5e SRD:Magic Items

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Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

Attunement

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.
Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.
Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.
An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.
A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing and Wielding Items

Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.
In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, drow-­made armor might fit elves only. Dwarves might make items usable only by dwarf-­sized and dwarf-­shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-­ti with a snakelike tail instead of legs can't wear boots.

Multiple Items of the Same Kind

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating an Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Items

Common
Item Type Subtype
Potion of Climbing Potion
Potion of Healing (Magic Item) Potion
Spell Scroll Scroll
Uncommon
Item Type Subtype
Adamantine Armor Armor medium or heavy, but not hide
Ammunition, +1, +2, or +3 Weapon any ammunition
Amulet of Proof against Detection and Location Wondrous Item
Bag of Holding Wondrous Item
Bag of Tricks Wondrous Item
Boots of Elvenkind Wondrous Item
Boots of Striding and Springing Wondrous Item
Boots of the Winterlands Wondrous Item
Bracers of Archery Wondrous Item
Brooch of Shielding Wondrous Item
Broom of Flying Wondrous Item
Circlet of Blasting Wondrous Item
Cloak of Elvenkind Wondrous Item
Cloak of Protection Wondrous Item
Cloak of the Manta Ray Wondrous Item
Decanter of Endless Water Wondrous Item
Deck of Illusions Wondrous Item
Dust of Disappearance Wondrous Item
Dust of Dryness Wondrous Item
Dust of Sneezing and Choking Wondrous Item
Efficient Quiver Wondrous Item
Elemental Gem Wondrous Item
Eversmoking Bottle Wondrous Item
Eyes of Charming Wondrous Item
Eyes of Minute Seeing Wondrous Item
Eyes of the Eagle Wondrous Item
Figurine of Wondrous Power Wondrous Item
Gauntlets of Ogre Power Wondrous Item
Gem of Brightness Wondrous Item
Gloves of Missile Snaring Wondrous Item
Gloves of Swimming and Climbing Wondrous Item
Goggles of Night Wondrous Item
Hat of Disguise Wondrous Item
Headband of Intellect Wondrous Item
Helm of Comprehending Languages Wondrous Item
Helm of Telepathy Wondrous Item
Immovable Rod Rod
Javelin of Lightning Weapon javelin
Lantern of Revealing Wondrous Item
Medallion of Thoughts Wondrous Item
Mithral Armor Armor medium or heavy, but not hide
Necklace of Adaptation Wondrous Item
Oil of Slipperiness Potion
Pearl of Power Wondrous Item
Periapt of Health Wondrous Item
Periapt of Wound Closure Wondrous Item
Philter of Love Potion
Pipes of Haunting Wondrous Item
Pipes of the Sewers Wondrous Item
Potion of Animal Friendship Potion
Potion of Giant Strength Potion
Potion of Growth Potion
Potion of Healing (Magic Item) Potion
Potion of Poison Potion
Potion of Resistance Potion
Potion of Water Breathing Potion
Restorative Ointment Wondrous Item
Ring of Jumping Ring
Ring of Mind Shielding Ring
Ring of Swimming Ring
Ring of Warmth Ring
Ring of Water Walking Ring
Robe of Useful Items Wondrous Item
Rope of Climbing Wondrous Item
Shield, +1, +2, or +3 Armor shield
Slippers of Spider Climbing Wondrous Item
Spell Scroll Scroll
Staff of the Python Staff
Stone of Good Luck (Luckstone) Wondrous Item
Trident of Fish Command Weapon trident
Wand of Magic Detection Wand
Wand of Magic Missiles Wand
Wand of Secrets Wand
Wand of Web Wand
Wand of the War Mage, +1, +2, or +3 Wand
Weapon, +1, +2, or +3 Weapon any
Wind Fan Wondrous Item
Winged Boots Wondrous Item
Rare
Item Type Subtype
Ammunition, +1, +2, or +3 Weapon any ammunition
Amulet of Health Wondrous Item
Armor, +1, +2, or +3 Armor light, medium, or heavy
Armor of Resistance Armor light, medium, or heavy
Armor of Vulnerability Armor plate
Arrow-Catching Shield Armor shield
Bag of Beans Wondrous Item
Bead of Force Wondrous Item
Belt of Dwarvenkind Wondrous Item
Belt of Giant Strength Wondrous Item
Berserker Axe Weapon any axe
Boots of Levitation Wondrous Item
Boots of Speed Wondrous Item
Bowl of Commanding Water Elementals Wondrous Item
Bracers of Defense Wondrous Item
Brazier of Commanding Fire Elementals Wondrous Item
Cape of the Mountebank Wondrous Item
Censer of Controlling Air Elementals Wondrous Item
Chime of Opening Wondrous Item
Cloak of Displacement Wondrous Item
Cloak of the Bat Wondrous Item
Cube of Force Wondrous Item
Dagger of Venom Weapon dagger
Dimensional Shackles Wondrous Item
Dragon Slayer Weapon any sword
Elven Chain Armor chain shirt
Feather Token Wondrous Item
Figurine of Wondrous Power Wondrous Item
Flame Tongue Weapon any sword
Folding Boat Wondrous Item
Gem of Seeing Wondrous Item
Giant Slayer Weapon any axe or sword
Glamoured Studded Leather Armor studded leather
Handy Haversack Wondrous Item
Helm of Teleportation Wondrous Item
Horn of Blasting Wondrous Item
Horn of Valhalla Wondrous Item
Horseshoes of Speed Wondrous Item
Instant Fortress Wondrous Item
Ioun Stone Wondrous Item
Iron Bands of Binding Wondrous Item
Mace of Disruption Weapon mace
Mace of Smiting Weapon mace
Mace of Terror Weapon mace
Mantle of Spell Resistance Wondrous Item
Necklace of Fireballs Wondrous Item
Oil of Etherealness Potion
Periapt of Proof against Poison Wondrous Item
Portable Hole Wondrous Item
Potion of Clairvoyance Potion
Potion of Diminution Potion
Potion of Gaseous Form Potion
Potion of Giant Strength Potion
Potion of Healing (Magic Item) Potion
Potion of Heroism Potion
Potion of Mind Reading Potion
Ring of Animal Influence Ring
Ring of Evasion Ring
Ring of Feather Falling Ring
Ring of Free Action Ring
Ring of Protection Ring
Ring of Resistance Ring
Ring of Spell Storing Ring
Ring of X-ray Vision Ring
Ring of the Ram Ring
Robe of Eyes Wondrous Item
Rod of Rulership Rod
Rope of Entanglement Wondrous Item
Shield, +1, +2, or +3 Armor shield
Shield of Missile Attraction Armor shield
Spell Scroll Scroll
Staff of Charming Staff
Staff of Healing Staff
Staff of Swarming Insects Staff
Staff of Withering Staff
Staff of the Woodlands Staff
Stone of Controlling Earth Elementals Wondrous Item
Sun Blade Weapon longsword
Sword of Life Stealing Weapon any sword
Sword of Wounding Weapon any sword
Vicious Weapon Weapon any
Wand of Binding Wand
Wand of Enemy Detection Wand
Wand of Fear Wand
Wand of Fireballs Wand
Wand of Lightning Bolts Wand
Wand of Paralysis Wand
Wand of Wonder Wand
Wand of the War Mage, +1, +2, or +3 Wand
Weapon, +1, +2, or +3 Weapon any
Wings of Flying Wondrous Item
Very Rare
Item Type Subtype
Ammunition, +1, +2, or +3 Weapon any ammunition
Amulet of the Planes Wondrous Item
Animated Shield Armor shield
Armor, +1, +2, or +3 Armor light, medium, or heavy
Arrow of Slaying Weapon arrow
Bag of Devouring Wondrous Item
Belt of Giant Strength Wondrous Item
Candle of Invocation Wondrous Item
Carpet of Flying Wondrous Item
Cloak of Arachnida Wondrous Item
Crystal Ball Wondrous Item
Dancing Sword Weapon any sword
Demon Armor Armor plate
Dragon Scale Mail Armor scale mail
Dwarven Plate Armor plate
Dwarven Thrower Weapon warhammer
Efreeti Bottle Wondrous Item
Figurine of Wondrous Power Wondrous Item
Frost Brand Weapon any sword
Helm of Brilliance Wondrous Item
Horn of Valhalla Wondrous Item
Horseshoes of a Zephyr Wondrous Item
Ioun Stone Wondrous Item
Manual of Bodily Health Wondrous Item
Manual of Gainful Exercise Wondrous Item
Manual of Golems Wondrous Item
Manual of Quickness of Action Wondrous Item
Marvelous Pigments Wondrous Item
Mirror of Life Trapping Wondrous Item
Necklace of Prayer Beads Wondrous Item
Nine Lives Stealer Weapon any sword
Oathbow Weapon longbow
Oil of Sharpness Potion
Potion of Flying Potion
Potion of Giant Strength Potion
Potion of Healing (Magic Item) Potion
Potion of Invisibility Potion
Potion of Speed Potion
Potion of Vitality Potion
Ring of Regeneration Ring
Ring of Shooting Stars Ring
Ring of Telekinesis Ring
Robe of Scintillating Colors Wondrous Item
Robe of Stars Wondrous Item
Rod of Absorption Rod
Rod of Alertness Rod
Rod of Security Rod
Scimitar of Speed Weapon scimitar
Shield, +1, +2, or +3 Armor shield
Spell Scroll Scroll
Spellguard Shield Armor shield
Staff of Fire Staff
Staff of Frost Staff
Staff of Power Staff
Staff of Striking Staff
Staff of Thunder and Lightning Staff
Sword of Sharpness Weapon any sword that deals slashing damage
Tome of Clear Thought Wondrous Item
Tome of Leadership and Influence Wondrous Item
Tome of Understanding Wondrous Item
Wand of Polymorph Wand
Wand of the War Mage, +1, +2, or +3 Wand
Weapon, +1, +2, or +3 Weapon any
Legendary
Item Type Subtype
Apparatus of the Crab Wondrous Item
Armor, +1, +2, or +3 Armor light, medium, or heavy
Armor of Invulnerability Armor plate
Belt of Giant Strength Wondrous Item
Crystal Ball Wondrous Item
Cubic Gate Wondrous Item
Deck of Many Things Wondrous Item
Defender Weapon any sword
Hammer of Thunderbolts Weapon maul
Holy Avenger Weapon any sword
Horn of Valhalla Wondrous Item
Ioun Stone Wondrous Item
Iron Flask Wondrous Item
Luck Blade Weapon any sword
Plate Armor of Etherealness Armor plate
Potion of Giant Strength Potion
Ring of Djinni Summoning Ring
Ring of Elemental Command Ring
Ring of Invisibility Ring
Ring of Spell Turning Ring
Ring of Three Wishes Ring
Robe of the Archmagi Wondrous Item
Rod of Lordly Might Rod
Scarab of Protection Wondrous Item
Sovereign Glue Wondrous Item
Spell Scroll Scroll
Sphere of Annihilation Wondrous Item
Staff of the Magi Staff
Talisman of Pure Good Wondrous Item
Talisman of Ultimate Evil Wondrous Item
Talisman of the Sphere Wondrous Item
Universal Solvent Wondrous Item
Vorpal Sword Weapon any sword that deals slashing damage
Well of Many Worlds Wondrous Item

Artifacts

Artifact Type Subtype
Orb of Dragonkind Wondrous Item

Sentient Magic Items

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-­aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Creating Sentient Magic Items

When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.

Abilities

A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.

Communication

A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

d100 Communication
01-60 The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90 The item can speak, read, and understand one or more languages.
90-00 The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.

Senses

With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4 Senses
1 Hearing and normal vision out to 30 feet.
2 Hearing and normal vision out to 60 feet.
3 Hearing and normal vision out to 120 feet.
4 Hearing and darkvision out to 120 feet.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100 Alignment d100 Alignment
01-15 Lawful good 74-85 Chaotic neutral
16-35 Neutral good 86-89 Lawful evil
36-50 Chaotic good 90-96 Neutral evil
51-63 Lawful neutral 97-00 Chaotic evil
64-73 Neutral

Special Purpose

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10 Purpose
1 Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2 Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5 Templar: The item seeks to defend the servants and interests of a particular deity.
6 Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7 Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8 Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10 Creator Seeker: The item seeks its creator and wants to understand why it was created.

Conflict

A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.


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