**AC** 20 **Initiative** +3 (13) **HP** Half the HP maximum of its summoner **Speed** 60 ft., Fly 60 ft. (hover)
This flavorless, gelatinous bead dissolves on your tongue and provides as much nourishment as 1 day of Rations.
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
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 become
**AC** 11 **Initiative** +1 (11) **HP** 19 (3d10 + 3) **Speed** 30 ft., Fly 60 ft.
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, si
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 greate
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 agit
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,
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.
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
While wearing this amulet, you can't be targeted by Divination spells or perceived through magical scrying sensors unless you allow it.
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 cubi
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 th
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.
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
These furred boots are snug and feel warm. While wearing them, you gain the following benefits.
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.
While wearing this brooch, you have Resistance to Force damage, and you have Immunity to damage from the _Magic Missile_ spell.
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 fe
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.
While you wear this cloak, Wisdom (Perception) checks made to perceive you have Disadvantage, and you have Advantage on Dexterity (Stealth) checks.
You gain a +1 bonus to Armor Class and saving throws while you wear this cloak.
While wearing this cloak, you can breathe underwater, and you have a Swim Speed of 60 feet.
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 am
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 th
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 originati
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 floa
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
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 u
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 eleme
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 t
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
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 (Invest
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 ext
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
Your Strength is 19 while you wear these gauntlets. They have no effect on you if your Strength is 19 or higher without them.
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 Brigh
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 han
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.
These gloves are imperceptible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks.
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.
While wearing this hat, you can cast the _Disguise Self_ spell. The spell ends if the hat is removed.
Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.
While wearing this helm, you can cast _Comprehend Languages_ from it.
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
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
Each time you make an attack roll with this magic weapon and hit, you can have it deal Lightning damage instead of Piercing damage.
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 lon
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.
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 requiremen
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.
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 oi
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.
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
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
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
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 choi
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 ch
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 hummingbi
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
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 d
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.
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.
While wearing this ring, you can cast _Jump_ from it, but can target only yourself when you do so.
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 tele
You have a Swim Speed of 40 feet while wearing this ring.
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 o
While wearing this ring, you cast _Water Walk_ from it, targeting only yourself.
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 r
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 yo
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.
While holding this Shield, you have Advantage on Initiative rolls and Wisdom (Perception) checks. The Shield is emblazoned with a symbol of an eye.
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.
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 slippe
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 y
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
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
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.
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
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 wan
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.
This wand has 7 charges. While holding it, you can expend 1 charge to cast _Web_ (save DC 13) from it.
You have a bonus to attack rolls and damage rolls made with this magic weapon. The bonus is determined by the weapon's rarity.
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.
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 fa
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
Your Constitution is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it.
You have a bonus to Armor Class while wearing this armor. The bonus is determined by its rarity.
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.
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.
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 rol
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
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. Th
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 dwarv
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 attai
While you wear these boots, you can cast _Levitate_ on yourself.
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 Di
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 poss
While wearing these bracers, you gain a +2 bonus to Armor Class if you are wearing no armor and using no Shield.
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
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 s
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,
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, ringin
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 agains
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 e
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
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 attac
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
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.
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 bubble
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.
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
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 comm
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 dail
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
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
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
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.
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
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 an
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
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 th
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 sp
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
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 wit
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 crea
You have Advantage on saving throws against spells while you wear this cloak.
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
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.
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.
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
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.
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 a
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
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
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
For 1 minute after you drink this potion, you have Resistance to all damage. This potion's syrupy liquid looks like liquefied iron.
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 fl
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 Friendsh
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
When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
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.
You gain a +1 bonus to Armor Class and saving throws while wearing this ring.
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.
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 spe
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
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
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 s
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 t
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
While holding this Shield, you have Resistance to damage from attacks made with Ranged weapons.
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 Langu
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 mu
This staff has 10 charges.
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.
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 char
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
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,
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 Tempora
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 fo
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.
This wand has 7 charges.
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 dista
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
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 increas
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
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 ot
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 giv
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 ammun
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
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
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 ba
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 t
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 Fly
This fine garment is made of black silk interwoven with faint, silvery threads. While wearing it, you gain the following benefits.
While touching this crystal orb, you can cast _Scrying_ (save DC 17) with it.
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. Th
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 usua
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 eith
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
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 atta
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, an
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 appear
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 temperature
This pointed hat has the following properties. Any spell you cast from the hat uses your spell save DC and spell attack bonus.
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. Y
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
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, y
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 Str
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 us
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 guid
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 ter
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
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 wit
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 dea
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
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 alof
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 tha
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 po
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 y
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
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 functionali
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._*
While wearing this ring, you can cast _Telekinesis_ from it.
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 daz
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 particul
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 t
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
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 demi
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.
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 h
While holding this Shield, you have Advantage on saving throws against spells and other magical effects, and spell attack rolls have Disadvantage against you.
You have Resistance to Fire damage while you hold this staff.
You have Resistance to Cold damage while you hold this staff.
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
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 exp
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
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,
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 hit
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,
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 practic
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 guideli
This wand has 7 charges. While holding it, you can expend 1 charge to cast _Polymorph_ (save DC 15) from it.
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 catc
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 Slas
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 I
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 sen
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 a
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.
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 l
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
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 th
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
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 o
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.
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 colum
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 a
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
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 th
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.
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
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.
This elegant garment is made from exquisite cloth and adorned with runes. You gain these benefits while wearing the robe.
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 ar
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
This beetle-shaped medallion provides three benefits while it is on your person.
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,
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 th
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.
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 tali
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 _Sph
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 c
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 wit
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
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 Worl
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it. While attuned to an orb, you can take a Magic action to pe