+1 All-Purpose Tool
Wondrous item, uncommon (requires attunement by an artificer)
This simple screwdriver can transform into a variety of tools; as an action, you can touch the item and transform it into any type of artisan’s tool of your choice (see the “Equipment” chapter in the Player’s Handbook for a list of artisan’s tools). Whatever form the tool takes, you are proficient with it.
While holding this tool, you gain a +1 bonus to the spell attack rolls and the saving throw DCs of your artificer spells.
As an action, you can focus on the tool to channel your creative forces. Choose a cantrip that you don’t know from any class list. For 8 hours, you can cast that cantrip, and it counts as an artificer cantrip for you. Once this property is used, it can’t be used again until the next dawn.
+1 Ammunition
Ammunition, generic variant, uncommon, minor tier
You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition. Once it hits a target, the ammunition is no longer magical.
Base items. This item variant can be applied to the following base items:
- Arrow (+1 Arrow)
- Bolt (+1 Bolt)
- Energy Cell (+1 Energy Cell)
- Firearm Bullet (+1 Firearm Bullet)
- Modern Bullet (+1 Modern Bullet)
- Needle (+1 Needle)
- Renaissance Bullet (+1 Renaissance Bullet)
- Sling Bullet (+1 Sling Bullet)
+1 Amulet of the Devout
Wondrous item, uncommon (requires attunement by a cleric or paladin), 1 lb.
This amulet bears the symbol of a deity inlaid with precious stones or metals. While you wear the holy symbol, you gain a +1 bonus to spell attack rolls and the saving throw DCs of your spells.
While you wear this amulet, you can use your Channel Divinity feature without expending one of the feature’s uses. Once this property is used, it can’t be used again until the next dawn.
+1 Arcane Grimoire
Wondrous item, uncommon (requires attunement by a wizard), 3 lb.
While you are holding this leather-bound book, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
You can use this book as a spellbook. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
+1 Bloodwell Vial
Wondrous item, uncommon (requires attunement by a sorcerer)
To attune to this vial, you must place a few drops of your blood into it. The vial can’t be opened while your attunement to it lasts. If your attunement to the vial ends, the contained blood turns to ash. You can use the vial as a spellcasting focus for your spells while wearing or holding it, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your sorcerer spells.
In addition, when you roll any Hit Dice to recover hit points while you are carrying the vial, you can regain 5 sorcery points. This property of the vial can’t be used again until the next dawn.
+1 Moon Sickle
Weapon (sickle), uncommon (requires attunement by a druid or ranger), simple weapon, melee weapon, 2 lb.
1d4 slashing - light
This silver-bladed sickle glimmers softly with moonlight. While holding this magic weapon, you gain a +1 bonus to attack and damage rolls made with it, and you gain a +1 bonus to spell attack rolls and the saving throw DCs of your druid and ranger spells. In addition, you can use the sickle as a spellcasting focus for your druid and ranger spells.
When you cast a spell that restores hit points, you can roll a d4 and add the number rolled to the amount of hit points restored, provided you are holding the sickle.
Light. A light weapon is small and easy to handle, making it ideal for use when fighting with two weapons.
+1 Rhythm-Maker’s Drum
Wondrous item, instrument, uncommon (requires attunement by a bard), 3 lb.
While holding this drum, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your bard spells.
As an action, you can play the drum to regain one use of your Bardic Inspiration feature. This property of the drum can’t be used again until the next dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
+1 Rod of the Pact Keeper
Rod, uncommon (requires attunement by a warlock), major tier, 2 lb.
While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells.
In addition, you can regain one warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
+1 Shield (*)
Generic variant, uncommon, major tier
** This generic variant has the same name and source as the item +1 shield*.
While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield’s normal bonus to AC.
Base items. This item variant can be applied to the following base items:
- Shield (+1 Shield)
+1 Wand of the War Mage
Wand, uncommon (requires attunement by a spellcaster), major tier, 1 lb.
While you are holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
+1 Weapon
Generic variant, uncommon, major tier
You have a +1 bonus to attack and damage rolls made with this magic weapon.
Base items. This item variant can be applied to the following base items:
- Antimatter Rifle (+1 Antimatter Rifle)
- Automatic Pistol (+1 Automatic Pistol)
- Automatic Rifle (+1 Automatic Rifle)
- Battleaxe (+1 Battleaxe)
- Blowgun (+1 Blowgun)
- Club (+1 Club)
- Dagger (+1 Dagger)
- Dart (+1 Dart)
- Double-Bladed Scimitar (+1 Double-Bladed Scimitar)
- Flail (+1 Flail)
- Glaive (+1 Glaive)
- Greataxe (+1 Greataxe)
- Greatclub (+1 Greatclub)
- Greatsword (+1 Greatsword)
- Halberd (+1 Halberd)
- Hand Crossbow (+1 Hand Crossbow)
- Handaxe (+1 Handaxe)
- Heavy Crossbow (+1 Heavy Crossbow)
- Hooked Shortspear (+1 Hooked Shortspear)
- Hoopak (+1 Hoopak)
- Hunting Rifle (+1 Hunting Rifle)
- Javelin (+1 Javelin)
- Lance (+1 Lance)
- Laser Pistol (+1 Laser Pistol)
- Laser Rifle (+1 Laser Rifle)
- Light Crossbow (+1 Light Crossbow)
- Light Hammer (+1 Light Hammer)
- Light Repeating Crossbow (+1 Light Repeating Crossbow)
- Longbow (+1 Longbow)
- Longsword (+1 Longsword)
- Mace (+1 Mace)
- Maul (+1 Maul)
- Morningstar (+1 Morningstar)
- Musket (+1 Musket)
- Pike (+1 Pike)
- Pistol (+1 Pistol)
- Quarterstaff (+1 Quarterstaff)
- Rapier (+1 Rapier)
- Revolver (+1 Revolver)
- Scimitar (+1 Scimitar)
- Shortbow (+1 Shortbow)
- Shortsword (+1 Shortsword)
- Shotgun (+1 Shotgun)
- Sickle (+1 Sickle)
- Sling (+1 Sling)
- Spear (+1 Spear)
- Trident (+1 Trident)
- War Pick (+1 War Pick)
- Warhammer (+1 Warhammer)
- Whip (+1 Whip)
- Yklwa (+1 Yklwa)
+1 Weapon (no damage)
Generic variant, uncommon, major tier
You have a +1 bonus to attack rolls made with this weapon.
Adamantine Armor
Generic variant, uncommon, major tier
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.
Base items. This item variant can be applied to the following base items:
- Breastplate (Adamantine Breastplate)
- Chain Mail (Adamantine Chain Mail)
- Chain Shirt (Adamantine Chain Shirt)
- Half Plate Armor (Adamantine Half Plate Armor)
- Plate Armor (Adamantine Plate Armor)
- Ring Mail (Adamantine Ring Mail)
- Scale Mail (Adamantine Scale Mail)
- Spiked Armor (Adamantine Spiked Armor)
- Splint Armor (Adamantine Splint Armor)
Alchemy Jug
Wondrous item, uncommon, minor tier, 12 lb.
This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty.
You can use an action and name one liquid from the table below to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named.
Once the jug starts producing a liquid, it can’t produce a different one, or more of one that has reached its maximum, until the next dawn.
| Liquid | Max Amount |
|---|---|
| Acid | 8 ounces |
| Basic poison | ½ ounce |
| Beer | 4 gallons |
| Honey | 1 gallon |
| Mayonnaise | 2 gallons |
| Oil | 1 quart |
| Vinegar | 2 gallons |
| Water, fresh | 8 gallons |
| Water, salt | 12 gallons |
| Wine | 1 gallon |
Amulet of Proof against Detection and Location
Wondrous item, uncommon (requires attunement), major tier, 1 lb.
While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.
Bag of Holding
Wondrous item, uncommon, minor tier, 15 lb.
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and 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. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a Heward’s 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 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Bag of Tricks
Wondrous item, uncommon, major tier, ½ lb.
Multiple variations of this item exist, as listed below:
- Bag of Tricks, Gray
- Bag of Tricks, Rust
- Bag of Tricks, Tan
Bag of Tricks, Gray
Wondrous item, uncommon, major tier, ½ lb.
This ordinary bag, made from gray cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an 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 a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
| d8 | Creature |
|---|---|
| 1 | Weasel |
| 2 | Giant rat |
| 3 | Badger |
| 4 | Boar |
| 5 | Panther |
| 6 | Giant badger |
| 7 | Dire wolf |
| 8 | Giant elk |
Bag of Tricks, Rust
Wondrous item, uncommon, major tier, ½ lb.
This ordinary bag, made from rust cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an 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 a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
| d8 | Creature |
|---|---|
| 1 | Rat |
| 2 | Owl |
| 3 | Mastiff |
| 4 | Goat |
| 5 | Giant goat |
| 6 | Giant boar |
| 7 | Lion |
| 8 | Brown bear |
Bag of Tricks, Tan
Wondrous item, uncommon, major tier, ½ lb.
This ordinary bag, made from tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
You can use an 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 a d8 and consulting the table. The creature vanishes at the next dawn or when it is reduced to 0 hit points.
The creature is friendly to you and your companions, and it acts on your turn. You can use a bonus action to command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. 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.
| d8 | Creature |
|---|---|
| 1 | Jackal |
| 2 | Ape |
| 3 | Baboon |
| 4 | Axe beak |
| 5 | Black bear |
| 6 | Giant weasel |
| 7 | Giant hyena |
| 8 | Tiger |
Barrier Tattoo (Small)
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts protective imagery and uses ink that resembles liquid metal.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Protection. While you aren’t wearing armor, the tattoo grants you an Armor Class of 12 + your dexterity bonus. You can use a shield and still gain this benefit.
Boots of Elvenkind
Wondrous item, uncommon, major tier
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 that rely on moving silently.
Boots of Striding and Springing
Wondrous item, uncommon (requires attunement), major tier
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Boots of the Winterlands
Wondrous item, uncommon (requires attunement), major tier
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
- You have resistance to cold damage.
- You ignore difficult terrain created by ice or snow.
- You can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as -100 degrees Fahrenheit.
Bracers of Archery
Wondrous item, uncommon (requires attunement), major tier
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Brooch of Shielding
Wondrous item, uncommon (requires attunement), major tier
While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Broom of Flying
Wondrous item, uncommon, major tier, 3 lb.
This wooden broom, which weighs 3 pounds, functions like a mundane broom until you stand astride it and speak its command word. It then hovers beneath you and can be ridden in the air. It has a flying speed of 50 feet. It can carry up to 400 pounds, but its flying speed becomes 30 feet while carrying over 200 pounds. The broom stops hovering when you land.
You can send the broom to travel alone to a destination within 1 mile of you if you speak the command word, name the location, and are familiar with that place. The broom comes back to you when you speak another command word, provided that the broom is still within 1 mile of you.
Cap of Water Breathing
Wondrous item, uncommon, minor tier
While wearing this cap underwater, you can speak its command word as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command word again, the cap is removed, or you are no longer underwater.
Circlet of Blasting
Wondrous item, uncommon, major tier
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
Cloak of Elvenkind
Wondrous item, uncommon (requires attunement), major tier
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood up or down requires an action.
Cloak of Protection
Wondrous item, uncommon (requires attunement), major tier
You gain a +1 bonus to AC and saving throws while you wear this cloak.
Cloak of the Manta Ray
Wondrous item, uncommon, minor tier
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
Coiling Grasp Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo has long intertwining designs.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Grasping Tendrils. While the tattoo is on your skin, you can, as an action, cause the tattoo to extrude into inky tendrils, which reach for a creature you can see within 15 feet of you. The creature must succeed on a DC 14 Strength saving throw or take 3d6 force damage and be grappled by you. As an action, the creature can escape the grapple by succeeding on a DC 14 Strength (Athletics) or Dexterity (Acrobatics) check. The grapple also ends if you halt it (no action required), if the creature is ever more than 15 feet away from you, or if you use this tattoo on a different creature.
Decanter of Endless Water
Wondrous item, uncommon, minor tier, 2 lb.
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak 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 options:
- “Stream” produces 1 gallon of water.
- “Fountain” produces 5 gallons of water.
- “Geyser” produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a bonus action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn’t being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
Deck of Illusions
Wondrous item, uncommon, major tier
This box contains a set of parchment cards. A full deck has 34 cards. A deck found as treasure is usually missing 1d20 - 1 cards.
The magic of the deck functions only if cards are drawn at random (you can use an altered deck of playing cards to simulate the deck). You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you.
An illusion of one or more creatures forms over the thrown card and remains until dispelled. An illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an illusion, because objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The creature then appears translucent.
The illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, the image on its card disappears, and that card can’t be used again.
| Playing Card | Illusion |
|---|---|
| 1 | Red dragon |
| 2 | Knight and four guards |
| 3 | Succubus/Incubus |
| 4 | Druid |
| 5 | Cloud giant |
| 6 | Ettin |
| 7 | Bugbear |
| 8 | Goblin |
| 9 | Beholder |
| 10 | Archmage and mage apprentice |
| 11 | Night hag |
| 12 | Assassin |
| 13 | Fire giant |
| 14 | Ogre mage |
| 15 | Gnoll |
| 16 | Kobold |
| 17 | Lich |
| 18 | Priest and two acolytes |
| 19 | Medusa |
| 20 | Veteran |
| 21 | Frost giant |
| 22 | Troll |
| 23 | Hobgoblin |
| 24 | Goblin |
| 25 | Iron golem |
| 26 | Bandit captain and three bandits |
| 27 | Erinyes |
| 28 | Berserker |
| 29 | Hill giant |
| 30 | Ogre |
| 31 | Orc |
| 32 | Kobold |
| 33-34 | You (the deck’s owner) |
Driftglobe
Wondrous item, uncommon, minor tier, 1 lb.
This small sphere of thick glass weighs 1 pound. If you are within 60 feet of it, you can speak its command word and cause it to emanate the light or daylight spell. Once used, the daylight effect can’t be used again until the next dawn.
You can speak another command word as an action to make the illuminated globe rise into the air and float no more than 5 feet off the ground. The globe hovers in this way until you or another creature grasps it. If you move more than 60 feet from the hovering globe, it follows you until it is within 60 feet of you. It takes the shortest route to do so. If prevented from moving, the globe sinks gently to the ground and becomes inactive, and its light winks out.
Dust of Disappearance
Wondrous item, uncommon, minor tier
Found in a small packet, this powder resembles very fine sand. There is enough of it for one use. When you use an action to throw the dust into the air, you and each creature and object within 10 feet of you become invisible for 2d4 minutes. The duration is the same for all subjects, and the dust is consumed when its magic takes effect. If a creature affected by the dust attacks or casts a spell, the invisibility ends for that creature.
Dust of Dryness
Wondrous item, uncommon, minor tier
This small packet contains 1d6 + 4 pinches of dust. You can use an action to sprinkle a pinch of it over water. The dust turns a cube of water 15 feet on a side into one marble-sized pellet, which floats or rests near where the dust was sprinkled. The pellet’s weight is negligible.
Someone can use an action to smash the pellet against a hard surface, causing the pellet to shatter and release the water the dust absorbed. Doing so ends that pellet’s magic.
An elemental composed mostly of water that is exposed to a pinch of the dust must make 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
Wondrous item, uncommon, minor tier
Found in a small container, this powder resembles very fine sand. It appears to be dust of disappearance, and an identify spell reveals it to be such. There is enough of it for one use.
When you use an action to throw a handful of the dust into the air, you and each creature that needs to breathe within 30 feet of you must succeed on a DC 15 Constitution saving throw or become unable to breathe while sneezing uncontrollably. A creature affected in this way is incapacitated and suffocating. As long as it is conscious, a creature can repeat the saving throw at the end of each of its turns, ending the effect on it on a success. The lesser restoration spell can also end the effect on a creature.
Eldritch Claw Tattoo
Wondrous item (tattoo), uncommon (requires attunement)
Produced by a special needle, this magic tattoo depicts clawlike forms and other jagged shapes.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Strikes. While the tattoo is on your skin, your unarmed strikes are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks, and you gain a +1 bonus to attack and damage rolls with unarmed strikes.
Eldritch Maul. As a bonus action, you can empower the tattoo for 1 minute. For the duration, each of your melee attacks with a weapon or an unarmed strike can reach a target up to 15 feet away from you, as inky tendrils launch toward the target. In addition, your melee attacks deal an extra 1d6 force damage on a hit. Once used, this bonus action can’t be used again until the next dawn.
Elemental Gem
Wondrous item, uncommon, minor tier
Multiple variations of this item exist, as listed below:
- Elemental Gem, Blue Sapphire
- Elemental Gem, Emerald
- Elemental Gem, Red Corundum
- Elemental Gem, Yellow Diamond
Elemental Gem, Blue Sapphire
Wondrous item, uncommon, minor tier
This gem contains a mote of elemental energy. When you use an action to break the gem, an air elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Elemental Gem, Emerald
Wondrous item, uncommon, minor tier
This gem contains a mote of elemental energy. When you use an action to break the gem, a water elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Elemental Gem, Red Corundum
Wondrous item, uncommon, minor tier
This gem contains a mote of elemental energy. When you use an action to break the gem, a fire elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Elemental Gem, Yellow Diamond
Wondrous item, uncommon, minor tier
This gem contains a mote of elemental energy. When you use an action to break the gem, an earth elemental is summoned as if you had cast the conjure elemental spell, and the gem’s magic is lost.
Eversmoking Bottle
Wondrous item, uncommon, major tier, 1 lb.
Smoke leaks from the lead-stoppered mouth of this brass bottle, which weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke pours out in a 60-foot radius from the bottle. The cloud’s area is heavily obscured. Each minute the bottle remains open and within the cloud, the radius increases by 10 feet until it reaches its maximum radius of 120 feet.
The cloud persists as long as the bottle is open. Closing the bottle requires you to speak its command word as an action. Once the bottle is closed, the cloud disperses after 10 minutes. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
Eyes of Charming
Wondrous item, uncommon (requires attunement), major tier
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Eyes of Minute Seeing
Wondrous item, uncommon, minor tier
These crystal lenses fit over the eyes. While wearing them, you can see much better than normal out to a range of 1 foot. You have advantage on Intelligence (Investigation) checks that rely on sight while searching an area or studying an object within that range.
Eyes of the Eagle
Wondrous item, uncommon (requires attunement), major tier
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.
Feywild Shard
Wondrous item, uncommon (requires attunement by a sorcerer), 1 lb.
This warm crystal glints with the sunset colors of the Feywild sky and evokes whispers of emotional memory. As an action, you can attach the shard to a Tiny object (such as a weapon or a piece of jewelry) or detach it. It falls off if your attunement to it ends. You can use the shard as a spellcasting focus while you hold or wear it.
When you use a Metamagic option on a spell while you are holding or wearing the shard, you can roll on the Wild Magic Surge table in the Player’s Handbook. If the result is a spell, it is too wild to be affected by your Metamagic, and if it normally requires concentration, it doesn’t require concentration in this case; the spell lasts for its full duration.
If you don’t have the Wild Magic Sorcerous Origin, once this property is used to roll on the Wild Magic Surge table, it can’t be used again until the next dawn.
Figurine of Wondrous Power, Silver Raven
Wondrous item, uncommon, major tier
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. 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 companions. It understands your languages and obeys your spoken commands. 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 it drops to 0 hit points or if you use an action to speak the command word again while touching it. 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.
Silver Raven. This silver statuette of a raven can become a raven for up to 12 hours. Once it has been used, it can’t be used again until 2 days have passed. While in raven form, the figurine allows you to cast the animal messenger spell on it at will.
Gauntlets of Ogre Power
Wondrous item, uncommon (requires attunement), major tier
Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher without them.
Gem of Brightness
Wondrous item, uncommon, major tier, 1 lb.
This prism has 50 charges. While you are holding it, you can use an action to speak one of three command words to cause one of the following effects:
- The first command word causes the gem to shed 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 use a bonus action to repeat the command word or until you use another function of the gem.
- The second command word expends 1 charge and causes the gem to fire a brilliant beam of light at one creature you can see within 60 feet of you. The creature must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
- The third command word expends 5 charges and causes the gem to flare with blinding light in a 30-foot cone originating from it. Each creature in the cone must make 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
Wondrous item, uncommon (requires attunement), major tier
These gloves seem to almost meld into your hands when you don them. When a ranged weapon attack hits you while you’re wearing them, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, provided that you have a free hand. If you reduce the damage to 0, you can catch the missile if it is small enough for you to hold in that hand.
Gloves of Swimming and Climbing
Wondrous item, uncommon (requires attunement), major tier
While wearing these gloves, climbing and swimming don’t cost you extra movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb or swim.
Gloves of Thievery
Wondrous item, uncommon, major tier
These gloves are invisible while worn. While wearing them, you gain a +5 bonus to Dexterity (Sleight of Hand) checks and Dexterity checks made to pick locks.
Goggles of Night
Wondrous item, uncommon, minor tier
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Guardian Emblem
Wondrous item, uncommon (requires attunement by a cleric or paladin)
This emblem is the symbol of a deity or a spiritual tradition. As an action, you can attach the emblem to a suit of armor or a shield or remove it.
The emblem has 3 charges. When you or a creature you can see within 30 feet of you suffers a critical hit while you’re wearing the armor or wielding the shield that bears the emblem, you can use your reaction to expend 1 charge to turn the critical hit into a normal hit instead.
The emblem regains all expended charges daily at dawn.
Hat of Disguise
Wondrous item, uncommon (requires attunement), major tier
While wearing this hat, you can use an action to cast the disguise self spell from it at will. The spell ends if the hat is removed.
Headband of Intellect
Wondrous item, uncommon (requires attunement), major tier
Your Intelligence score is 19 while you wear this headband. It has no effect on you if your Intelligence is already 19 or higher without it.
Helm of Comprehending Languages
Wondrous item, uncommon, minor tier
While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Helm of Telepathy
Wondrous item, uncommon (requires attunement), major tier
While wearing this helm, you can use an action to cast the detect thoughts spell (save DC 13) from it. As long as you maintain concentration on the spell, you can use a bonus action to send a telepathic message to a creature you are focused on. It can reply—using a bonus action to do so—while your focus on it continues.
While focusing on a creature with detect thoughts, you can use an action to cast the suggestion spell (save DC 13) from the helm on that creature. Once used, the suggestion property can’t be used again until the next dawn.
Illuminator’s Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo features beautiful calligraphy, images of writing implements, and the like.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Magical Scribing. While this tattoo is on your skin, you can write with your fingertip as if it were an ink pen that never runs out of ink.
As an action, you can touch a piece of writing up to one page in length and speak a creature’s name. The writing becomes invisible to everyone other than you and the named creature for the next 24 hours. Either of you can dismiss the invisibility by touching the script (no action required). Once used, this action can’t be used again until the next dawn.
Immovable Rod
Rod, uncommon, minor tier, 2 lb.
This flat iron rod has a button on one end. You can use an action to press the button, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn’t move, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success.
Instrument of the Bards, Doss Lute
Wondrous item, instrument, uncommon (requires attunement by a bard), major tier, 2 lb.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Doss lute can be used to cast animal friendship, protection from energy (fire only), and protection from poison.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
Instrument of the Bards, Fochlucan Bandore
Wondrous item, instrument, uncommon (requires attunement by a bard), major tier, 2 lb.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Fochlucan bandore can be used to cast entangle, faerie fire, shillelagh, and speak with animals.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
Instrument of the Bards, Mac-Fuirmidh Cittern
Wondrous item, instrument, uncommon (requires attunement by a bard), major tier, 2 lb.
An instrument of the bards is an exquisite example of its kind, superior to an ordinary instrument in every way. Seven types of these instruments exist, each named after a legendary bard college. A creature that attempts to play the instrument without being attuned to it must succeed on a DC 15 Wisdom saving throw or take 2d4 psychic damage.
You can use an action to play the instrument and cast one of its spells. Once the instrument has been used to cast a spell, it can’t be used to cast that spell again until the next dawn. The spells use your spellcasting ability and spell save DC.
You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
All instruments of the bards can be used to cast the following spells: fly, invisibility, levitate, and protection from evil and good.
In addition, the Mac-Fuirmidh cittern can be used to cast barkskin, cure wounds, and fog cloud.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
Javelin of Lightning
Weapon (javelin), uncommon, simple weapon, melee weapon, major tier, 2 lb.
1d6 piercing - thrown (30/120 ft.)
This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.
The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Keoghtom’s Ointment
Wondrous item, uncommon, minor tier
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture that smells faintly of aloe. The jar and its contents weigh ½ pound.
As an action, one dose of the ointment can be swallowed or applied to the skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be poisoned, and is cured of any disease.
Lantern of Revealing
Wondrous item, uncommon, minor tier, 2 lb.
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 use an action to lower the hood, reducing the light to dim light in a 5-foot radius.
Mariner’s Armor
Generic variant, uncommon, minor tier
While wearing this armor, you have a swimming speed equal to your walking speed. In addition, whenever you start your turn underwater with 0 hit points, the armor causes you to rise 60 feet toward the surface. The armor is decorated with fish and shell motifs.
Base items. This item variant can be applied to the following base items:
- Breastplate (Mariner’s Breastplate)
- Chain Mail (Mariner’s Chain Mail)
- Chain Shirt (Mariner’s Chain Shirt)
- Half Plate Armor (Mariner’s Half Plate Armor)
- Hide Armor (Mariner’s Hide Armor)
- Leather Armor (Mariner’s Leather Armor)
- Padded Armor (Mariner’s Padded Armor)
- Plate Armor (Mariner’s Plate Armor)
- Ring Mail (Mariner’s Ring Mail)
- Scale Mail (Mariner’s Scale Mail)
- Spiked Armor (Mariner’s Spiked Armor)
- Splint Armor (Mariner’s Splint Armor)
- Studded Leather Armor (Mariner’s Studded Leather Armor)
Masquerade Tattoo
Wondrous item (tattoo), common (requires attunement)
Produced by a special needle, this magic tattoo appears on your body as whatever you desire.
Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin.
If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space.
Fluid Ink. As a bonus action, you can shape the tattoo into any color or pattern and move it to any area of your skin. Whatever form it takes, it is always obviously a tattoo. It can range in size from no smaller than a copper piece to an intricate work of art that covers all your skin.
Disguise Self. As an action, you can use the tattoo to cast the disguise self spell (DC 13 to discern the disguise). Once the spell is cast from the tattoo, it can’t be cast from the tattoo again until the next dawn.
Medallion of Thoughts
Wondrous item, uncommon (requires attunement), major tier, 1 lb.
The medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the detect thoughts spell (save DC 13) from it. The medallion regains 1d3 expended charges daily at dawn.
Mithral Armor
Generic variant, uncommon, minor tier
Mithral is a light, flexible metal. A mithral chain shirt or breastplate 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.
Base items. This item variant can be applied to the following base items:
- Breastplate (Mithral Breastplate)
- Chain Mail (Mithral Chain Mail)
- Chain Shirt (Mithral Chain Shirt)
- Half Plate Armor (Mithral Half Plate Armor)
- Plate Armor (Mithral Plate Armor)
- Ring Mail (Mithral Ring Mail)
- Scale Mail (Mithral Scale Mail)
- Spiked Armor (Mithral Spiked Armor)
- Splint Armor (Mithral Splint Armor)
Nature’s Mantle
Wondrous item, uncommon (requires attunement by a druid or ranger), 2 lb.
This cloak shifts color and texture to blend with the terrain surrounding you. While wearing the cloak, you can use it as a spellcasting focus for your druid and ranger spells.
While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Necklace of Adaptation
Wondrous item, uncommon (requires attunement), major tier, 1 lb.
While wearing this necklace, you can breathe normally in any environment, and you have advantage on saving throws made against harmful gases and vapors (such as cloudkill and stinking cloud effects, inhaled poisons, and the breath weapons of some dragons).
Oil of Slipperiness
Potion, uncommon, minor tier
This sticky black unguent is thick and heavy in the container, but it flows quickly when poured. The oil can cover a 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 a freedom of movement spell for 8 hours.
Alternatively, the oil can be poured on the ground as an action, where it covers a 10-foot square, duplicating the effect of the grease spell in that area for 8 hours.
Pearl of Power
Wondrous item, uncommon (requires attunement by a spellcaster), major tier
While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level. Once you have used the pearl, it can’t be used again until the next dawn.
Periapt of Health
Wondrous item, uncommon, minor tier, 1 lb.
You are immune to contracting any disease while you wear this pendant. If you are already infected with a disease, the effects of the disease are suppressed while you wear the pendant.
Periapt of Wound Closure
Wondrous item, uncommon (requires attunement), major tier, 1 lb.
While you wear this pendant, you stabilize whenever you are dying at the start of your turn. In addition, whenever you roll a Hit Die to regain hit points, double the number of hit points it restores.
Philter of Love
Potion, uncommon, minor tier
The next time you see a creature within 10 minutes after drinking this philter, you become charmed by that creature for 1 hour. If the creature is of a species and gender you are normally attracted to, you regard it as your true love while you are charmed. This potion’s rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.
Pipes of Haunting
Wondrous item, instrument, uncommon, major tier, 2 lb.
You must be proficient with wind instruments to use these pipes. They have 3 charges. You can use an action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature within 30 feet of you that hears you play must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. If you wish, all creatures in the area that aren’t hostile toward you automatically succeed on the saving throw. A creature that fails the saving throw can repeat it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its saving throw is immune to the effect of these pipes for 24 hours. The pipes regain 1d3 expended charges daily at dawn.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
Pipes of the Sewers
Wondrous item, instrument, uncommon (requires attunement), major tier, 2 lb.
You must be proficient with wind instruments to use these pipes. While you are attuned to the pipes, ordinary rats and giant rats are indifferent toward you and will not attack you unless you threaten or harm them.
The pipes have 3 charges. If you play the pipes as an action, you can use a bonus action to expend 1 to 3 charges, calling forth one swarm of rats with each expended charge, provided that enough rats are within half a mile of you to be called in this fashion (as determined by the DM). 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. The pipes regain 1d3 expended charges daily at dawn.
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, you can make a Charisma check contested by the swarm’s Wisdom check. If you lose the contest, the swarm behaves as it normally would and can’t be swayed by the pipes’ music for the next 24 hours. If you win the contest, the swarm is swayed by the pipes’ music and becomes friendly to you and your companions for as long as you continue to play the pipes each round as an 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 and can’t hear the pipes’ music, 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.
If you have proficiency with a given musical instrument, you can add your proficiency bonus to any ability checks you make to play music with the instrument. A bard can use a musical instrument as a spellcasting focus. Each type of musical instrument requires a separate proficiency.
See the Tool Proficiencies entry for more information.
Proficiency with a musical instrument indicates you are familiar with the techniques used to play it. You also have knowledge of some songs commonly performed with that instrument.
History. Your expertise aids you in recalling lore related to your instrument.
Performance. Your ability to put on a good show is improved when you incorporate an instrument into your act.
Compose a Tune. As part of a long rest, you can compose a new tune and lyrics for your instrument. You might use this ability to impress a noble or spread scandalous rumors with a catchy tune.
Musical Instrument
| Activity | DC |
|---|---|
| Identify a tune | 10 |
| Improvise a tune | 20 |
Potion of Acid Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to acid damage for 1 hour.
Potion of Animal Friendship
Potion, uncommon, minor tier
When you drink this potion, you can cast the animal friendship spell (save DC 13) for 1 hour at will. Agitating this muddy liquid brings little bits into view: a fish scale, a hummingbird tongue, a cat claw, or a squirrel hair.
Potion of Climbing
Potion, common, minor tier
When you drink this potion, you gain a climbing speed equal to your walking speed for 1 hour. During this time, you have advantage on Strength (Athletics) checks you make to climb. The potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.
Potion of Cold Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to cold damage for 1 hour.
Potion of Fire Breath
Potion, uncommon, minor tier
After drinking this potion, you can use a bonus action to exhale fire at a target within 30 feet of you. The target must make a DC 13 Dexterity saving throw, taking 4d6 fire damage on a failed save, or half as much damage on a successful one. The effect ends after you exhale the fire three times or when 1 hour has passed. This potion’s orange liquid flickers, and smoke fills the top of the container and wafts out whenever it is opened.
Potion of Fire Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to fire damage for 1 hour.
Potion of Force Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to force damage for 1 hour.
Potion of Greater Healing
Potion, uncommon, minor tier
You regain 4d4 + 4 hit points when you drink this potion. The potion’s red liquid glimmers when agitated.
Potion of Growth
Potion, uncommon, minor tier
When you drink this potion, you gain the “enlarge” effect of the enlarge/reduce spell for 1d4 hours (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 Hill Giant Strength
Potion, uncommon, minor tier
When you drink this potion, your Strength score changes to 21 for 1 hour. 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 fingernail from a hill giant.
Potion of Lightning Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to lightning damage for 1 hour.
Potion of Necrotic Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Potion of Poison
Potion, uncommon, minor tier
This concoction looks, smells, and tastes like a potion of healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature.
If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0.
Potion of Poison Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to poison damage for 1 hour.
Potion of Psychic Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to psychic damage for 1 hour.
Potion of Radiant Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to radiant damage for 1 hour.
Potion of Resistance
Potion, uncommon, minor tier
Multiple variations of this item exist, as listed below:
- Potion of Acid Resistance
- Potion of Cold Resistance
- Potion of Fire Resistance
- Potion of Force Resistance
- Potion of Lightning Resistance
- Potion of Necrotic Resistance
- Potion of Poison Resistance
- Potion of Psychic Resistance
- Potion of Radiant Resistance
- Potion of Thunder Resistance
Potion of Thunder Resistance
Potion, uncommon, minor tier
When you drink this potion, you gain resistance to thunder damage for 1 hour.
Potion of Water Breathing
Potion, uncommon, minor tier
You can breathe underwater for 1 hour after drinking this potion. Its cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.
Prosthetic Limb
Wondrous item, common
This item replaces a lost limb-a hand, an arm, a foot, a leg, or a similar body part. While the prosthetic is attached, it functions identically to the part it replaces. You can detach or reattach it as an action, and it can’t be removed against your will. It detaches if you die.
Quiver of Ehlonna
Wondrous item, uncommon, major tier, 2 lb.
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 sixty arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six 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.
Ring of Jumping
Ring, uncommon (requires attunement), major tier
While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.
Ring of Mind Shielding
Ring, uncommon (requires attunement), major tier
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 use an action to cause the ring to become invisible until you use another action to make it visible, 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
Ring, uncommon, minor tier
You have a swimming speed of 40 feet while wearing this ring.
Ring of Warmth
Ring, uncommon (requires attunement), major tier
While wearing this ring, you have resistance to cold damage. In addition, you and everything you wear and carry are unharmed by temperatures as low as -50 degrees Fahrenheit.
Ring of Water Walking
Ring, uncommon, major tier
While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Robe of Useful Items
Wondrous item, uncommon, minor tier
This robe has cloth patches of various shapes and colors covering it. While wearing the robe. you can use an 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:
- Dagger
- Bullseye lantern (filled and lit)
- Steel mirror
- 10-foot pole
- Hempen rope (50 feet, coiled)
- Sack
In addition, the robe has 4d4 other patches. The DM chooses the patches or determines them randomly.
| d100 | Patch |
|---|---|
| 01-08 | Bag of 100 gp |
| 09-15 | Silver coffer (1 foot long, 6 inches wide and deep) worth 500 gp |
| 16-22 | 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 |
| 23-30 | 10 gems worth 100 gp each |
| 31-44 | Wooden ladder (24 feet long) |
| 45-51 | A riding horse with saddle bags |
| 52-59 | Pit (a cube 10 feet on a side), which you can place on the ground within 10 feet of you |
| 60-68 | 4 potions of healing |
| 69-75 | Rowboat (12 feet long) |
| 76-83 | Spell scroll containing one spell of 1st to 3rd level |
| 84-90 | 2 mastiffs |
| 91-96 | Window (2 feet by 4 feet, up to 2 feet deep), which you can place on a vertical surface you can reach |
| 97-00 | Portable ram |
Rope of Climbing
Wondrous item, uncommon, minor tier, 3 lb.
This 60-foot length of silk rope weighs 3 pounds and can hold up to 3,000 pounds. If you hold one end of the rope and use an action to speak the command word, the rope animates. As a bonus action, you can command the other end to move toward a destination you choose. That end moves 10 feet on your turn when you first command it and 10 feet on each of your turns until reaching its destination, up to its maximum length away, 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 checks made to climb it.
The rope has AC 20 and 20 hit points. 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.
Saddle of the Cavalier
Wondrous item, uncommon, minor tier
While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.
Sending Stones
Wondrous item, uncommon, minor tier
Sending stones come in pairs, with each smooth stone carved to match the other so the pairing is easily recognized. While you touch one stone, you can use an action to cast the sending spell from it. The target is the bearer of the other stone. If no creature bears the other stone, you know that fact as soon as you use the stone and don’t cast the spell.
Once sending is cast through the stones, they 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
Armor (shield), uncommon, major tier, 6 lb.
AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Slippers of Spider Climbing
Wondrous item, uncommon (requires attunement), major tier
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
Spell Scroll (2nd Level)
Scroll, uncommon, minor tier
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any 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 words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 12. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 13 and an attack bonus of +5.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 12 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spell Scroll (3rd Level)
Scroll, uncommon, minor tier
A spell scroll bears the words of a single spell, written as a mystical cipher. If the spell is on your class’s spell list, you can read the scroll and cast its spell without providing any 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 words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost.
If the spell is on your class’s spell list but of a higher level than you can normally cast, you must make an ability check using your spellcasting ability to determine whether you cast it successfully. The DC is 13. On a failed check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself crumbles to dust.
A spell cast from this scroll has a save DC of 15 and an attack bonus of +7.
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on a DC 13 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Spellwrought Tattoo (1st Level)
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single 1st level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.
Spellwrought Tattoo (2nd Level)
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 2nd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.
Spellwrought Tattoo (3rd Level)
Wondrous item (tattoo), uncommon
Produced by a special needle, this magic tattoo contains a single 3rd level spell, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +4; the Save DC is 15 and the attack bonus is +7.
Spellwrought Tattoo (Cantrip)
Wondrous item (tattoo), common
Produced by a special needle, this magic tattoo contains a single cantrip, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell’s duration. Once the spell ends, the tattoo vanishes from your skin.
The Ability modifier for this spell is +3; the Save DC is 13 and the attack bonus is +5.
Staff of the Adder
Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock), simple weapon, melee weapon, major tier, 4 lb.
1d6 bludgeoning - versatile (1d8)
You can use a bonus action to speak this staff’s command word and make the head of the staff become that of an animate poisonous snake for 1 minute. By using another bonus action to speak the command word again, you return the staff to its normal inanimate form.
You can make a melee attack using the snake head, which has a reach of 5 feet. Your proficiency bonus applies to the attack roll. On a hit, the target takes 1d6 piercing damage and must succeed on a DC 15 Constitution saving throw or take 3d6 poison damage.
The snake head can be attacked while it is animate. It has an Armor Class of 15 and 20 hit points. If the head drops to 0 hit points, the staff is destroyed. As long as it’s not destroyed, the staff regains all lost hit points when it reverts to its inanimate form.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Staff of the Python
Staff, weapon, uncommon (requires attunement by a cleric, druid, or warlock), simple weapon, melee weapon, major tier, 4 lb.
1d6 bludgeoning - versatile (1d8)
You can use an action to speak this staff’s command word and throw the staff on the ground within 10 feet of you. The staff becomes a giant constrictor snake under your control and acts on its own initiative count. By using a bonus action to speak the command word again, you return the staff to its normal form in a space formerly occupied by the snake.
On your turn, you can mentally command the snake if it is within 60 feet of you and you aren’t incapacitated. You decide what action the snake takes and where it moves during its next turn, or you can issue it a general command, such as to attack your enemies or guard a location.
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.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Stone of Good Luck
Wondrous item, uncommon (requires attunement), major tier
While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Sword of Vengeance
Generic variant, uncommon (requires attunement), major tier
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Curse. This sword is cursed and possessed by a vengeful spirit. Becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the sword, keeping it on your person at all times. While attuned to this weapon, you have disadvantage on attack rolls made with weapons other than this one.
In addition, while the sword is on your person, you must succeed on a DC 15 Wisdom saving throw whenever you take damage in combat. On a failed save you must attack the creature that damaged you until you drop to 0 hit points or it does, or until you can’t reach the creature to make a melee attack against it.
You can break the curse in the usual ways. Alternatively, casting banishment on the sword forces the vengeful spirit to leave it. The sword then becomes a +1 weapon with no other properties.
Base items. This item variant can be applied to the following base items:
- Double-Bladed Scimitar (Double-Bladed Scimitar of Vengeance)
- Greatsword (Greatsword of Vengeance)
- Longsword (Longsword of Vengeance)
- Rapier (Rapier of Vengeance)
- Scimitar (Scimitar of Vengeance)
- Shortsword (Shortsword of Vengeance)
Trident of Fish Command
Weapon (trident), uncommon (requires attunement), martial weapon, melee weapon, major tier, 4 lb.
1d6 piercing - thrown (20/60 ft.), versatile (1d8)
This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Thrown. If a weapon has the thrown property, you can throw the weapon to make a ranged attack. If the weapon is a melee weapon, you use the same ability modifier for that attack roll and damage roll that you would use for a melee attack with the weapon. For example, if you throw a handaxe, you use your Strength, but if you throw a dagger, you can use either your Strength or your Dexterity, since the dagger has the finesse property.
Versatile. This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.
Wand of Magic Detection
Wand, uncommon, minor tier, 1 lb.
This wand has 3 charges. While holding it, you can expend 1 charge as an action to cast the detect magic spell from it. The wand regains 1d3 expended charges daily at dawn.
Wand of Magic Missiles
Wand, uncommon, major tier, 1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Wand of Secrets
Wand, uncommon, minor tier, 1 lb.
The wand has 3 charges. While holding it, you can use an action to expend 1 of its charges, and if a secret door or trap is within 30 feet of you, the wand pulses and points at the one nearest to you. The wand regains 1d3 expended charges daily at dawn.
Wand of Web
Wand, uncommon (requires attunement by a spellcaster), major tier, 1 lb.
This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the web spell (save DC 15) from it.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Weapon of Warning
Generic variant, uncommon (requires attunement), major tier
This magic weapon warns you of danger. While the weapon is on your person, you have advantage on initiative rolls. In addition, you and any of your companions within 30 feet of you can’t be surprised, except when incapacitated by something other than nonmagical sleep. The weapon magically awakens you and your companions within range if any of you are sleeping naturally when combat begins.
Base items. This item variant can be applied to the following base items:
- Antimatter Rifle (Antimatter Rifle of Warning)
- Automatic Pistol (Automatic Pistol of Warning)
- Automatic Rifle (Automatic Rifle of Warning)
- Battleaxe (Battleaxe of Warning)
- Blowgun (Blowgun of Warning)
- Club (Club of Warning)
- Dagger (Dagger of Warning)
- Dart (Dart of Warning)
- Double-Bladed Scimitar (Double-Bladed Scimitar of Warning)
- Flail (Flail of Warning)
- Glaive (Glaive of Warning)
- Greataxe (Greataxe of Warning)
- Greatclub (Greatclub of Warning)
- Greatsword (Greatsword of Warning)
- Halberd (Halberd of Warning)
- Hand Crossbow (Hand Crossbow of Warning)
- Handaxe (Handaxe of Warning)
- Heavy Crossbow (Heavy Crossbow of Warning)
- Hooked Shortspear (Hooked Shortspear of Warning)
- Hoopak (Hoopak of Warning)
- Hunting Rifle (Hunting Rifle of Warning)
- Javelin (Javelin of Warning)
- Lance (Lance of Warning)
- Laser Pistol (Laser Pistol of Warning)
- Laser Rifle (Laser Rifle of Warning)
- Light Crossbow (Light Crossbow of Warning)
- Light Hammer (Light Hammer of Warning)
- Light Repeating Crossbow (Light Repeating Crossbow of Warning)
- Longbow (Longbow of Warning)
- Longsword (Longsword of Warning)
- Mace (Mace of Warning)
- Maul (Maul of Warning)
- Morningstar (Morningstar of Warning)
- Musket (Musket of Warning)
- Pike (Pike of Warning)
- Pistol (Pistol of Warning)
- Quarterstaff (Quarterstaff of Warning)
- Rapier (Rapier of Warning)
- Revolver (Revolver of Warning)
- Scimitar (Scimitar of Warning)
- Shortbow (Shortbow of Warning)
- Shortsword (Shortsword of Warning)
- Shotgun (Shotgun of Warning)
- Sickle (Sickle of Warning)
- Sling (Sling of Warning)
- Spear (Spear of Warning)
- Trident (Trident of Warning)
- War Pick (War Pick of Warning)
- Warhammer (Warhammer of Warning)
- Whip (Whip of Warning)
- Yklwa (Yklwa of Warning)
Wind Fan
Wondrous item, uncommon, major tier
While holding this fan, you can use an action to cast the gust of wind spell (save DC 13) from it. Once used, the fan shouldn’t be used again until the next dawn. Each time it is used again before then, it has a cumulative 20 percent chance of not working and tearing into useless, nonmagical tatters.
Winged Boots
Wondrous item, uncommon (requires attunement), major tier
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 2 hours of flying capability for every 12 hours they aren’t in use.