr> <td>81–00</td> <td>6 ft. × 9 ft.</td> <td>800 lb.</td> <td>30 feet</td> </tr> </tbody> </table>
Cloak of Arachnida
This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
Dancing Sword
You can take a Bonus Action to toss this magic weapon into the air. When you do so, the weapon begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of itself. The weapon uses your attack roll and adds your ability modifier to damage rolls. While the weapon hovers, you can take a Bonus Action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same Bonus Action, you can cause the weapon to attack one creature within 5 feet of the weapon. After the hovering weapon attacks for the fourth time, it flies back to you and tries to return to your hand. If you have no hand free, the weapon falls to the ground in your space. If the weapon has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or are more than 30 feet away from it.
Dragon Scale Mail
Dragon Scale Mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them. Other times, hunters carefully preserve the hide of a dead dragon. In either case, _Dragon Scale Mail_ is highly valued. While wearing this armor, you gain a +1 bonus to Armor Class, you have Advantage on saving throws against the breath weapons of Dragons, and you have Resistance to one damage type determined by the kind of dragon that provided the scales (see the accompanying table). Additionally, you can focus your senses as a Magic action to discern the distance and direction to the closest dragon within 30 miles of yourself that is of the same type as the armor. This action can't be used again until the next dawn. <table> <thead> <tr> <th>Dragon</th> <th>Resistance</th> <th>Dragon</th> <th>Resistance</th> </tr> </thead> <tbody> <tr> <td>Black</td> <td>Acid</td> <td>Gold</td> <td>Fire</td> </tr> <tr> <td>Blue</td> <td>Lightning</td> <td>Green</td> <td>Poison</td> </tr> <tr> <td>Brass</td> <td>Fire</td> <td>Red</td> <td>Fire</td> </tr> <tr> <td>Bronze</td> <td>Lightning</td> <td>Silver</td> <td>Cold</td> </tr> <tr> <td>Copper</td> <td>Acid</td> <td>White</td> <td>Cold</td> </tr> </tbody> </table>
Dwarven Plate
While wearing this armor, you gain a +2 bonus to Armor Class. In addition, if an effect moves you against your will along the ground, you can take a Reaction to reduce the distance you are moved by up to 10 feet.
Dwarven Thrower
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. It has the Thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 Force damage, or an extra 2d8 Force damage if the target is a Giant. Immediately after hitting or missing, the weapon flies back to your hand.
Efreeti Bottle
When you take a Magic action to remove the stopper of this painted brass bottle, a cloud of thick smoke flows out of it. At the end of your turn, the smoke disappears with a flash of harmless fire, and an **Efreeti** appears in an unoccupied space within 30 feet of you. The first time the bottle is opened, the GM rolls on the following table to determine what happens. <table> <thead> <tr> <th>1d10</th> <th>Effect</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.</td> </tr> <tr> <td>2–9</td> <td>The efreeti understands your languages and obeys your commands for 1 hour, after which it returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.</td> </tr> <tr> <td>10</td> <td>The efreeti understands your languages and can cast Wish once for you. It disappears when it grants the wish or after 1 hour, and the bottle loses its magic.</td> </tr> </tbody> </table>
Energy Bow
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon, which has no string. Each time you pull your arm back in a firing motion, a magical arrow made of golden energy appears nocked and ready to fire. An arrow produced by this weapon deals Force damage instead of Piercing damage on a hit, and it disappears after it hits or misses its target. Until it disappears, the arrow emits Bright Light in a 20-foot radius and Dim Light for an additional 20 feet. This weapon has the following additional properties.
Hat of Many Spells
This pointed hat has the following properties. Any spell you cast from the hat uses your spell save DC and spell attack bonus. <table> <thead> <tr> <th>1d100</th> <th>Effect</th> </tr> </thead> <tbody> <tr> <td>01–50</td> <td>You cast a random spell determined by rolling 1d10: on a **1**, *Enlarge/Reduce* (enlarge effect); on a **2**, *Enlarge/Reduce* (reduce effect); on a **3**, *Faerie Fire*; on a **4**, *Fireball*; on a **5**, *Gust of Wind*; on a **6**, *Invisibility* (cast on yourself); on a **7**, *Lightning Bolt*; on an **8**, *Phantasmal Force*; on a **9**, *Polymorph*; on a **10**, *Stinking Cloud*.</td> </tr> <tr> <td>51–55</td> <td>You have the Stunned condition until the end of your next turn, believing something awesome just happened.</td> </tr> <tr> <td>56–60</td> <td>A harmless swarm of butterflies fills a 10-foot Cube within 30 feet of yourself. The swarm disperses after 1 minute.</td> </tr> <tr> <td>61–65</td> <td>You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a **1**, a vial of Acid; on a **2**, a flask of Alchemist's Fire; on a **3**, a Crowbar; on a **4**, a lit Torch.</td> </tr> <tr> <td>66–70</td> <td>You suffer a bout of magic sickness and have the Poisoned condition for 1 hour.</td> </tr> <tr> <td>71–75</td> <td>You have the Petrified condition until the end of your next turn.</td> </tr> <tr> <td>76–80</td> <td>You pull a nonmagical object out of the hat. Roll 1d4 to determine the object: on a **1**, a Dagger; on a **2**, a Rope with a Grappling Hook tied to one end; on a **3**, a bag of Caltrops; on a **4**, a gem worth 50 GP.</td> </tr> <tr> <td>81–85</td> <td>A creature appears in an unoccupied space as close to you as possible. The creature isn't under your control and acts as it normally would, and it disappears after 1 hour
Helm of Brilliance
This helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic. You gain the following benefits while wearing the helm. a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems and is then destroyed. Each creature within a 60-foot Emanation originating from you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking Radiant damage equal to the number of gems in the helm.
Horseshoes of a Zephyr
These horseshoes come in a set of four. As a Magic action, you can touch one of the horseshoes to the hoof of a horse or similar creature, whereupon the horseshoe affixes itself to the hoof. Removing a horseshoe also takes a Magic action. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above a surface. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores Difficult Terrain. In addition, the creature can travel for up to 12 hours a day without gaining Exhaustion levels from extended travel.
Manual of Bodily Health
This book contains health and nutrition tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Manual of Gainful Exercise
This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Manual of Golems
This tome contains information and incantations necessary to make a particular type of golem. The GM chooses the type or determines it randomly by rolling on the accompanying table. To decipher and use the manual, you must be a spellcaster with at least two level 5 spell slots. A creature that can't use a _Manual of Golems_ and attempts to read it takes 6d6 Psychic damage. To create a golem, you must spend the time shown on the table, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay the specified cost to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. See "Monsters" for the golem's stat block. The golem is under your control, and it understands and obeys your commands. <table> <thead> <tr> <th>1d20</th> <th>Golem</th> <th>Time</th> <th>Cost</th> </tr> </thead> <tbody> <tr> <td>1–5</td> <td>Clay Golem</td> <td>30 days</td> <td>65,000 GP</td> </tr> <tr> <td>6–17</td> <td>Flesh Golem</td> <td>60 days</td> <td>50,000 GP</td> </tr> <tr> <td>18</td> <td>Iron Golem</td> <td>120 days</td> <td>100,000 GP</td> </tr> <tr> <td>19–20</td> <td>Stone Golem</td> <td>90 days</td> <td>80,000 GP</td> </tr> </tbody> </table>
Manual of Quickness of Action
This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity increases by 2, to a maximum of 30. The manual then loses its magic but regains it in a century.
Marvelous Pigments
This fine wooden box contains 1d4 pots of pigment and a brush (weighing 1 pound in total). Using the brush and expending 1 pot of pigment, you can paint any number of three-dimensional objects and terrain features (such as walls, doors, trees, flowers, weapons, webs, and pits), provided these elements are all confined to a 20-foot Cube. The effort takes 10 minutes (regardless of the number of elements you create), during which time you must remain in the Cube, and requires Concentration. If your Concentration is broken or you leave the Cube before the work is done, all the painted elements vanish, and the pot of pigment is wasted. When the work is done, all the painted objects and terrain features become real. Thus, painting a door on a wall creates an actual door, which can be opened to whatever is beyond. Painting a pit creates a real pit, the entire depth of which must lie within the 20-foot Cube. No object created by a pot of pigment can have a value greater than 25 GP, and the total value of all objects created by a pot of pigment can't exceed 500 GP. If you paint objects of greater value (such as a large pile of gold), they look authentic, but close inspection reveals they're made from paste, cookies, or some other worthless material. If you paint a form of energy such as fire or lightning, the energy dissipates as soon as you complete the painting, doing no harm.
Mirror of Life Trapping
When this 4-foot-tall, 2-foot-wide mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, HP 10, Immunity to Poison and Psychic damage, and Vulnerability to Bludgeoning damage. It shatters and is destroyed when reduced to 0 Hit Points. If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can take a Magic action and use a command word to activate it. It remains activated until you take a Magic action and repeat the command word to deactivate it. Any creature other than you that sees its reflection in the activated mirror while within 30 feet of the mirror must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. A creature that knows the mirror's nature makes the save with Advantage, and Constructs succeed on the save automatically. An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed. If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it. While within 5 feet of the mirror, you can take a Magic action to name one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate. In a similar way, you can take a Magic action and use a
Oathbow
When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can utter or sign the following command words: "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn 7 days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn. When you make a ranged attack roll with this weapon against your sworn enemy, you have Advantage on the roll. In addition, your target gains no benefit from Half Cover or Three-Quarters Cover, and you suffer no Disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 Piercing damage. While your sworn enemy lives, you have Disadvantage on attack rolls with all other weapons.
Oil of Sharpness
One vial of this oil can coat one Melee weapon or twenty pieces of ammunition, but only ammunition and Melee weapons that are nonmagical and deal Slashing or Piercing damage are affected. Applying the oil takes 1 minute, after which the oil magically seeps into whatever it coats, turning the coated weapon into a _+3 Weapon_ or the coated ammunition into _+3 Ammunition_. This clear, gelatinous oil sparkles with tiny, ultrathin silver shards.
Potion of Longevity
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a _Potion of Longevity_, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Potion of Speed
When you drink this potion, you gain the effect of the _Haste_ spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends. This potion's yellow fluid is streaked with black and swirls on its own.
Potion of Vitality
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend. This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Quarterstaff of the Acrobat
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon. While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action. While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows. In certain forms, the weapon has the following additional properties.
Ring of Regeneration
While wearing this ring, you regain 1d6 Hit Points every 10 minutes if you have at least 1 Hit Point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 Hit Point the whole time.
Ring of Shooting Stars
You can cast _Dancing Lights_ or _Light_ from the ring. The ring has 6 charges and regains 1d6 expended charges daily at dawn. You can expend its charges to use the properties below. **_Faerie Fire._** You can expend 1 charge to cast _Faerie Fire_ from the ring. **_Lightning Spheres._** You can expend 2 charges as a Magic action to create up to four 3-foot-diameter spheres of lightning. Each sphere appears in an unoccupied space you can see within 120 feet of yourself. The spheres last as long as you maintain Concentration, up to 1 minute. Each sphere sheds Dim Light in a 30-foot radius. As a Bonus Action, you can move each sphere up to 30 feet, but no farther than 120 feet away from yourself. The first time the sphere comes within 5 feet of a creature other than you that isn't behind Total Cover, the sphere discharges lightning at that creature and disappears. That creature makes a DC 15 Dexterity saving throw. On a failed save, the creature takes Lightning damage based on the number of spheres you created, as shown in the following table. On a successful save, the creature takes half as much damage. <table> <thead> <tr> <th>Number of Spheres</th> <th>Lightning Damage</th> <th>Number of Spheres</th> <th>Lightning Damage</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>4d12</td> <td>3</td> <td>2d6</td> </tr> <tr> <td>2</td> <td>5d4</td> <td>4</td> <td>2d4</td> </tr> </tbody> </table>
Ring of Telekinesis
While wearing this ring, you can cast _Telekinesis_ from it.
Robe of Scintillating Colors
This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can take a Magic action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds Bright Light in a 30-foot radius and Dim Light for an additional 30 feet, and creatures that can see you have Disadvantage on attack rolls against you. Any creature in the Bright Light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or have the Stunned condition until the effect ends.
Robe of Stars
This black or dark-blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it. Six stars, located on the robe's upper-front portion, are particularly large. While wearing this robe, you can take a Magic action to remove one of the stars and expend it to cast the level 5 version of _Magic Missile_. Daily at dusk, 1d6 removed stars reappear on the robe. While you wear the robe, you can take a Magic action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you take a Magic action to return to the plane you were on. You reappear in the last space you occupied or, if that space is occupied, the nearest unoccupied space.
Rod of Absorption
While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Rod of Alertness
This rod has the following properties. - _Detect Evil and Good_ - _Detect Magic_ - _Detect Poison and Disease_ - _See Invisibility_ The rod's head stops glowing and the effect ends after 10 minutes or when a creature takes a Magic action to pull the rod from the ground. Once used, this property can't be used again until the next dawn.
Rod of Security
While holding this rod, you can take a Magic action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a demiplane. You choose the form the demiplane takes. It could be a tranquil garden, a cheery tavern, an immense palace, a tropical island, a fantastic carnival, or whatever else you can imagine. Regardless of its nature, the demiplane contains enough water and food to sustain its visitors, and the demiplane's environment can't harm its occupants. Everything else that can be interacted with there can exist only there. For example, a flower picked from a garden there disappears if it is taken outside the demiplane. For each hour spent in the demiplane, a visitor regains Hit Points as if it had spent 1 Hit Point Die. Also, creatures don't age while there, although time passes normally. Visitors can remain there for up to 200 days divided by the number of creatures present (round down). When the time runs out or you take a Magic action to end the effect, all visitors reappear in the location they occupied when you activated the rod or an unoccupied space nearest that location. Once used, this property can't be used again until 10 days have passed.
Spellguard Shield
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
Scimitar of Speed
You gain a +2 bonus to attack rolls and damage rolls made with this magic weapon. In addition, you can make one attack with it as a Bonus Action on each of your turns.
Shield of the Cavalier
While holding this Shield, you have a +2 bonus to Armor Class. This bonus is in addition to the Shield's normal bonus to AC. The Shield has the following additional properties that you can use while holding it.
Staff of Fire
You have Resistance to Fire damage while you hold this staff. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Burning Hands*</td> <td>1</td> <td>*Wall of Fire*</td> <td>4</td> </tr> <tr> <td>*Fireball*</td> <td>3</td> <td></td> <td></td> </tr> </tbody> </table>
Staff of Frost
You have Resistance to Cold damage while you hold this staff. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Cone of Cold*</td> <td>5</td> <td>*Ice Storm*</td> <td>4</td> </tr> <tr> <td>*Fog Cloud*</td> <td>1</td> <td>*Wall of Ice*</td> <td>4</td> </tr> </tbody> </table>
Staff of Power
This staff has 20 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Cone of Cold*</td> <td>5</td> </tr> <tr> <td>*Fireball* (level 5 version)</td> <td>5</td> </tr> <tr> <td>*Globe of Invulnerability*</td> <td>6</td> </tr> <tr> <td>*Hold Monster*</td> <td>5</td> </tr> <tr> <td>*Levitate*</td> <td>2</td> </tr> <tr> <td>*Lightning Bolt* (level 5 version)</td> <td>5</td> </tr> <tr> <td>*Magic Missile*</td> <td>1</td> </tr> <tr> <td>*Ray of Enfeeblement*</td> <td>1</td> </tr> <tr> <td>*Wall of Force*</td> <td>5</td> </tr> </tbody> </table>
Staff of Striking
This staff can be wielded as a magic Quarterstaff that grants a +3 bonus to attack rolls and damage rolls made with it. The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 charges. For each charge you expend, the target takes an extra 1d6 Force damage.
Staff of Thunder and Lightning
This staff can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. It also has the following additional properties. Once one of these properties is used, it can't be used again until the next dawn. **_Thunder and Lightning._** Immediately after you hit with a melee attack using the staff, you can take a Bonus Action to use the Lightning and Thunder properties (see above) at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Defender
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. The first time you attack with the weapon on each of your turns, you can transfer some or all of the weapon's bonus to your Armor Class. For example, you could reduce the bonus to your attack rolls and damage rolls to +1 and gain a +2 bonus to Armor Class. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the weapon to gain a bonus to AC from it.
Holy Avenger
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. When you hit a Fiend or an Undead with it, that creature takes an extra 2d10 Radiant damage. While you hold the drawn weapon, it creates a 10-foot Emanation originating from you. You and all creatures Friendly to you in the Emanation have Advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the Paladin class, the size of the Emanation increases to 30 feet.
Iron Flask
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An _Identify_ spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered _Iron Flask_ might already contain a creature chosen by the GM.
Talisman of Pure Good
This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6 Radiant damage and takes the damage again each time it ends its turn holding or carrying the talisman.
Luck Blade
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. While the weapon is on your person, you also gain a +1 bonus to saving throws.
Talisman of the Sphere
While holding or wearing this talisman, you have Advantage on any Intelligence (Arcana) check you make to control a _Sphere of Annihilation_. In addition, when you start your turn in control of a _Sphere of Annihilation_, you can take a Magic action to move it 10 feet plus a number of additional feet equal to 10 times your Intelligence modifier. This movement doesn't have to be in a straight line.
Talisman of Ultimate Evil
This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman.
Armor of Invulnerability
You have Resistance to Bludgeoning, Piercing, and Slashing damage while you wear this armor. **_Metal Shell._** You can take a Magic action to give yourself Immunity to Bludgeoning, Piercing, and Slashing damage for 10 minutes or until you are no longer wearing the armor. Once this property is used, it can't be used again until the next dawn.
Universal Solvent
This tube holds milky liquid with a strong alcohol smell. When found, a tube contains 1d6 + 1 ounces. You can take a Utilize action to pour 1 or more ounces of solvent from the tube onto a surface within reach. Each ounce instantly dissolves up to 1 square foot of adhesive it touches, including _Sovereign Glue_.
Plate Armor of Etherealness
While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the _Etherealness_ spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.
Crystal Ball of Mind Reading
While touching this crystal orb, you can cast _Scrying_ (save DC 17) with it. In addition, you can cast _Detect Thoughts_ (save DC 17) targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this _Detect Thoughts_ spell to maintain it during its duration, but it ends if the _Scrying_ spell ends.
Crystal Ball of Telepathy
While touching this crystal orb, you can cast _Scrying_ (save DC 17) with it. In addition, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also cast _Suggestion_ (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this _Suggestion_ to maintain it during its duration, but it ends if _Scrying_ ends. You can't cast _Suggestion_ in this way again until the next dawn.
Crystal Ball of True Seeing
While touching this crystal orb, you can cast _Scrying_ (save DC 17) with it. In addition, you have Truesight with a range of 120 feet centered on the spell's sensor.
Sphere of Annihilation
This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it. The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an Artifact is susceptible to damage from a _Sphere of Annihilation_, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 8d10 Force damage. While in control of the sphere, you can take a Bonus Action to cause it to move in one direction of your choice, up to a number of feet equal to 5 times your Intelligence modifier (minimum 5 feet). Any creature whose space the sphere enters must succeed on a DC 19 Dexterity saving throw or be touched by it, taking 8d10 Force damage. A creature reduced to 0 Hit Points by this damage is obliterated, leaving its possessions behind but no other physical remains. <table> <thead> <tr> <th>1d100</th> <th>Result</th> </tr> </thead> <tbody> <tr> <td>01–50</td> <td>The sphere is destroyed.</td> </tr> <tr> <td>51–85</td> <td>The sphere moves through the portal or into the extradimensional space.</td> </tr> <tr> <td>86–00</td> <td>A spatial rift sends the sphere and each creature and object within 180 feet of the sphere to a random plane of existence.</td> </tr> </tbody> </table>
Apparatus of the Crab
This item first appears to be a sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster. The _Apparatus of the Crab_ is a Large object with the following statistics: AC 20; HP 200; Speed 30 ft., Swim 30 ft. (or 0 ft. for both if the legs aren't extended); Immunity to Poison and Psychic damage. To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside. The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 Bludgeoning damage each minute from pressure. A creature in the compartment can take a Utilize action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of the Crab Levers table. **Apparatus of the Crab Levers** <table> <thead> <tr> <th>Lever</th> <th>Up</th> <th>Down</th> </tr> </thead> <tbody> <tr> <td>1</td> <td>Legs extend, allowing the apparatus to walk and swim.</td> <td>Legs retract, reducing the apparatus's Speed and Swim Speed to 0 and making it unable to benefit from bonuses to speed.</td> </tr> <tr> <td>2</td> <td>Forward window shutter opens.</td> <td>Forward window shutter closes.</td> </tr> <tr> <td>3</td> <td>Side window shutters open (two per side).</td> <td>Side window shu
Cloak of Invisibility
This cloak has 3 charges and regains 1d3 expended charges daily at dawn. While wearing the cloak, you can take a Magic action to pull its hood over your head and expend 1 charge to give yourself the Invisible condition for 1 hour. The effect ends early if you pull the hood down (no action required) or cease wearing the cloak.
Cubic Gate
This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the GM. The cube has 3 charges and regains 1d3 expended charges daily at dawn. As a Magic action, you can expend 1 of the cube's charges to cast one of the following spells using the cube.
Hammer of Thunderbolts
You gain a +1 bonus to attack rolls and damage rolls made with this magic weapon. The weapon has 5 charges. You can expend 1 charge and make a ranged attack with the weapon, hurling it as if it had the Thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the weapon unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it other than you must succeed on a DC 17 Constitution saving throw or have the Stunned condition until the end of your next turn. Immediately after hitting or missing, the weapon flies back to your hand. The weapon regains 1d4 + 1 expended charges daily at dawn.
Mysterious Deck
Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have thirteen cards, but some have twenty-two. Use the appropriate column of the Mysterious Deck table when randomly determining cards drawn from the deck. Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly. Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once. Once a card is drawn, it disappears. Unless the card is the Fool or Jester, the card reappears in the deck, making it possible to draw the same card twice. (Once the Fool or Jester has left the deck, reroll on the table if that card comes up again.) **Mysterious Deck** <table> <thead> <tr> <th>1d100 (13-Card Deck)</th> <th>1d100 (22-Card Deck)</th> <th>Card</th> </tr> </thead> <tbody> <tr> <td>—</td> <td>01–05</td> <td>Balance</td> </tr> <tr> <td>—</td> <td>06–10</td> <td>Comet</td> </tr> <tr> <td>—</td> <td>11–14</td> <td>Donjon</td> </tr> <tr> <td>01–08</td> <td>15–18</td> <td>Euryale</td> </tr> <tr> <td>—</td> <td>19–23</td> <td>Fates</td> </tr> <tr> <td>09–16</td> <td>24–27</td> <td>Flames</td> </tr> <tr> <td>—</td> <td>28–31</td> <td>Fool</td> </tr> <tr> <td>—</td> <td>32–36</td> <td>Gem</td> </tr> <tr> <td>17–24</td> <td>37–41</td> <td>Jester</td> </tr> <tr> <td>25–32</td> <td>42–46</td> <td>Key</td> </tr> <tr> <td>33–40</td> <td>47–51</td> <td>K
Ring of Djinni Summoning
While wearing this ring, you can take a Magic action to summon a particular **Djinni** from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself. It remains as long as you maintain Concentration, to a maximum of 1 hour, or until it drops to 0 Hit Points. While summoned, the djinni is Friendly to you and your allies, and it obeys your commands. If you fail to command it, the djinni defends itself against attackers but takes no other actions. After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Ring of Elemental Command
Each _Ring of Elemental Command_ is linked to one of the four Elemental Planes. The GM chooses or randomly determines the linked plane. For example, a _Ring of Elemental Command_ (air) is linked to the Elemental Plane of Air. Every _Ring of Elemental Command_ has the following two properties: **Elemental Bane.** While wearing the ring, you have Advantage on attack rolls against Elementals and they have Disadvantage on attack rolls against you. **Elemental Compulsion.** While wearing the ring, you can take a Magic action to try to compel an Elemental you see within 60 feet of yourself. The Elemental makes a DC 18 Wisdom saving throw. On a failed save, the Elemental has the Charmed condition until the start your next turn, and you determine what it does with its move and action on its next turn. **Air.** You know Auran, you have Resistance to Lightning damage, and you have a Fly Speed equal to your Speed and can hover. **Earth.** You know Terran, and you have Resistance to Acid damage. Terrain composed of rubble, rocks, or dirt isn't Difficult Terrain for you. In addition, you can move through solid earth or rock as if those areas were Difficult Terrain without disturbing the matter through which you pass. If you end your turn in solid earth or rock, you are shunted out to the nearest unoccupied space you last occupied. **Fire.** You know Ignan, and you have Immunity to Fire damage. **Water.** You know Aquan, you gain a Swim Speed of 60 feet, and you can breathe underwater. <table> <thead> <tr> <th>Plane</th> <th>Spells (Charges)</th> </tr> </thead> <tbody> <tr> <td>Air</td> <td>*Chain Lightning* (3 charges), *Feather Fall* (0 charges), *Gust of Wind* (2 charges), *Wind Wall* (1 charge)</td> </tr> <tr> <td>Earth</td> <td>*Earthquake* (5 charges), *Stone Shape* (2 charges), *Stoneskin* (3 charges), *Wall of Stone* (3 charges)</td> </tr> <tr> <td>Fire</td> <td>*Burning Hands* (1 charge), *
Ring of Invisibility
While wearing this ring, you can take a Magic action to give yourself the Invisible condition. You remain Invisible until the ring is removed or until you take a Bonus Action to become visible again.
Ring of Spell Turning
While wearing this ring, you have Advantage on saving throws against spells. If you succeed on the save for a spell of level 7 or lower, the spell has no effect on you. If that spell targeted only you and didn't create an area of effect, you can take a Reaction to deflect the spell back at the spell's caster; the caster must make a saving throw against the spell using their own spell save DC.
Ring of Three Wishes
While wearing this ring, you can expend 1 of its 3 charges to cast _Wish_ from it. The ring becomes nonmagical when you use the last charge.
Robe of the Archmagi
This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe.
Sovereign Glue
This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with _Oil of Slipperiness_. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of _Sovereign Glue_ takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of _Universal Solvent_ or _Oil of Etherealness_, or with a _Wish_ spell.
Rod of Lordly Might
This rod has a flanged head, and it functions as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below. **Button 1.** A fiery blade sprouts from the end opposite the rod's flanged head. The flames shed Bright Light in a 40-foot radius and Dim Light for an additional 40 feet, and the blade functions as a magic Longsword or Shortsword (your choice) that deals an extra 2d6 Fire damage on a hit. **Button 2.** The rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic Battleaxe that grants a +3 bonus to attack rolls and damage rolls made with it. **Button 3.** The rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic Spear that grants a +3 bonus to attack rolls and damage rolls made with it. **Button 4.** The rod transforms into a climbing pole up to 50 feet long (you specify the length), though the rod's buttons remain within your reach. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form. **Button 5.** The rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength (Athletics) checks made to break through doors, barricades, and other barriers. **Button 6.** The rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Rod of Resurrection
The rod has 5 charges. While you hold it, you can cast one of the following spells from it: _Heal_ (expends 1 charge) or _Resurrection_ (expends 5 charges). The rod regains 1 expended charge daily at dawn. If you expend the last charge, roll 1d20. On a 1, the rod disappears in a harmless burst of radiance.
Scarab of Protection
This beetle-shaped medallion provides three benefits while it is on your person.
Staff of the Magi
This staff has 50 charges and can be wielded as a magic Quarterstaff that grants a +2 bonus to attack rolls and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls. <table> <thead> <tr> <th>Spell</th> <th>Charge Cost</th> </tr> </thead> <tbody> <tr> <td>*Arcane Lock*</td> <td>0</td> </tr> <tr> <td>*Conjure Elemental*</td> <td>7</td> </tr> <tr> <td>*Detect Magic*</td> <td>0</td> </tr> <tr> <td>*Dispel Magic*</td> <td>3</td> </tr> <tr> <td>*Enlarge/Reduce*</td> <td>0</td> </tr> <tr> <td>*Fireball* (level 7 version)</td> <td>7</td> </tr> <tr> <td>*Flaming Sphere*</td> <td>2</td> </tr> <tr> <td>*Ice Storm*</td> <td>4</td> </tr> <tr> <td>*Invisibility*</td> <td>2</td> </tr> <tr> <td>*Knock*</td> <td>2</td> </tr> <tr> <td>*Light*</td> <td>0</td> </tr> <tr> <td>*Lightning Bolt* (level 7 version)</td> <td>7</td> </tr> <tr> <td>*Passwall*</td> <td>5</td> </tr> <tr> <td>*Plane Shift*</td> <td>7</td> </tr> <tr> <td>*Protection from Evil and Good*</td> <td>0</td> </tr> <tr> <td>*Telekinesis*</td> <td>5</td> </tr> <tr> <td>*Wall of Fire*</td> <td>4</td> </tr> <tr> <td>*Web*</td> <td>2</td> </tr> </tbody> </table>
Vorpal Sword
You gain a +3 bonus to attack rolls and damage rolls made with this magic weapon. In addition, the weapon ignores Resistance to Slashing damage. When you use this weapon to attack a creature that has at least one head and roll a 20 on the d20 for the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it has Immunity to Slashing damage, if it doesn't have or need a head, or if the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 30 Slashing damage from the hit. If the creature has Legendary Resistance, it can expend one daily use of that trait to avoid losing its head, taking the extra damage instead.
Well of Many Worlds
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter. You can take a Magic action to unfold the _Well of Many Worlds_ and place it on a solid surface, whereupon it forms a two-way, 6-foot-diameter, circular portal to another world or plane of existence. Each time the item opens a portal, the GM decides where it leads. The portal remains open until a creature within 5 feet of it takes a Magic action to close it by taking hold of the edges of the cloth and folding it up. Once the _Well of Many Worlds_ has opened a portal, it can't do so again for 1d8 hours.