FightClub5eXML/Sources/DungeonMastersGuide/items-dmg.xml

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<?xml version='1.0' encoding='utf-8'?>
<compendium version="5" auto_indent="NO">
<item>
<name>+1 Rod of the Pact Keeper</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>+1 Wand of the War Mage</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 212</text>
</item>
<item>
<name>+2 Rod of the Pact Keeper</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>While holding this rod, you gain a +2 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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>+2 Wand of the War Mage</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>While you are holding this wand, you gain a +2 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 212</text>
</item>
<item>
<name>+3 Rod of the Pact Keeper</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>While holding this rod, you gain a +3 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.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>+3 Wand of the War Mage</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>While you are holding this wand, you gain a +3 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 212</text>
</item>
<item>
<name>Airship</name>
<detail>Vehicle (air)</detail>
<type>G</type>
<weight></weight>
<value>20000.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Alchemy Jug</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>12</weight>
<property></property>
<text>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
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 150</text>
</item>
<item>
<name>Alexandrite</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A transparent dark green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Amber</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent watery gold to rich gold gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Amethyst</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent deep purple gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Amulet of Health</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 150</text>
</item>
<item>
<name>Amulet of Proof against Detection and Location</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 150</text>
</item>
<item>
<name>Amulet of the Planes</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>While wearing this amulet, you can use an action to name a location that you are familiar with on another plane of existence. Then make a DC 15 Intelligence check. On a successful check, you cast the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1-60, you travel to a random location on the plane you named. On a 61-100, you travel to a randomly determined plane of existence.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 150</text>
</item>
<item>
<name>Animated Shield</name>
<detail>major, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>While holding this shield, you can speak its command word as a bonus action to cause it to animate. The shield leaps into the air and hovers in your space to protect you as if you were wielding it, leaving your hands free. The shield remains animated for 1 minute, until you use a bonus action to end this effect, or until you are incapacitated or die, at which point the shield falls to the ground or into your hand if you have one free.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 151</text>
</item>
<item>
<name>Apparatus of Kwalish</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>500</weight>
<property></property>
<text>This item first appears to be a Large sealed iron barrel weighing 500 pounds. The barrel has a hidden catch, which can be found with a successful DC 20 Intelligence (Investigation) check. Releasing the catch unlocks a hatch at one end of the barrel, allowing two Medium or smaller creatures to crawl inside. Ten levers are set in a row at the far end, each in a neutral position, able to move either up or down. When certain levers are used, the apparatus transforms to resemble a giant lobster.
The apparatus of Kwalish is a Large object with the following statistics:
• Armor Class:: 20
• Hit Points:: 200
• Speed:: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended)
• Damage Immunities:: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the apparatus's hatch is closed, the compartment is airtight and watertight. The compartment holds enough air for 10 hours of breathing, divided by the number of breathing creatures inside.
The apparatus floats on water. It can also go underwater to a depth of 900 feet. Below that, the vehicle takes 2d6 bludgeoning damage per minute from pressure.
A creature in the compartment can use an action to move as many as two of the apparatus's levers up or down. After each use, a lever goes back to its neutral position. Each lever, from left to right, functions as shown in the Apparatus of Kwalish Levers table.
Apparatus of Kwalish Levers:
Lever | Up | Down
1 | Legs and tail extend, allowing the apparatus to walk and swim. | Legs and tail retract, reducing the apparatus's speed to 0 and making it unable to benefit from bonuses to speed.
2 | Forward window shutter opens. | Forward window shutter closes.
3 | Side window shutters open (two per side). | Side window shutters close (two per side).
4 | Two claws extend from the front sides of the apparatus. | The claws retract.
5 | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: 7 (2d6) bludgeoning damage. | Each extended claw makes the following melee weapon attack: +8 to hit, reach 5 ft., one target. Hit: The target is grappled (escape DC 15).
6 | The apparatus walks or swims forward. | The apparatus walks or swims backward.
7 | The apparatus turns 90 degrees left. | The apparatus turns 90 degrees right.
8 | Eyelike fixtures emit bright light in a 30-foot radius and dim light for an additional 30 feet. | The light turns off.
9 | The apparatus sinks as much as 20 feet in liquid. | The apparatus rises up to 20 feet in liquid.
10 | The rear hatch unseals and opens. | The rear hatch closes and seals.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 151</text>
<roll>2d6</roll>
</item>
<item>
<name>Aquamarine</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A transparent pale blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Armor of Invulnerability</name>
<detail>major, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>You have resistance to nonmagical damage while you wear this armor. Additionally, you can use an action to make yourself immune to nonmagical damage for 10 minutes or until you are no longer wearing the armor. Once this special action is used, it can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Armor of Vulnerability (Bludgeoning)</name>
<detail>major, Cursed item, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While wearing this armor, you have resistance to bludgeoning damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to piercing and slashing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Armor of Vulnerability (Piercing)</name>
<detail>major, Cursed item, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While wearing this armor, you have resistance to piercing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and slashing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Armor of Vulnerability (Slashing)</name>
<detail>major, Cursed item, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While wearing this armor, you have resistance to slashing damage.
Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed you have vulnerability to bludgeoning and piercing damage.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Arrow-Catching Shield</name>
<detail>major, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>You gain a +2 bonus to AC against ranged attacks while you wield this shield. This bonus is in addition to the shield's normal bonus to AC. In addition, whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Assassin's Blood</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>150.0</value>
<property></property>
<text>A creature subjected to this poison must make a DC 10 Constitution saving throw. On a failed save, it takes 6 (1d12) poison damage and is poisoned for 24 hours. On a successful save, the creature takes half damage and isn't poisoned.
Source: Dungeon Master's Guide p. 258</text>
<roll>1d12</roll>
</item>
<item>
<name>Axe of the Dwarvish Lords</name>
<detail>Cursed item, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property>T,V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<range>20/60</range>
<text>Seeing the peril his people faced, a young dwarf prince came to believe that his people needed something to unite them. Thus, he set out to forge a weapon that would be such a symbol.
Venturing deep under the mountains, deeper than any dwarf had ever delved, the young prince came to the blazing heart of a great volcano. With the aid of Moradin, the dwarven god of creation, he first crafted four great tools: the Brutal Pick, the Earthheart Forge, the Anvil of Songs, and the Shaping Hammer. With them, he forged the Axe of the Dwarvish Lords.
Armed with the artifact, the prince returned to the dwarf clans and brought peace. His axe ended grudges and answered slights. The clans became allies, and they threw back their enemies and enjoyed an era of prosperity. This young dwarf is remembered as the First King. When he became old, he passed the weapon, which had become his badge of office, to his heir. The rightful inheritors passed the axe on for many generations.
Later, in a dark era marked by treachery and wickedness, the axe was lost in a bloody civil war fomented by greed for its power and the status it bestowed. Centuries later, the dwarves still search for the axe, and many adventurers have made careers of chasing after rumors and plundering old vaults to find it.
Magic Weapon: The Axe of the Dwarvish Lords is a magic weapon that grants a +3 bonus to attack and damage rolls made with it. The axe also functions as a belt of dwarvenkind, a dwarven thrower, and a sword of sharpness.
Random Properties: The axe has the following randomly determined properties:
• 2 minor beneficial properties
• 1 major beneficial property
• 2 minor detrimental properties
Blessings of Moradin: If you are a dwarf attuned to the axe, you gain the following benefits:
• You have immunity to poison damage.
• The range of your darkvision increases by 60 feet.
• You gain proficiency with artisan's tools related to blacksmithing, brewing, and stonemasonry.
Conjure Earth Elemental: If you are holding the axe, you can use your action to cast the conjure elemental spell from it, summoning an earth elemental. You can't use this property again until the next dawn.
Travel the Depths: You can use an action to touch the axe to a fixed piece of dwarven stonework and cast the teleport spell from the axe. If your intended destination is underground, there is no chance of a mishap or arriving somewhere unexpected. You can't use this property again until 3 days have passed.
Curse: The axe bears a curse that affects any non-dwarf that becomes attuned to it. Even if the attunement ends, the curse remains. With each passing day, the creature's physical appearance and stature become more dwarflike. After seven days, the creature looks like a typical dwarf, but the creature neither loses its racial traits nor gains the racial traits of a dwarf. The physical changes wrought by the axe aren't considered magical in nature (and therefore can't be dispelled), but they can be undone by any effect that removes a curse, such as a greater restoration or remove curse spell.
Destroying the Axe: The only way to destroy the axe is to melt it down in the Earthheart Forge, where it was created. It must remain in the burning forge for fifty years before it finally succumbs to the fire and is consumed.
Source: Dungeon Master's Guide p. 221</text>
</item>
<item>
<name>Azurite</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque mottled deep blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Bag of Beans</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>Inside this heavy cloth bag are 3d4 dry beans. The bag weighs ½ pound plus ¼ pound for each bean it contains.
If you dump the bag's contents out on the ground, they explode in a 10-foot radius, extending from the beans. Each creature in the area, including you, must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one. The fire ignites flammable objects in the area that aren't being worn or carried.
If you remove a bean from the bag, plant it in dirt or sand, and then water it, the bean produces an effect 1 minute later from the ground where it was planted. The DM can choose an effect from the following table, determine it randomly, or create an effect.
d100 | Effect
01 | 5d4 toadstools sprout. If a creature eats a toadstool, roll any die. On an odd roll, the eater must succeed on a DC 15 Constitution saving throw or take 5d6 poison damage and become poisoned for 1 hour. On an even roll, the eater gains 5d6 temporary hit points for 1 hour.
02-10 | A geyser erupts and spouts water, beer, berry juice, tea, vinegar, wine, or oil (DM's choice) 30 feet into the air for 1d12 rounds.
11-20 | A treant sprouts. There's a 50 chance that the treant is chaotic evil and attacks.
21-30 | An animate, immobile stone statue in your likeness rises. It makes verbal threats against you. If you leave it and others come near, it describes you as the most heinous of villains and directs the newcomers to find and attack you. If you are on the same plane of existence as the statue, it knows where you are. The statue becomes inanimate after 24 hours.
31-40 | A campfire with blue flames springs forth and burns for 24 hours (or until it is extinguished).
41-50 | 1d6 + 6 shrieker sprout.
51-60 | 1d4 + 8 bright pink toads crawl forth. Whenever a toad is touched, it transforms into a Large or smaller monster of the DM's choice. The monster remains for 1 minute, then disappears in a puff of bright pink smoke.
61-70 | A hungry bulette burrows up and attacks.
71-80 | A fruit tree grows. It has 1d10 + 20 fruit, 1d8 of which act as randomly determined magic potions, while one acts as an ingested poison of the DM's choice. The tree vanishes after 1 hour. Picked fruit remains, retaining any magic for 30 days.
81-90 | A nest of 1d4 + 3 eggs springs up. Any creature that eats an egg must make a DC 20 Constitution saving throw. On a successful save, a creature permanently increases its lowest ability score by 1, randomly choosing among equally low scores. On a failed save, the creature takes 10d6 force damage from an internal magical explosion.
91-99 | A pyramid with a 60-foot-square base bursts upward. Inside is a sarcophagus containing a mummy lord. The pyramid is treated as the mummy lord lair, and its sarcophagus contains treasure of the DM's choice.
00 | A giant beanstalk sprouts, growing to a height of the DM's choice. The top leads where the DM chooses, such as to a great view, a cloud giant castle, or a different plane of existence.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 152</text>
<roll>3d4</roll>
<roll>5d4</roll>
<roll>5d6</roll>
<roll>1d12</roll>
<roll>1d6+6</roll>
<roll>1d4+8</roll>
<roll>1d10+20</roll>
<roll>1d8</roll>
<roll>1d4+3</roll>
<roll>10d6</roll>
</item>
<item>
<name>Bag of Devouring</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>This bag superficially resembles a bag of holding but is a feeding orifice for a gigantic extradimensional creature. Turning the bag inside out closes the orifice.
The extradimensional creature attached to the bag can sense whatever is placed inside the bag. Animal or vegetable matter placed wholly in the bag is devoured and lost forever. When part of a living creature is placed in the bag, as happens when someone reaches inside it, there is a 50 chance that the creature is pulled inside the bag. A creature inside the bag can use its action to try to escape with a successful DC 15 Strength check. Another creature can use its action to reach into the bag to pull a creature out, doing so with a successful DC 20 Strength check (provided it isn't pulled inside the bag first). Any creature that starts its turn inside the bag is devoured, its body destroyed.
Inanimate objects can be stored in the bag, which can hold a cubic foot of such material. However, once each day, the bag swallows any objects inside it and spits them out into another plane of existence. The DM determines the time and plane.
If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 153</text>
</item>
<item>
<name>Bag of Holding</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>15</weight>
<property></property>
<text>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.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 153</text>
</item>
<item>
<name>Bag of Tricks, Gray</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>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
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
</item>
<item>
<name>Bag of Tricks, Rust</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>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
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
</item>
<item>
<name>Bag of Tricks, Tan</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>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
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 154</text>
</item>
<item>
<name>Banded Agate</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>A translucent striped brown, blue, white, or red gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Bead of Force</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>0.0625</weight>
<property></property>
<text>This small black sphere measures ¾ of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.
You can use an action to throw the bead up to 60 feet. The bead explodes on impact and is destroyed. Each creature within a 10-foot radius of where the bead landed must succeed on a DC 15 Dexterity saving throw or take 5d4 force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save, or are partially within the area, are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can.
An enclosed creature can use its action to push against the sphere's wall, moving the sphere up to half the creature's walking speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 154</text>
<roll>1d4+4</roll>
<roll>5d4</roll>
</item>
<item>
<name>Bejeweled ivory drinking horn with gold filigree</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Belt of Cloud Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 27. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Dwarvenkind</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, you gain the following benefits:
 Your Constitution score increases by 2, to a maximum of 20.
 You have advantage on Charisma (Persuasion) checks made to interact with dwarves.
In addition, while attuned to the belt, you have a 50 chance each day at dawn of growing a full beard if you're capable of growing one, or a visibly thicker beard if you already have one.
If you aren't a dwarf, you gain the following additional benefits while wearing the belt:
 You have advantage on saving throws against poison, and you have resistance against poison damage.
 You have darkvision out to a range of 60 feet.
 You can speak, read, and write Dwarvish.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Fire Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 25. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Frost Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Hill Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 21. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Stone Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 23. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Belt of Storm Giant Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this belt, your Strength score changes to 29. The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Black Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest black dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Black Opal</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A translucent dark green with black mottling and golden flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Black Pearl</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>An opaque pure black gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Black Sapphire</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>5000.0</value>
<property></property>
<text>A translucent lustrous black with glowing highlights gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Black velvet mask stitched with silver thread</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Blackrazor</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>6</weight>
<property>H,2H</property>
<dmg1>2d6</dmg1>
<dmgType>S</dmgType>
<text>Hidden in the dungeon of White Plume Mountain, Blackrazor shines like a piece of night sky filled with stars. Its black scabbard is decorated with pieces of cut obsidian.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the following additional properties.
Devour Soul: Whenever you use it to reduce a creature to 0 hit points, the sword slays the creature devours its soul, unless it is a construct or an undead. A creature whose soul has been devoured by Blackrazor can be restored to life only by a wish spell.
When it devours a soul, Blackrazor grants you temporary hit points equal to the slain creature's hit point maximum. These hit points fade after 24 hours. As long as these temporary hit points last and you keep Blackrazor in hand, you have advantage on attack rolls, saving throws, and ability checks.
If you hit an undead with this weapon, you take 1d10 necrotic damage and the target regains 1d10 hit points. If this necrotic damage reduces you to 0 hit points, Blackrazor devours your soul.
Soul Hunter: While you hold the weapon. you are aware of the presence of Tiny or larger creatures within 60 feet of you that aren't constructs or undead. You also can't be charmed or frightened.
Blackrazor can cast the haste spell on you once per day. It decides when to cast the spell and maintains concentration on it so that you don't have to.
Sentience: Blackrazor is a sentient chaotic neutral weapon with an Intelligence of 17, a Wisdom of 10, and a Charisma of 19. It has hearing and darkvision out to a range of 120 feet.
The weapon can speak, read, and understand Common, and can communicate with its wielder telepathically. Its voice is deep and echoing. While you are attuned to it, Blackrazor also understands every language you know.
Personality: Blackrazor speaks with an imperious tone, as though accustomed to being obeyed.
The sword's purpose is to consume souls. It doesn't care whose souls it eats, including the wielder's. The sword believes that all matter and energy sprang from a void of negative energy and will one day return to it. Blackrazor is meant to hurry that process along.
Despite its nihilism, Blackrazor feels a strange kinship to Wave and Whelm, two other weapons locked away under White Plume Mountain. It wants the three weapons to be united again and wielded together in combat, even though it violently disagrees with Whelm and finds Wave tedious.
Blackrazor's hunger for souls must be regularly fed. If the sword goes three days or more without consuming a soul, a conflict between it and its wielder occurs at the next sunset.
Source: Dungeon Master's Guide p. 216</text>
<roll>1d10</roll>
</item>
<item>
<name>Bloodstone</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque dark gray with red flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Blue Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest blue dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Blue Quartz</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>A transparent pale blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Blue Sapphire</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A transparent blue-white to medium blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Blue Spinel</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A transparent deep blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Book of Exalted Deeds</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>The definitive treatise on all that is good in the multiverse, the fabled Book of Exalted Deeds figures prominently in many religions. Rather than being a scripture devoted to a particular faith, the book's various authors filled the pages with their own vision of true virtue, providing guidance for defeating evil.
The Book of Exalted Deeds rarely lingers in one place. As soon as the book is read, it vanishes to some other corner of the multiverse where its moral guidance can bring light to a darkened world. Although attempts have been made to copy the work, efforts to do so fail to capture its magical nature or translate the benefits it offers to those pure of heart and firm of purpose.
A heavy clasp, wrought to look like angel wings, keeps the book's contents secure. Only a creature of good alignment that is attuned to the book can release the clasp that holds it shut. Once the book is opened, the attuned creature must spend 80 hours reading and studying the book to digest its contents and gain its benefits. Other creatures that peruse the book's open pages can read the text but glean no deeper meaning and reap no benefits. An evil creature that tries to read from the book takes 24d6 radiant damage. This damage ignores resistance and immunity, and can't be reduced or avoided by any means. A creature reduced to 0 hit points by this damage disappears in a blinding flash and is destroyed, leaving its possessions behind.
Benefits granted by the Book of Exalted Deeds last only as long as you strive to do good. If you fail to perform at least one act of kindness or generosity within the span of 10 days, or if you willingly perform an evil act, you lose all the benefits granted by the book.
Random Properties: The Book of Exalted Deeds has the following random properties:
 2 minor beneficial properties
 2 major beneficial properties
Increased Wisdom: After you spend the requisite amount of time reading and studying the book, your Wisdom score increases by 2, to a maximum of 24. You can't gain this benefit from the book more than once.
Enlightened Magic: Once you've read and studied the book, any spell slot you expend to cast a cleric or paladin spell counts as a spell slot of one level higher.
Halo: Once you've read and studied the book, you gain a protective halo. This halo sheds bright light in a 10-foot radius and dim light for an additional 10 feet. You can dismiss or manifest the halo as a bonus action. While present, the halo gives you advantage on Charisma (Persuasion) checks made to interact with good creatures and Charisma (Intimidation) checks made to interact with evil creatures. In addition, fiends and undead within the halo's bright light make attack rolls against you with disadvantage.
Destroying the Book: It is rumored that the Book of Exalted Deeds can't be destroyed as long as good exists in the multiverse. However, drowning the book in the River Styx removes all writing and imagery from its pages and renders the book powerless for 1d100 years.
Source: Dungeon Master's Guide p. 222</text>
<roll>24d6</roll>
<roll>1d100</roll>
</item>
<item>
<name>Book of Vile Darkness</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>The contents of this foul manuscript of ineffable wickedness are the meat and drink of those in evil's thrall. No mortal was meant to know the secrets it contains, knowledge so horrid that to even glimpse the scrawled pages invites madness.
Most believe the lich-god Vecna authored the Book of Vile Darkness. He recorded in its pages every diseased idea, every unhinged thought, and every example of blackest magic he came across or devised. Vecna covered every vile topic he could, making the book a gruesome catalog of all mortal wrongs.
Other practitioners of evil have held the book and added their own input to its catalog of vile knowledge. Their additions are clear, for the writers of later works stitched whatever they were writing into the tome or, in some cases, made notations and additions to existing text. There are places where pages are missing, torn. or covered so completely with ink, blood, and scratches that the original text can't be divined.
Nature can't abide the book's presence. Ordinary plants wither in its presence, animals are unwilling to approach it, and the book gradually destroys whatever it touches. Even stone cracks and turns to powder if the book rests on it long enough.
A creature attuned to the book must spend 80 hours reading and studying it to digest its contents and reap its benefits. The creature can then freely modify the book's contents, provided that those modifications advance evil and expand the lore already contained within.
Whenever a non-evil creature attunes to the Book of Vile Darkness, that creature must make a DC 17 Charisma saving throw. On a failed save, the creature's alignment changes to neutral evil.
The Book of Vile Darkness remains with you only as long as you strive to work evil in the world. If you fail to perform at least one evil act within the span of 10 days, or if you willingly perform a good act, the book disappears. If you die while attuned to the book, an entity of great evil claims your soul. You can't be restored to life by any means while your soul remains imprisoned.
Random Properties: The Book of Vile Darkness has the following random properties:
 3 minor beneficial properties
 1 major beneficial property
 3 minor detrimental properties
 2 major detrimental properties
Adjusted Ability Scores: After you spend the requisite amount of time reading and studying the book, one ability score of your choice increases by 2, to a maximum of 24. Another ability score of your choice decreases by 2, to a minimum of 3. The book can't adjust your ability scores again.
Mark of Darkness: After you spend the requisite amount of time reading and studying the book, you acquire a physical disfigurement as a hideous sign of your devotion to vile darkness. An evil rune might appear on your face, your eyes might become glossy black, or horns might sprout from your forehead. Or you might become wizened and hideous, lose all facial features, gain a forked tongue, or some other feature the DM chooses. The mark of darkness grants you advantage on Charisma (Persuasion) checks made to interact with evil creatures and Charisma (Intimidation) checks made to interact with non-evil creatures.
Command Evil: While you are attuned to the book and holding it, you can use an action to cast the dominate monster spell on an evil target (save DC 18). You can't use this property again until the next dawn.
Dark Lore: You can reference the Book of Vile Darkness whenever you make an Intelligence check to recall information about some aspect of evil, such as lore about demons. When you do so, double your proficiency bonus on that check.
Dark Speech: While you carry the Book of Vile Darkness and are attuned to it, you can use an action to recite word from its pages in a foul language known as Dark Speech. Each time you do so, you take 1d12 psychic damage, and each non-evil creature within 15 feet of you takes 3d6 psychic damage.
Destroying the Book: The Book of Vile Darkness allows pages to be torn from it, but any evil lore contained on those pages finds its way back into the book eventually, usually when a new author adds pages to the tome.
If a solar tears the book in two, the book is destroyed for 1d100 years, after which it reforms in some dark corner of the multiverse.
A creature attuned to the book for one hundred years can unearth a phrase hidden in the original text that, when translated to Celestial and spoken aloud, destroys both the speaker and the book in a blinding flash of radiance. However, as long as evil exists in the multiverse, the book reforms 1d10 x 100 years later.
If all evil in the multiverse is wiped out, the book turns to dust and is forever destroyed.
Source: Dungeon Master's Guide p. 222</text>
<roll>1d12</roll>
<roll>3d6</roll>
<roll>1d100</roll>
<roll>1d10</roll>
</item>
<item>
<name>Boots of Elvenkind</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Boots of Levitation</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Boots of Speed</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While you wear these boots, you can use a bonus action and click the boots' heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Boots of Striding and Springing</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Boots of the Winterlands</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Bottle stopper cork embossed with gold leaf and set with amethysts</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Bowl of Commanding Water Elementals</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>While this bowl is filled with water, you can use an action to speak the bowl's command word and summon a water elemental, as if you had cast the conjure elemental spell. The bowl can't be used this way again until the next dawn.
The bowl is about 1 foot in diameter and half as deep. It weighs 3 pounds and holds about 3 gallons.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Box of turquoise animal figurines</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Bracers of Archery</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Bracers of Defense</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor and using no shield.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Brass Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest brass dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Brass mug with jade inlay</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Brazier of Commanding Fire Elementals</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>While a fire burns in this brass brazier, you can use an action to speak the brazier's command word and summon a fire elemental, as if you had cast the conjure elemental spell. The brazier can't be used this way again until the next dawn.
The brazier weighs 5 pounds.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Bronze crown</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Bronze Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to lightning damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest bronze dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Brooch of Shielding</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this brooch, you have resistance to force damage, and you have immunity to damage from the magic missile spell.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Broom of Flying</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 156</text>
</item>
<item>
<name>Burnt Othur Fumes</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or take 10 (3d6) poison damage, and must repeat the saving throw at the start of each of its turns. On each successive failed save, the character takes 3 (1d6) poison damage. After three successful saves, the poison ends.
Source: Dungeon Master's Guide p. 258</text>
<roll>3d6</roll>
<roll>1d6</roll>
</item>
<item>
<name>Candle of Invocation</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This slender taper is dedicated to a deity and shares that deity's alignment. The candle's alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.
d20 | Alignment
1-2 | Chaotic evil
3-4 | Chaotic neutral
5-7 | Chaotic good
8-9 | Neutral evil
10-11 | Neutral
12-13 | Neutral good
14-15 | Lawful evil
16-17 | Lawful neutral
18-20 | Lawful good
The candle's magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle's total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle's can cast 1st-level spells he or she has prepared without expending spell slots, though the spell's effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Cap of Water Breathing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Cape of the Mountebank</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can't be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Carnelian</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque orange to red-brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Carpet of Flying, 3 ft. × 5 ft.</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 3 ft. x 5 ft. carpet can carry up to 200 lb. at a fly speed of 80 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Carpet of Flying, 4 ft. × 6 ft.</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 4 ft. x 6 ft. carpet can carry up to 400 lb. at a fly speed of 60 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Carpet of Flying, 5 ft. × 7 ft.</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 5 ft. x 7 ft. carpet can carry up to 600 lb. at a fly speed of 40 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Carpet of Flying, 6 ft. × 9 ft.</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can speak the carpet's command word as an action to make the carpet hover and fly. It moves according to your spoken directions, provided that you are within 30 feet of it.
A 6 ft. x 9 ft. carpet can carry up to 800 lb. at a fly speed of 30 feet. A carpet can carry up to twice this weight, but it flies at half speed if it carries more than its normal capacity.
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Carrion Crawler Mucus</name>
<detail>major, Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>200.0</value>
<property></property>
<text>This poison must be harvested from a dead or incapacitated carrion crawler. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 minute. The poisoned creature is paralyzed. The creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Carved bone statuette</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Carved harp of exotic wood with ivory inlay and zircon gems</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Carved ivory statuette</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Censer of Controlling Air Elementals</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>While incense is burning in this censer, you can use an action to speak the censer's command word and summon an air elemental, as if you had cast the conjure elemental spell. The censer can't be used this way again until the next dawn.
This 6-inch-wide, 1-foot-high vessel resembles a chalice with a decorated lid. It weighs 1 pound.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Ceremonial electrum dagger with a black pearl in the pommel</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Chalcedony</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque white gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Chime of Opening</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This hollow metal tube measures about 1 foot long and weighs 1 pound. You can strike it as an action, pointing it at an object within 120 feet of you that can be opened, such as a door, lid, or lock. The chime issues a clear tone, and one lock or latch on the object opens unless the sound can't reach the object. If no locks or latches remain, the object itself opens.
The chime can be used ten times. After the tenth time it cracks and becomes useless.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Chrysoberyl</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent yellow-green to pale green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Chrysoprase</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A translucent green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Circlet of Blasting</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell's attacks, you do so with an attack bonus of +5. The circlet can't be used this way again until the next dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Citrine</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A transparent pale yellow-brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Cloak of Arachnida</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
 You have resistance to poison damage.
 You have a climbing speed equal to your walking speed.
 You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
 You can't be caught in webs of any sort and can move through webs as if they were difficult terrain.
 You can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Cloak of Displacement</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Cloak of Elvenkind</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Cloak of Invisibility</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak's maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 158</text>
</item>
<item>
<name>Cloak of Protection</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You gain a +1 bonus to AC and saving throws while you wear this cloak.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Cloak of the Bat</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak's edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can't be used this way again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Cloak of the Manta Ray</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Cloth-of-gold vestments</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Copper chalice with silver filigree</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Copper Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to acid damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest copper dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Coral</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>An opaque crimson gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Crystal Ball</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Crystal Ball of Mind Reading</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
You can use an action to cast the detect thoughts spell (save DC 17) while you are scrying with the crystal ball, targeting creatures you can see within 30 feet of the spell's sensor. You don't need to concentrate on this detect thoughts to maintain it during its duration, but it ends if scrying ends.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Crystal Ball of Telepathy</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you can communicate telepathically with creatures you can see within 30 feet of the spell's sensor. You can also use an action to cast the suggestion spell (save DC 17) through the sensor on one of those creatures. You don't need to concentrate on this suggestion to maintain it during its duration, but it ends if scrying ends. Once used, the suggestion power of the crystal ball can't be used again until the next dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Crystal Ball of True Seeing</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This crystal ball is about 6 inches in diameter. While touching it, you can cast the scrying spell (save DC 17) with it.
While scrying with the crystal ball, you have truesight with a radius of 120 feet centered on the spell's sensor.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Cube of Force</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This cube is about an inch across. Each face has a distinct marking on it that can be pressed. The cube starts with 36 charges, and it regains 1d20 expended charges daily at dawn.
You can use an action to press one of the cube's faces, expending a number of charges based on the chosen face, as shown in the Cube of Force Faces table. Each face has a different effect. If the cube has insufficient charges remaining, nothing happens. Otherwise, a barrier of invisible force springs into existence, forming a cube 15 feet on a side. The barrier is centered on you, moves with you, and lasts for 1 minute, until you use an action to press the cube's sixth face, or the cube runs out of charges. You can change the barrier's effect by pressing a different face of the cube and expending the requisite number of charges, resetting the duration. If your movement causes the barrier to come into contact with a solid object that can't pass through the cube, you can't move any closer to that object as long as the barrier remains.
Cube of Force Faces
Face | Charges | Effect
1 | 1 | Gases, wind, and fog can't pass through the barrier.
2 | 2 | Nonliving matter can't pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
3 | 3 | Living matter can't pass through the barrier.
4 | 4 | Spell effects can't pass through the barrier.
5 | 5 | Nothing can pass through the barrier. Walls, floors, and ceilings can pass through at your discretion.
6 | 0 | The barrier deactivates.
The cube loses charges when the barrier is targeted by certain spells or comes into contact with certain spell or magic item effects, as shown in the table below.
Spell or item | Charges Lost
Disintegrate | 1d12
Horn of blasting | 1d10
Passwall | 1d6
Prismatic spray | 1d20
Wall of fire | 1d4
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 159</text>
<roll>1d20</roll>
<roll>1d12</roll>
<roll>1d10</roll>
<roll>1d6</roll>
<roll>1d4</roll>
</item>
<item>
<name>Cubic Gate</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This cube is 3 inches across and radiates palpable magical energy. The six sides of the cube are each keyed to a different plane of existence, one of which is the Material Plane. The other sides are linked to planes determined by the DM.
You can use an action to press one side of the cube to cast the gate spell with it, opening a portal to the plane keyed to that side. Alternatively, if you use an action to press one side twice, you can cast the plane shift spell (save DC 17) with the cube and transport the targets to the plane keyed to that side.
The cube has 3 charges. Each use of the cube expends 1 charge. The cube regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 160</text>
<roll>1d3</roll>
</item>
<item>
<name>Daern's Instant Fortress</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 160</text>
<roll>10d10</roll>
</item>
<item>
<name>Dagger of Venom</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>1</weight>
<property>F,L,T</property>
<dmg1>1d4</dmg1>
<dmgType>P</dmgType>
<range>20/60</range>
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can't be used this way again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 161</text>
<roll>2d10</roll>
</item>
<item>
<name>Decanter of Endless Water</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 161</text>
<roll>1d4</roll>
</item>
<item>
<name>Deck of Illusions</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
1d33 | Illusion
1 | adult red dragon
2 | Knight and four guard
3 | Succubus
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 | oni
15 | Gnoll
16 | Kobold
17 | Lich
18 | Priest and two acolyte
19 | Medusa
20 | Veteran
21 | Frost giant
22 | Troll
23 | Hobgoblin
24 | Goblin
25 | Iron golem
26 | Bandit captain and three bandit
27 | Erinyes
28 | Berserker
29 | Hill giant
30 | Ogre
31 | Orc
32 | Kobold
33-34 | You (the deck's owner)
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 161</text>
<roll>1d20-1</roll>
<roll>1d33</roll>
</item>
<item>
<name>Deck of Many Things</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Usually found in a box or pouch, this deck contains a number of cards made of ivory or vellum. Most (75 percent) of these decks have only thirteen cards, but the rest have twenty-two.
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use an altered deck of playing cards to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. You must draw each card no more than 1 hour after the previous draw. If you fail to draw the chosen number, the remaining number of cards fly from the deck on their own and take effect all at once.
Once a card is drawn, it fades from existence. Unless the card is the Fool or the Jester, the card reappears in the deck, making it possible to draw the same card twice.
A Question of Enmity: Two of the cards in a deck of many things can earn a character the enmity of another being. With the Flames card, the enmity is overt. The character should experience the devil's malevolent efforts on multiple occasions. Seeking out the fiend shouldn't be a simple task, and the adventurer should clash with the devil's allies and followers a few times before being able to confront the devil itself.
In the case of the Rogue card, the enmity is secret and should come from someone thought to be a friend or an ally. As Dungeon Master, you should wait for a dramatically appropriate moment to reveal this enmity, leaving the adventurer guessing who is likely to become a betrayer.
1d22 | Card | Effect
1 | Vizier* | At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
2 | Sun | You gain 50,000 XP, and a wondrous item (which the DM determines randomly) appears in your hands.
3 | Moon | You are granted the ability to cast the wish spell 1d3 times.
4 | Star | Increase one of your ability scores by 2. The score can exceed 20 but can't exceed 24.
5 | Comet* | If you single-handedly defeat the next hostile monster or group of monsters you encounter, you gain experience points enough to gain one level. Otherwise, this card has no effect.
6 | The Fates* | Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
7 | Throne | You gain proficiency in the Persuasion skill, and you double your proficiency bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of monsters, which you must clear out before you can claim the keep as yours.
8 | Key | A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.
9 | Knight | You gain the service of a 4th-level fighter who appears in a space you choose within 30 feet of you. The fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
10 | Gem* | Twenty-five pieces of jewelry worth 2,000 gp each or fifty gems worth 1,000 gp each appear at your feet.
11 | Talons* | Every magic item you wear or carry disintegrates. Artifacts in your possession aren't destroyed but do vanish.
12 | The Void | This black card spells disaster. Your soul is drawn from your body and contained in an object in a place of the DM's choice. One or more powerful beings guard the place. While your soul is trapped in this way, your body is incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it. You draw no more cards.
13 | Flames | A powerful devil becomes your enemy. The devil seeks your ruin and plagues your life, savoring your suffering before attempting to slay you. This enmity lasts until either you or the devil dies.
14 | Skull | You summon an avatar of death-a ghostly humanoid skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The avatar fights until you die or it drops to 0 hit points, whereupon it disappears. If anyone tries to help you, the helper summons its own avatar of death. A creature slain by an avatar of death can't be restored to life.
15 | Idiot* | Permanently reduce your Intelligence by 1d4 + 1 (to a minimum score of 1). You can draw one additional card beyond your declared draws.
16 | Donjon* | You disappear and become entombed in a state of suspended animation in an extradimensional sphere. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You remain imprisoned until you are found and removed from the sphere. You can't be located by any divination magic, but a wish spell can reveal the location of your prison. You draw no more cards.
17 | Ruin | All forms of wealth that you carry or own, other than magic items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
18 | Euryale | The card's medusa-like visage curses you. You take a -2 penalty on saving throws while cursed in this way. Only a god or the magic of The Fates card can end this curse.
19 | Rogue | A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a wish spell or divine intervention can end the NPC's hostility toward you.
20 | Balance* | Your mind suffers a wrenching alteration, causing your alignment to change. Lawful becomes chaotic, good becomes evil, and vice versa. If you are true neutral or unaligned, this card has no effect on you.
21 | Fool* | You lose 10,000 XP, discard this card, and draw from the deck again, counting both draws as one of your declared draws. If losing that much XP would cause you to lose a level, you instead lose an amount that leaves you with just enough XP to keep your level.
22 | Jester | You gain 10,000 XP, or you can draw two additional cards beyond your declared draws.
* Found only in a deck with twenty-two cards
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 162</text>
<roll>1d22</roll>
<roll>1d3</roll>
<roll>1d4+1</roll>
</item>
<item>
<name>Demon Armor</name>
<detail>major, Cursed item, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor's clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack and damage rolls and a damage die of 1d8.
Curse: Once you don this cursed armor, you can't doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 165</text>
<roll>1d8</roll>
</item>
<item>
<name>Diamond</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>5000.0</value>
<property></property>
<text>A transparent blue-white, canary, pink, brown, or blue gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Dimensional Shackles</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You can use an action to place these shackles on an incapacitated creature. The shackles adjust to fit a creature of Small to Large size. In addition to serving as mundane manacles, the shackles prevent a creature bound by them from using any method of extradimensional movement, including teleportation or travel to a different plane of existence. They don't prevent the creature from passing-through an interdimensional portal.
You and any creature you designate when you use the shackles can use an action to remove them. Once every 30 days, the bound creature can make a DC 30 Strength (Athletics) check. On a success, the creature breaks free and destroys the shackles.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Driftglobe</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
</item>
<item>
<name>Drow Poison</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>200.0</value>
<property></property>
<text>This poison is typically made only by the drow, and only in a place far removed from sunlight. A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or be poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also unconscious while poisoned in this way. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Dust of Disappearance</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
<roll>2d4</roll>
</item>
<item>
<name>Dust of Dryness</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
<roll>1d6+4</roll>
<roll>10d6</roll>
</item>
<item>
<name>Dust of Sneezing and Choking</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 166</text>
</item>
<item>
<name>Dwarven Plate</name>
<detail>major, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Dwarven Thrower</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>T,V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>B</dmgType>
<range>20/60</range>
<text>You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
<roll>1d8</roll>
<roll>2d8</roll>
</item>
<item>
<name>Efreeti Bottle</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This painted brass bottle weighs 1 pound. When you use an action to remove the stopper, a cloud of thick smoke flows out of the bottle. At the end of your turn, the smoke disappears with a flash of harmless fire, and an efreeti appears in an unoccupied space within 30 feet of you.
The first time the bottle is opened, the DM rolls to determine what happens.
d100 | Effect
01-10 | The efreeti attacks you. After fighting for 5 rounds, the efreeti disappears, and the bottle loses its magic.
11-90 | The efreeti serves you for 1 hour, doing as you command. Then the efreeti returns to the bottle, and a new stopper contains it. The stopper can't be removed for 24 hours. The next two times the bottle is opened, the same effect occurs. If the bottle is opened a fourth time, the efreeti escapes and disappears, and the bottle loses its magic.
91-00 | The efreeti can cast the wish spell three times for you. It disappears when it grants the final wish or after 1 hour, and the bottle loses its magic.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Efreeti Chain</name>
<detail>major, Heavy Armor</detail>
<type>HA</type>
<weight>55</weight>
<property></property>
<ac>16</ac>
<stealth>1</stealth>
<strength>13</strength>
<text>While wearing this armor, you gain a +3 bonus to AC, you are immune to fire damage, and you can understand and speak Primordial. In addition, you can stand on and walk across molten rock as if it were solid ground.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 13, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Elemental Gem, Blue Sapphire</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Elemental Gem, Emerald</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Elemental Gem, Red Corundum</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Elemental Gem, Yellow Diamond</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Elixir of Health</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, it cures any disease afflicting you, and it removes the blinded, deafened, paralyzed, and poisoned conditions. The clear red liquid has tiny bubbles of light in it.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Elven Chain</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>20</weight>
<property></property>
<ac>13</ac>
<text>You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Embroidered glove set with jewel chips</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Embroidered silk and velvet mantle set with numerous moonstones</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Embroidered silk handkerchief</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Emerald</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A transparent deep bright green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Essence of Ether</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>300.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 8 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage or if another creature takes an action to shake it awake.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Eversmoking Bottle</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Eye Agate</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>A translucent circles of gray, white, brown, blue, or green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Eye of Vecna</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:
 1 minor beneficial property
 1 major beneficial property
 1 minor detrimental property
Properties of the Eye: Your alignment changes to neutral evil, and you gain the following benefits:
 You have truesight.
 You can use an action to see as if you were wearing a ring of X-ray vision. You can end this effect as a bonus action.
 The eye has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: clairvoyance (2 charges), crown of madness (1 charge), disintegrate (4 charges), dominate monster (5 charges), or eyebite (4 charges). The eye regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the eye, there is a 5 chance that Vecna tears your soul from your body, devours it, and then takes control of the body like a puppet. If that happens, you become an NPC under the DM's control.
Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:
 You are immune to disease and poison.
 Using the eye's X-ray vision never causes you to suffer exhaustion.
 You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
 If you start your turn with at least 1 hit point, you regain 1d10 hit points.
 If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
 You can use an action to cast wish. This property can't be used again until 30 days have passed.
Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.
Source: Dungeon Master's Guide p. 224</text>
<roll>1d4+4</roll>
<roll>1d10</roll>
</item>
<item>
<name>Eye patch with a mock eye set in blue sapphire and moonstone</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Eyes of Charming</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Eyes of Minute Seeing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Eyes of the Eagle</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 168</text>
</item>
<item>
<name>Figurine of Wondrous Power, Bronze Griffon</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
griffon.
This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can't be used again until 5 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
</item>
<item>
<name>Figurine of Wondrous Power, Ebony Fly</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
giant fly.
This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can't be used again until 2 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
</item>
<item>
<name>Figurine of Wondrous Power, Golden Lions</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
lion.
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
</item>
<item>
<name>Figurine of Wondrous Power, Ivory Goats</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
riding horse.
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
 The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine and can't be used again until 7 days have passed, when it regains all its charges.
 The goat of travail becomes a giant goat for up to 3 hours. Once it has been used, it can't be used again until 30 days have passed.
 The goat of terror becomes a giant goat for up to 3 hours. The goat can't attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30-foot-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat's aura for the next 24 hours. Once the figurine has been used, it can't be used again until 15 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 169</text>
</item>
<item>
<name>Figurine of Wondrous Power, Marble Elephant</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
elephant.
This marble statuette is about 4 inches high and long. It can become an elephant for up to 24 hours. Once it has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Figurine of Wondrous Power, Obsidian Steed</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
nightmare.
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can't be used again until 5 days have passed.
If you have a good alignment, the figurine has a 10 chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Figurine of Wondrous Power, Onyx Dog</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
mastiff.
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60 feet and can see invisible creatures and objects within that range. Once it has been used, it can't be used again until 7 days have passed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Figurine of Wondrous Power, Serpentine Owl</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
giant owl.
This serpentine statuette of an owl can become a giant owl for up to 8 hours. Once it has been used, it can't be used again until 2 days have passed. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Figurine of Wondrous Power, Silver Raven</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Fine gold chain set with a fire opal</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Fire Opal</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A translucent fiery red gemstone worth.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Folding Boat</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>4</weight>
<property></property>
<text>This object appears as a wooden box that measures 12 inches long, 6 inches wide, and 6 inches deep. It weighs 4 pounds and floats. It can be opened to store items inside. This item also has three command words, each requiring you to use an action to speak it.
One command word causes the box to unfold into a boat 10 feet long, 4 feet wide, and 2 feet deep. The boat has one pair of oars, an anchor, a mast, and a lateen sail. The boat can hold up to four Medium creatures comfortably.
The second command word causes the box to unfold into a ship 24 feet long, 8 feet wide; and 6 feet deep. The ship has a deck, rowing seats, five sets of oars, a steering oar, an anchor, a deck cabin, and a mast with a square sail. The ship can hold fifteen Medium creatures comfortably.
When the box becomes a vessel, its weight becomes that of a normal vessel its size, and anything that was stored in the box remains in the boat.
The third command word causes the folding boat to fold back into a box, provided that no creatures are aboard. Any objects in the vessel that can't fit inside the box remain outside the box as it folds. Any objects in the vessel that can fit inside the box do so.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 170</text>
</item>
<item>
<name>Galley</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight></weight>
<value>30000.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Garnet</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent red, brown-green, or violet gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Gauntlets of Ogre Power</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 171</text>
</item>
<item>
<name>Gem of Brightness</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 171</text>
</item>
<item>
<name>Gem of Seeing</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This gem has 3 charges. As an action, you can speak the gem's command word and expend 1 charge. For the next 10 minutes, you have truesight out to 120 feet when you peer through the gem.
The gem regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
<roll>1d3</roll>
</item>
<item>
<name>Glamoured Studded Leather</name>
<detail>major, Light Armor</detail>
<type>LA</type>
<weight>13</weight>
<property></property>
<ac>12</ac>
<text>While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 172</text>
</item>
<item>
<name>Gloves of Missile Snaring</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
<roll>1d10</roll>
</item>
<item>
<name>Gloves of Swimming and Climbing</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
</item>
<item>
<name>Gloves of Thievery</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 172</text>
</item>
<item>
<name>Goggles of Night</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 172</text>
</item>
<item>
<name>Gold bird cage with electrum filigree</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold circlet set with four aquamarines</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold cup set with emeralds</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold dragon comb set with red garnets as eyes</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest gold dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Gold jewelry box with platinum filigree</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold locket with a painted portrait inside</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Gold music box</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Gold ring set with bloodstones</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Green Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to poison damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest green dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Hammer of Thunderbolts</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>10</weight>
<property>H,2H</property>
<dmg1>2d6</dmg1>
<dmgType>B</dmgType>
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon.
Giant's Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.
The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 173</text>
<roll>1d4+1</roll>
</item>
<item>
<name>Hand of Vecna</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Seldom is the name of Vecna spoken except in a hushed voice. Vecna was, in his time, one of the mightiest of all wizards. Through dark magic and conquest, he forged a terrible empire. For all his power, Vecna couldn't escape his own mortality. He began to fear death and take steps to prevent his end from ever coming about.
Orcus, the demon prince of undeath, taught Vecna a ritual that would allow him to live on as a lich. Beyond death, he became the greatest of all liches. Even though his body gradually withered and decayed, Vecna continued to expand his evil dominion. So formidable and hideous was his temper that his subjects feared to speak his name. He was the Whispered One, the Master of the Spider Throne, the Undying King, and the Lord of the Rotted Tower.
Some say that Vecna's lieutenant Kas coveted the Spider Throne for himself, or that the sword his lord made for him seduced him into rebellion. Whatever the reason, Kas brought the Undying King's rule to an end in a terrible battle that left Vecna's tower a heap of ash. Of Vecna, all that remained were one hand and one eye, grisly artifacts that still seek to work the Whispered One's will in the world.
The Eye of Vecna and the Hand of Vecna might be found together or separately. The eye looks like a bloodshot organ torn free from the socket. The hand is a mummified and shriveled left extremity.
To attune to the eye, you must gouge out your own eye and press the artifact into the empty socket. The eye grafts itself to your head and remains there until you die. Once in place, the eye transforms into a golden eye with a slit for a pupil, much like that of a cat. If the eye is ever removed, you die.
To attune to the hand, you must lop off your left hand at the wrist and the press the artifact against the stump. The hand grafts itself to your arm and becomes a functioning appendage. If the hand is ever removed, you die.
Random Properties: The Eye of Vecna and the Hand of Vecna each have the following random properties:
 1 minor beneficial property
 1 major beneficial property
 1 minor detrimental property
Properties of the Hand: Your alignment changes to neutral evil, and you gain the following benefits:
 Your Strength score becomes 20, unless it is already 20 or higher.
 Any melee spell attack you make with the hand, and any melee weapon attack made with a weapon held by it, deals an extra 2d8 cold damage on a hit.
 The hand has 8 charges. You can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: finger of death (5 charges), sleep (1 charge), slow (2 charges), or teleport (3 charges). The hand regains 1d4 + 4 expended charges daily at dawn. Each time you cast a spell from the hand, it casts the suggestion spell on you (save DC 18), demanding that you commit an evil act. The hand might have a specific act in mind or leave it up to you.
Properties of the Eye and Hand: If you are attuned to both the hand and eye, you gain the following additional benefits:
 You are immune to disease and poison.
 Using the eye's X-ray vision never causes you to suffer exhaustion.
 You experience premonitions of danger and, unless you are incapacitated, can't be surprised.
 If you start your turn with at least 1 hit point, you regain 1d10 hit points.
 If a creature has a skeleton, you can attempt to turn its bones to jelly with a touch of the Hand of Vecna. You can do so by using an action to make a melee attack against a creature you can reach, using your choice of your melee attack bonus for weapons or spells. On a hit, the target must succeed on a DC 18 Constitution saving throw or drop to 0 hit points.
 You can use an action to cast wish. This property can't be used again until 30 days have passed.
Destroying the Eye and Hand: If the Eye of Vecna and the Hand of Vecna are both attached to the same creature, and that creature is slain by the Sword of Kas, both the eye and the hand burst into flame, turn to ash, and are destroyed forever. Any other attempt to destroy the eye or hand seems to work, but the artifact reappears in one of Vecna's many hidden vaults, where it waits to be rediscovered.
Source: Dungeon Master's Guide p. 224</text>
<roll>2d8</roll>
<roll>1d4+4</roll>
<roll>1d10</roll>
</item>
<item>
<name>Hat of Disguise</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 173</text>
</item>
<item>
<name>Headband of Intellect</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 173</text>
</item>
<item>
<name>Helm of Brilliance</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This dazzling helm is set with 1d10 diamonds, 2d10 rubies, 3d10 fire opals, and 4d10 opals. Any gem pried from the helm crumbles to dust. When all the gems are removed or destroyed, the helm loses its magic.
You gain the following benefits while wearing it:
 You can use an action to cast one of the following spells (save DC 18), using one of the helm's gems of the specified type as a component: daylight (opal), fireball (fire opal), prismatic spray (diamond), or wall of fire (ruby). The gem is destroyed when the spell is cast and disappears from the helm.
 As long as it has at least one diamond, the helm emits dim light in a 30-foot radius when at least one undead is within that area. Any undead that starts its turn in that area takes 1d6 radiant damage.
 As long as the helm has at least one ruby, you have resistance to fire damage.
 As long as the helm has at least one fire opal, you can use an action and speak a command word to cause one weapon you are holding to burst into flames. The flames emit bright light in a 10-foot radius and dim light for an additional 10 feet. The flames are harmless to you and the weapon. When you hit with an attack using the blazing weapon, the target takes an extra 1d6 fire damage. The flames last until you use a bonus action to speak the command word again or until you drop or stow the weapon.
Roll a d20 if you are wearing the helm and take fire damage as a result of failing a saving throw against a spell. On a roll of 1, the helm emits beams of light from its remaining gems. Each creature within 60 feet of the helm other than you must succeed on a DC 17 Dexterity saving throw or be struck by a beam, taking radiant damage equal to the number of gems in the helm. The helm and its gems are then destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 173</text>
<roll>1d10</roll>
<roll>2d10</roll>
<roll>3d10</roll>
<roll>4d10</roll>
<roll>1d6</roll>
</item>
<item>
<name>Helm of Comprehending Languages</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this helm, you can use an action to cast the comprehend languages spell from it at will.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 173</text>
</item>
<item>
<name>Helm of Telepathy</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 174</text>
</item>
<item>
<name>Helm of Teleportation</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it. The helm regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 174</text>
<roll>1d3</roll>
</item>
<item>
<name>Hematite</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque gray-black gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Heward's Handy Haversack</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 174</text>
</item>
<item>
<name>Horn of Blasting</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>You can use an action to speak the horn's command word and then blow the horn, which emits a thunderous blast in a 30-foot cone that is audible 600 feet away. Each creature in the cone must make a DC 15 Constitution saving throw. On a failed save, a creature takes 5d6 thunder damage and is deafened for 1 minute. On a successful save, a creature takes half as much damage and isn't deafened. Creatures and objects made of glass or crystal have disadvantage on the saving throw and take 10d6 thunder damage instead of 5d6.
Each use of the horn's magic has a 20 chance of causing the horn to explode. The explosion deals 10d6 fire damage to the blower and destroys the horn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 174</text>
<roll>5d6</roll>
<roll>10d6</roll>
</item>
<item>
<name>Horn of Valhalla, Brass</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A brass horn summons 3d4 + 3 berserker. To use the brass horn, you must be proficient with all simple weapons.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 175</text>
<roll>3d4+3</roll>
</item>
<item>
<name>Horn of Valhalla, Bronze</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
A bronze horn summons 4d4 + 4 berserker. To use the bronze horn, you must be proficient with medium armor.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 175</text>
<roll>4d4+4</roll>
</item>
<item>
<name>Horn of Valhalla, Iron</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The iron horn summons 5d4 + 5 berserker. To use the iron horn, you must be proficient with all martial weapons.
If you blow the horn without meeting its requirement, the summoned berserker attack you. If you meet the requirement, they are friendly to you and your companions and follow your commands.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 175</text>
<roll>5d4+5</roll>
</item>
<item>
<name>Horn of Valhalla, Silver</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>You can use an action to blow this horn. In response, warrior spirits from the plane of Ysgard appear within 60 feet of you. These spirits use the berserker statistics. They return to Ysgard after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
The silver horn summons 2d4 + 2 berserker.
The berserker are friendly to you and your companions and follow your commands.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 175</text>
<roll>2d4+2</roll>
</item>
<item>
<name>Horseshoes of a Zephyr</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they allow the creature to move normally while floating 4 inches above the ground. This effect means the creature can cross or stand above nonsolid or unstable surfaces, such as water or lava. The creature leaves no tracks and ignores difficult terrain. In addition, the creature can move at normal speed for up to 12 hours a day without suffering exhaustion from a forced march.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 175</text>
</item>
<item>
<name>Horseshoes of Speed</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>These iron horseshoes come in a set of four. While all four shoes are affixed to the hooves of a horse or similar creature, they increase the creature's walking speed by 30 feet.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 175</text>
</item>
<item>
<name>Immovable Rod</name>
<detail>minor</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 175</text>
</item>
<item>
<name>Instrument of the Bards, Anstruth Harp</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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 Anstruth harp can be used to cast control weather, cure wounds (5th level), and wall of thorns.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Canaith Mandolin</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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 Canaith mandolin can be used to cast cure wounds (3rd level), dispel magic, and protection from energy (lightning only).
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Cli Lyre</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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 Cli lyre can be used to cast stone shape, wall of fire, and wind wall.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Doss Lute</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Fochlucan Bandore</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Mac-Fuirmidh Cittern</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Instrument of the Bards, Ollamh Harp</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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 Ollamh harp can be used to cast confusion, control weather, and fire storm.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
<roll>2d4</roll>
</item>
<item>
<name>Ioun Stone, Absorption</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this pale lavender ellipsoid orbits your head, you can use your reaction to cancel a spell of 4th level or lower cast by a creature you can see and targeting only you.
Once the stone has canceled 20 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Agility</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Dexterity score increases by 2, to a maximum of 20, while this deep red sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Awareness</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You can't be surprised while this dark blue rhomboid orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Fortitude</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Constitution score increases by 2, to a maximum of 20, while this pink rhomboid orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Greater Absorption</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
While this marbled lavender and green ellipsoid orbits your head, you can use your reaction to cancel a spell of 8th level or lower cast by a creature you can see and targeting only you. Once the stone has canceled 50 levels of spells, it burns out and turns dull gray, losing its magic. If you are targeted by a spell whose level is higher than the number of spell levels the stone has left, the stone can't cancel it.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Insight</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Wisdom score increases by 2, to a maximum of 20, while this incandescent blue sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Intellect</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Intelligence score increases by 2, to a maximum of 20, while this marbled scarlet and blue sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Leadership</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Charisma score increases by 2, to a maximum of 20, while this marbled pink and green sphere orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Mastery</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your proficiency bonus increases by 1 while this pale green prism orbits your head.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Protection</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You gain a +1 bonus to AC while this dusty rose prism orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Regeneration</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You regain 15 hit points at the end of each hour this pearly white spindle orbits your head, provided that you have at least 1 hit point.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Reserve</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
This vibrant purple prism stores spells cast into it, holding them until you use them. The stone can store up to 3 levels worth of spells at a time. When found, it contains 1d4 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 3rd level into the stone by touching it as the spell is cast. The spell has no effect, other than to be stored in the stone. If the stone can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While this stone orbits your head, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the stone is no longer stored in it, freeing up space.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
<roll>1d4-1</roll>
</item>
<item>
<name>Ioun Stone, Strength</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
Your Strength score increases by 2, to a maximum of 20, while this pale blue rhomboid orbits your head.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Ioun Stone, Sustenance</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>An Ioun stone is named after Ioun, a god of knowledge and prophecy revered on some worlds. Many types of Ioun stone exist, each type a distinct combination of shape and color.
When you use an action to toss one of these stones into the air, the stone orbits your head at a distance of 1d3 feet and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
You don't need to eat or drink while this clear spindle orbits your head.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 176</text>
<roll>1d3</roll>
</item>
<item>
<name>Iron Bands of Bilarro</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This rusty iron sphere measures 3 inches in diameter and weighs 1 pound. You can use an action to speak the command word and throw the sphere at a Huge or smaller creature you can see within 60 feet of you. As the sphere moves through the air, it opens into a tangle of metal bands.
Make a ranged attack roll with an attack bonus equal to your Dexterity modifier plus your proficiency bonus. On a hit, the target is restrained until you take a bonus action to speak the command word again to release it. Doing so, or missing with the attack, causes the bands to contract and become a sphere once more.
A creature, including the one restrained, can use an action to make a DC 20 Strength check to break the iron bands. On a success, the item is destroyed, and the restrained creature is freed. If the check fails, any further attempts made by that creature automatically fail until 24 hours have elapsed.
Once the bands are used, they can't be used again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 177</text>
</item>
<item>
<name>Iron Flask</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This iron bottle has a brass stopper. You can use an action to speak the flask's command word, targeting a creature that you can see within 60 feet of you. If the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has advantage on the saving throw. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't need to breathe, eat, or drink and doesn't age.
You can use an action to remove the flask's stopper and release the creature the flask contains. The creature is friendly to you and your companions for 1 hour and obeys your commands for that duration. If you give no commands or give it a command that is likely to result in its death, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment.
An identify spell reveals that a creature is inside the flask, but the only way to determine the type of creature is to open the flask. A newly discovered bottle might already contain a creature chosen by the DM or determined randomly.
d100 | Contents
01-50 | Empty
51 | Arcanaloth
52 | Cambion
53-54 | Dao
55-57 | Demon (type 1): barlgura, shadow demon, or vrock
58-60 | Demon (type 2): chasme or hezrou
61-62 | Demon (type 3): glabrezu or yochlol
63-64 | Demon (type 4): nalfeshnee
65 | Demon (type 5): marilith
66 | Demon (type 6): balor or goristro
67 | Deva
68-69 | Devil (greater): horned devil, erinyes, ice devil, or pit fiend
70-72 | Devil (lesser): imp, spined devil, bearded devil, barbed devil, chain devil, or bone devil
73-74 | Djinni
75-76 | Efreeti
77-78 | Elemental (any)
79 | Githyanki knight
80 | Githzerai zerth
81-82 | Invisible stalker
83-84 | Marid
85-86 | Mezzoloth
87-88 | Night hag
89-90 | Nycaloth
91 | Planetar
92-93 | Salamander
94-95 | Slaad (any)
96 | Solar
97-98 | succubus
99 | Ultroloth
00 | Xorn
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 178</text>
</item>
<item>
<name>Jacinth</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>5000.0</value>
<property></property>
<text>A transparent fiery orange gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Jade</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A translucent light green, deep green, or white gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Jade game board with solid gold playing pieces</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Jasper</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque blue, black, or brown gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Javelin of Lightning</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>T</property>
<dmg1>1d6</dmg1>
<dmgType>P</dmgType>
<range>30/120</range>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 178</text>
<roll>4d6</roll>
</item>
<item>
<name>Jet</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>An opaque deep black gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Jeweled anklet</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Jeweled gold crown</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Jeweled platinum ring</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Keelboat</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight></weight>
<value>3000.0</value>
<property></property>
<text>Keelboats and rowboats are used on lakes and rivers. If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores.
Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Keoghtom's Ointment</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 179</text>
<roll>1d4+1</roll>
<roll>2d8+2</roll>
</item>
<item>
<name>Lantern of Revealing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 179</text>
</item>
<item>
<name>Lapis Lazuli</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque light and dark blue with yellow flecks gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Large gold bracelet</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Large well-made tapestry</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Longship</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight></weight>
<value>10000.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Mace of Disruption</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property></property>
<dmg1>1d6</dmg1>
<dmgType>B</dmgType>
<text>When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.
While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 179</text>
<roll>2d6</roll>
</item>
<item>
<name>Mace of Smiting</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property></property>
<dmg1>1d6</dmg1>
<dmgType>B</dmgType>
<text>You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.
When you roll a 20 on an attack roll made with this weapon, the target takes an extra 7 bludgeoning damage, or an extra 14 bludgeoning damage if it's a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 179</text>
</item>
<item>
<name>Mace of Terror</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property></property>
<dmg1>1d6</dmg1>
<dmgType>B</dmgType>
<text>This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a 30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
The mace regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 180</text>
<roll>1d3</roll>
</item>
<item>
<name>Malachite</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque striated light and dark green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Malice</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 1 hour. The poisoned creature is blinded.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Mantle of Spell Resistance</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>You have advantage on saving throws against spells while you wear this cloak.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 180</text>
</item>
<item>
<name>Manual of Bodily Health</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book contains health and diet tips, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Constitution score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
</item>
<item>
<name>Manual of Clay Golems</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a clay golem, you must spend 30 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 65,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
<roll>6d6</roll>
</item>
<item>
<name>Manual of Flesh Golems</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a flesh golem, you must spend 60 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 50,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
<roll>6d6</roll>
</item>
<item>
<name>Manual of Gainful Exercise</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book describes fitness exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Strength score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
</item>
<item>
<name>Manual of Iron Golems</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create an iron golem, you must spend 120 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 100,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
<roll>6d6</roll>
</item>
<item>
<name>Manual of Quickness of Action</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book contains coordination and balance exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Dexterity score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 181</text>
</item>
<item>
<name>Manual of Stone Golems</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This tome contains information and incantations necessary to make a particular type of golem. The DM chooses the type or determines it randomly. To decipher and use the manual, you must be a spellcaster with at least two 5th-level spell slots. A creature that can't use a manual of golems and attempts to read it takes 6d6 psychic damage.
To create a stone golem, you must spend 90 days, working without interruption with the manual at hand and resting no more than 8 hours per day. You must also pay 80,000 gp to purchase supplies. Once you finish creating the golem, the book is consumed in eldritch flames. The golem becomes animate when the ashes of the manual are sprinkled on it. It is under your control, and it understands and obeys your spoken commands.
Source: Dungeon Master's Guide p. 180</text>
<roll>6d6</roll>
</item>
<item>
<name>Medallion of Thoughts</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 181</text>
<roll>1d3</roll>
</item>
<item>
<name>Midnight Tears</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>1500.0</value>
<property></property>
<text>A creature that ingests this poison suffers no effect until the stroke of midnight. If the poison has not been neutralized before then, the creature must succeed on a DC 17 Constitution saving throw, taking 31 (9d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
<roll>9d6</roll>
</item>
<item>
<name>Mirror of Life Trapping</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>50</weight>
<property></property>
<text>When this 4-foot-tall mirror is viewed indirectly, its surface shows faint images of creatures. The mirror weighs 50 pounds, and it has AC 11, 10 hit points, and vulnerability to bludgeoning damage. It shatters and is destroyed when reduced to 0 hit points.
If the mirror is hanging on a vertical surface and you are within 5 feet of it, you can use an action to speak its command word and activate it. It remains activated until you use an action to speak the command word again.
Any creature other than you that sees its reflection in the activated mirror while within 30 feet of it must succeed on a DC 15 Charisma saving throw or be trapped, along with anything it is wearing or carrying, in one of the mirror's twelve extradimensional cells. This saving throw is made with advantage if the creature knows the mirror's nature, and constructs succeed on the saving throw automatically.
An extradimensional cell is an infinite expanse filled with thick fog that reduces visibility to 10 feet. Creatures trapped in the mirror's cells don't age, and they don't need to eat, drink, or sleep. A creature trapped within a cell can escape using magic that permits planar travel. Otherwise, the creature is confined to the cell until freed.
If the mirror traps a creature but its twelve extradimensional cells are already occupied, the mirror frees one trapped creature at random to accommodate the new prisoner. A freed creature appears in an unoccupied space within sight of the mirror but facing away from it. If the mirror is shattered, all creatures it contains are freed and appear in unoccupied spaces near it.
While within 5 feet of the mirror, you can use an action to speak the name of one creature trapped in it or call out a particular cell by number. The creature named or contained in the named cell appears as an image on the mirror's surface. You and the creature can then communicate normally.
In a similar way, you can use an action to speak a second command word and free one creature trapped in the mirror. The freed creature appears, along with its possessions, in the unoccupied space nearest to the mirror and facing away from it.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 181</text>
</item>
<item>
<name>Moonblade</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>Of all the magic items created by the elves, one of the most prized and jealously guarded is a moon blade. In ancient times, nearly all elven noble houses claimed one such blade. Over the centuries, some blades have faded from the world, their magic lost as family lines have become extinct. Other blades have vanished with their bearers during great quests. Thus, only a few of these weapons remain.
A moonblade passes down from parent to child. The sword chooses its bearer and remains bonded to that person for life. If the bearer dies, another heir can claim the blade. If no worthy heir exists, the sword lies dormant. It functions like a normal longsword until a worthy soul finds it and lays claim to its power.
A moonblade serves only one master at a time. The attunement process requires a special ritual in the throne room of an elven regent or in a temple dedicated to the elven gods.
A moonblade won't serve anyone it regards as craven, erratic, corrupt, or at odds with preserving and protecting elvenkind. If the blade rejects you, you make ability checks, attack rolls, and saving throws with disadvantage for 24 hours. If the blade accepts you, you become attuned to it and a new rune appears on the blade. You remain attuned to the weapon until you die or the weapon is destroyed.
A moonblade has one rune on its blade for each master it has served (typically 1d6 + 1). The first rune always grants a +1 bonus to attack and damage rolls made with this magic weapon. Each rune beyond the first grants the moon blade an additional property. The DM chooses each property or determines it randomly on the Moon Blade Properties table.
Moonblade Properties
d100 | Property
01-40 | Increase the bonus to attack and damage rolls by 1, to a maximum of +3. Reroll if the moonblade already has a +3 bonus.
41-80 | The moonblade gains a randomly determined minor property (see "Special Features" DMG p143).
81-82 | The moonblade gains the finesse property.
83-84 | The moonblade gains the thrown property (range 20/60 feet).
85-86 | The moonblade functions as a defender.
87-90 | The moon blade scores a critical hit on a roll of 19 or 20.
91-92 | When you hit with an attack using the moon blade, the attack deals an extra 1d6 slashing damage.
93-94 | When you hit a creature of a specific type (such as dragon, fiend, or undead) with the moonblade, the target takes an extra 1d6 damage of one of these types: acid, cold, fire, lightning, or thunder.
95-96 | You can use a bonus action to cause the moonblade to flash brightly. Each creature that can see you and is within 30 feet of you must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until you take a short rest while attuned to the weapon.
97-98 | The moonblade functions as a ring of spell storing.
99 | You can use an action to call forth an elfshadow, provided that you don't already have one serving you. The elfshadow appears in an unoccupied space within 120 feet of you. It uses the statistics for a shadow, except it is neutral, immune to effects that turn undead, and doesn't create new shadows. You control this creature, deciding how it acts and moves. It remains until it drops to 0 hit points or you dismiss it as an action.
00 | The moonblade functions as a vorpal sword.
Sentience: A moon blade is a sentient neutral good weapon with an Intelligence of 12, a Wisdom of 10, and a Charisma of 12. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates by transmitting emotions, sending a tingling sensation through the wielder's hand when it wants to communicate something it has sensed. It can communicate more explicitly, through visions or dreams, when the wielder is either in a trance or asleep.
Personality: Every moonblade seeks the advancement of elvenkind and elven ideals. Courage, loyalty, beauty, music, and life are all part of this purpose.
The weapon is bonded to the family line it is meant to serve. Once it has bonded with an owner who shares its ideals, its loyalty is absolute.
If a moon blade has a flaw, it is overconfidence. Once it has decided on an owner, it believes that only that person should wield it, even if the owner falls short of elven ideals.
Source: Dungeon Master's Guide p. 217</text>
<roll>1d6+1</roll>
<roll>1d6</roll>
</item>
<item>
<name>Moonstone</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A translucent white with pale blue glow gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Moss Agate</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>A translucent pink or yellow-white with mossy gray or green markings gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Necklace of Adaptation</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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).
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 182</text>
</item>
<item>
<name>Necklace of Fireballs</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This necklace has 1d6 + 3 beads hanging from it. You can use an action to detach a bead and throw it up to 60 feet away. When it reaches the end of its trajectory, the bead detonates as a 3rd-level fireball spell (save DC 15).
You can hurl multiple beads, or even the whole necklace, as one action. When you do so, increase the level of the fireball by 1 for each bead beyond the first.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 182</text>
<roll>1d6+3</roll>
</item>
<item>
<name>Necklace of Prayer Beads</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This necklace has 1d4 + 2 magic beads made from aquamarine, black pearl, or topaz. It also has many nonmagical beads made from stones such as amber, bloodstone, citrine, coral, jade, pearl, or quartz. If a magic bead is removed from the necklace, that bead loses its magic.
Six types of magic beads exist. The DM decides the type of each bead on the necklace or determines it randomly. A necklace can have more than one bead of the same type. To use one, you must be wearing the necklace. Each bead contains a spell that you can cast from it as a bonus action (using your spell save DC if a save is necessary). Once a magic bead's spell is cast, that bead can't be used again until the next dawn.
d20 | Bead of... | Spell
1-6 | Blessing | Bless
7-12 | Curing | Cure wounds (2nd level) or lesser restoration
13-16 | Favor | Greater restoration
17-18 | Smiting | Branding smite
19 | Summons | Planar ally
20 | Wind walking | Wind walk
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 182</text>
<roll>1d4+2</roll>
</item>
<item>
<name>Necklace string of small pink pearls</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Nolzur's Marvelous Pigments</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>Typically found in 1d4 pots inside a fine wooden box with a brush (weighing 1 pound in total), these pigments allow you to create three-dimensional objects by painting them in two dimensions. The paint flows from the brush to form the desired object as you concentrate on its image.
Each pot of paint is sufficient to cover 1,000 square feet of a surface, which lets you create inanimate objects or terrain features—such as a door, a pit, flowers, trees, cells, rooms, or weapons—that are up to 10,000 cubic feet. It takes 10 minutes to cover 100 square feet.
When you complete the painting, the object or terrain feature depicted becomes a real, nonmagical object. Thus, painting a door on a wall creates an actual door that can be opened to whatever is beyond. Painting a pit on a floor creates a real pit, and its depth counts against the total area of objects you create.
Nothing created by the pigments can have a value greater than 25 gp. If you paint an object of greater value (such as a diamond or a pile of gold), the object looks authentic, but close inspection reveals it is made from paste, bone, or some other worthless material.
If you paint a form of energy such as fire or lightning, the energy appears but dissipates as soon as you complete the painting, doing no harm to anything.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 183</text>
<roll>1d4</roll>
</item>
<item>
<name>Oathbow</name>
<detail>major, Ranged Weapon</detail>
<type>R</type>
<weight>2</weight>
<property>A,H,2H</property>
<dmg1>1d8</dmg1>
<dmgType>P</dmgType>
<range>150/600</range>
<text>When you nock an arrow on this bow, it whispers in Elvish, "Swift defeat to my enemies." When you use this weapon to make a ranged attack, you can, as a command phrase, say, "Swift death to you who have wronged me." The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.
When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.
While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 183</text>
<roll>3d6</roll>
</item>
<item>
<name>Obsidian</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque black gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Obsidian statuette with gold fittings and inlay</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Oil of Etherealness</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>Beads of this cloudy gray oil form on the outside of its container and quickly evaporate. 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 the etherealness spell for 1 hour.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 183</text>
</item>
<item>
<name>Oil of Sharpness</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>This clear, gelatinous oil sparkles with tiny, ultrathin silver shards. The oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated item is magical and has a +3 bonus to attack and damage rolls.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Oil of Slipperiness</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Oil of Taggit</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>400.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 13 Constitution saving throw or become poisoned for 24 hours. The poisoned creature is unconscious. The creature wakes up if it takes damage.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Old masterpiece painting</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Onyx</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque black and white banded, or pure black or white gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Opal</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A translucent pale blue with green and golden mottling gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Orb of Dragonkind</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>Ages past, on the world of Krynn, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, the wizards of the Towers of High Sorcery came together and worked their greatest magic, forging five Orbs of Dragonkind (or Dragon Orbs) to help them defeat the dragons. One orb was taken to each of the five towers, and there they were used to speed the war toward a victorious end. The wizards used the orbs to lure dragons to them, then destroyed the dragons with powerful magic.
As the Towers of High Sorcery fell in later ages, the orbs were destroyed or faded into legend, and only three are thought to survive. Their magic has been warped and twisted over the centuries, so although their primary purpose of calling dragons still functions, they also allow some measure of control over dragons.
Each orb contains the essence of an evil dragon, a presence that resents any attempt to coax magic from it. Those lacking in force of personality might find themselves enslaved to an orb.
An orb is an etched crystal globe about 10 inches in diameter. When used, it grows to about 20 inches in diameter, and mist swirls inside it.
While attuned to an orb, you can use an action to peer into the orb's depths and speak its command word. You must then make a DC 15 Charisma check. On a successful check, you control the orb for as long as you remain attuned to it. On a failed check, you become charmed by the orb for as long as you remain attuned to it.
While you are charmed by the orb, you can't voluntarily end your attunement to it, and the orb casts suggestion on you at will (save DC 18), urging you to work toward the evil ends it desires. The dragon essence within the orb might want many things: the annihilation of a particular people, freedom from the orb, to spread suffering in the world, to advance the worship of Takhisis (Tiamat name on Krynn), or something else the DM decides.
Random Properties: An Orb of Dragon kind has the following random properties:
• 2 minor beneficial properties
• 1 minor detrimental property
• 1 major detrimental property
Spells: The orb has 7 charges and regains 1d4 + 3 expended charges daily at dawn. If you control the orb, you can use an action and expend 1 or more charges to cast one of the following spells (save DC 18) from it: cure wounds (5th-level version, 3 charges), daylight (1 charge), death ward (2 charges), or scrying (3 charges). You can also use an action to cast the detect magic spell from the orb without using any charges.
Call Dragons: While you control the orb, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 40 miles. Evil dragons in range feel compelled to come to the orb as soon as possible by the most direct route. Dragon deities such as Tiamat are unaffected by this call. Dragons drawn to the orb might be hostile toward you for compelling them against their will. Once you have used this property, it can't be used again for 1 hour.
Destroying an Orb: An Orb of Dragonkind appears fragile but is impervious to most damage, including the attacks and breath weapons of dragons. A disintegrate spell or one good hit from a +3 magic weapon is sufficient to destroy an orb, however.
Source: Dungeon Master's Guide p. 225</text>
<roll>1d4+3</roll>
</item>
<item>
<name>Painted gold child's sarcophagus</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Painted gold war mask</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Pair of engraved bone dice</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Pale Tincture</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 16 Constitution saving throw or take 3 (1d6) poison damage and become poisoned. The poisoned creature must repeat the saving throw every 24 hours, taking 3 (1d6) poison damage on a failed save. Until this poison ends, the damage the poison deals can't be healed by any means. After seven successful saving throws, the effect ends and the creature can heal normally.
Source: Dungeon Master's Guide p. 258</text>
<roll>1d6</roll>
</item>
<item>
<name>Pearl</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>An opaque lustrous white, yellow, or pink gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Pearl of Power</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Periapt of Health</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Periapt of Proof against Poison</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, poisons have no effect on you. You are immune to the poisoned condition and have immunity to poison damage.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Periapt of Wound Closure</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Peridot</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A transparent rich olive green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Philter of Love</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 184</text>
</item>
<item>
<name>Pipes of Haunting</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 185</text>
<roll>1d3</roll>
</item>
<item>
<name>Pipes of the Sewers</name>
<detail>Wondrous item, major, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>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 rat 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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 185</text>
<roll>1d3</roll>
</item>
<item>
<name>Plate Armor of Etherealness</name>
<detail>major, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>While you're wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which lasts for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 185</text>
</item>
<item>
<name>Platinum bracelet set with a sapphire</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>2500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Portable Hole</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can't be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, Heward's handy haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 185</text>
</item>
<item>
<name>Potion of Acid Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to acid damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Animal Friendship</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Clairvoyance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain the effect of the clairvoyance spell. An eyeball bobs in this yellowish liquid but vanishes when the potion is opened.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Climbing</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Cloud Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your Strength score changes to 27 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 cloud giant.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Cold Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to cold damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Diminution</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain the "reduce" effect of the enlarge/reduce spell for 1d4 hours (no concentration required). The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
<roll>1d4</roll>
</item>
<item>
<name>Potion of Fire Breath</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
<roll>4d6</roll>
</item>
<item>
<name>Potion of Fire Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your Strength score changes to 25 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 fire giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Fire Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to fire damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Flying</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain a flying speed equal to your walking speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft. This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Force Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to force damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Frost Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your Strength score changes to 23 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 frost giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Gaseous Form</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain the effect of the gaseous form spell for 1 hour (no concentration required) or until you end the effect as a bonus action. This potion's container seems to hold fog that moves and pours like water.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Greater Healing</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>You regain 4d4 + 4 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
<roll>4d4+4</roll>
</item>
<item>
<name>Potion of Growth</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
<roll>1d4</roll>
</item>
<item>
<name>Potion of Healing</name>
<detail>minor</detail>
<type>P</type>
<weight>0.5</weight>
<value>50.0</value>
<property></property>
<text>You regain 2d4 + 2 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 187, Player's Handbook p. 153</text>
<roll>2d4+2</roll>
</item>
<item>
<name>Potion of Heroism</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>For 1 hour after drinking it, you gain 10 temporary hit points that last for 1 hour. For the same duration, you are under the effect of the bless spell (no concentration required). This blue potion bubbles and steams as if boiling.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Hill Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Invisibility</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>This potion's container looks empty but feels as though it holds liquid. When you drink it, you become invisible for 1 hour. Anything you wear or carry is invisible with you. The effect ends early if you attack or cast a spell.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Invulnerability</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>For 1 minute after you drink this potion, you have resistance to all damage. The potion's syrupy liquid looks like liquefied iron.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Lightning Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to lightning damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Longevity</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a potion of longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years. Suspended in this amber liquid are a scorpion's tail, an adder's fang, a dead spider, and a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
<roll>1d6+6</roll>
<roll>1d6+6</roll>
</item>
<item>
<name>Potion of Mind Reading</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain the effect of the detect thoughts spell (save DC 13). The potion's dense, purple liquid has an ovoid cloud of pink floating in it.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Necrotic Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to necrotic damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Poison</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
<roll>3d6</roll>
<roll>1d6</roll>
</item>
<item>
<name>Potion of Poison Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to poison damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Psychic Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to psychic damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Radiant Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to radiant damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Speed</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain the effect of the haste spell for 1 minute (no concentration required). The potion's yellow fluid is streaked with black and swirl on its own.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Stone Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your Strength score changes to 23 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 stone giant.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Storm Giant Strength</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, your Strength score changes to 29 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 storm giant.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Superior Healing</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>You regain 8d4 + 8 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 187</text>
<roll>8d4+8</roll>
</item>
<item>
<name>Potion of Supreme Healing</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>You regain 10d4 + 20 hit points when you drink this potion. The potion's red liquid glimmers when agitated.
Found On: Magic Item Table D, Magic Item Table E
Source: Dungeon Master's Guide p. 187</text>
<roll>10d4+20</roll>
</item>
<item>
<name>Potion of Thunder Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, you gain resistance to thunder damage for 1 hour.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Vitality</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Potion of Water Breathing</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Purple Worm Poison</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>2000.0</value>
<property></property>
<text>This poison must be harvested from a dead or incapacitated purple worm. A creature subjected to this poison must make a DC 19 Constitution saving throw, taking 42 (12d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
<roll>12d6</roll>
</item>
<item>
<name>Quaal's Feather Token, Anchor</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Anchor: You can use an action to touch the token to a boat or ship. For the next 24 hours, the vessel can't be moved by any means. Touching the token to the vessel again ends the effect. When the effect ends, the token disappears.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token, Bird</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Bird: You can use an action to toss the token 5 feet into the air. The token disappears and an enormous, multicolored bird takes its place. The bird has the statistics of a roc, but it obeys your simple commands and can't attack. It can carry up to 500 pounds while flying at its maximum speed (16 miles an hour for a maximum of 144 miles per day. with a one-hour rest for every 3 hours of flying), or 1,000 pounds at half that speed. The bird disappears after flying its maximum distance for a day or if it drops to 0 hit points. You can dismiss the bird as an action.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token, Fan</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Fan: If you are on a boat or ship, you can use an action to toss the token up to 10 feet in the air. The token disappears, and a giant flapping fan takes its place. The fan floats and creates a wind strong enough to fill the sails of one ship, increasing its speed by 5 miles per hour for 8 hours. You can dismiss the fan as an action.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token, Swan Boat</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Swan Boat: You can use an action to touch the token to a body of water at least 60 feet in diameter. The token disappears, and a 50-foot-long, 20-foot-wide boat shaped like a swan takes its place. The boat is self-propelled and moves across water at a speed of 6 miles per hour. You can use an action while on the boat to command it to move or to turn up to 90 degrees. The boat can carry up to thirty-two Medium or smaller creatures. A Large creature counts as four Medium creatures, while a Huge creature counts as nine. The boat remains for 24 hours and then disappears. You can dismiss the boat as an action.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token, Tree</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Tree: You must be outdoors to use this token. You can use an action to touch it to an unoccupied space on the ground. The token disappears, and in its place a nonmagical oak tree springs into existence. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius.
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token, Whip</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect.
Whip: You can use an action to throw the token to a point within 10 feet of you. The token disappears, and a floating whip takes its place. You can then use a bonus action to make a melee spell attack against a creature within 10 feet of the whip, with an attack bonus of +9. On a hit, the target takes 1d6 + 5 force damage.
As a bonus action on your turn, you can direct the whip to fly up to 20 feet and repeat the attack against a creature within 10 feet of it. The whip disappears after 1 hour, when you use an action to dismiss it, or when you are incapacitated or die.
Source: Dungeon Master's Guide p. 188</text>
<roll>1d6+5</roll>
</item>
<item>
<name>Quartz</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A transparent white, smoky gray, or yellow gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Quiver of Ehlonna</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>2</weight>
<property></property>
<text>Each of the quiver's three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrow, crossbow bolt, or similar objects. The midsize compartment holds up to eighteen javelin or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaff, or spear.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 189</text>
</item>
<item>
<name>Red Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to fire damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest red dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Rhodochrosite</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque light pink gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Ring of Acid Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to acid damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Air Elemental Command</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Air, and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Air.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an air elemental. In addition, when you fall, you descend 60 feet per round and take no damage from falling. You can also speak and understand Auran.
If you help slay an air elemental while attuned to the ring, you gain access to the following additional properties:
 You have resistance to lightning damage.
 You have a flying speed equal to your walking speed and can hover.
 You can cast the following spells from the ring, expending the necessary number of charges: chain lightning (3 charges), gust of wind (2 charges), or wind wall (1 charge).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
<roll>1d4+1</roll>
</item>
<item>
<name>Ring of Animal Influence</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 of its charges to cast one of the following spells:
 Animal friendship (save DC 13)
 Fear (save DC 13), targeting only beasts that have an Intelligence of 3 or lower
 Speak with animals
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 189</text>
<roll>1d3</roll>
</item>
<item>
<name>Ring of Cold Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to cold damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Djinni Summoning</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can speak its command word as an action to summon a particular djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of you. It remains as long as you concentrate (as if concentrating on a spell), to a maximum of 1 hour, or until it drops to 0 hit points. It then returns to its home plane.
While summoned, the djinni is friendly to you and your companions. It obeys any commands you give it, no matter what language you use. If you fail to command it, the djinni defends itself against attackers but takes no other actions.
After the djinni departs, it can't be summoned again for 24 hours, and the ring becomes nonmagical if the djinni dies.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
</item>
<item>
<name>Ring of Earth Elemental Command</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Earth and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Earth.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on an earth elemental. In addition, you can move in difficult terrain that is composed of rubble, rocks, or dirt as if it were normal terrain. You can also speak and understand Terran.
If you help slay an earth elemental while attuned to the ring, you gain access to the following additional properties:
 You have resistance to acid damage.
 You can move through solid earth or rock as if those areas were difficult terrain. If you end your turn there, you are shunted out to the nearest unoccupied space you last occupied.
 You can cast the following spells from the ring, expending the necessary number of charges: stone shape (2 charges), stoneskin (3 charges), or wall of stone (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
<roll>1d4+1</roll>
</item>
<item>
<name>Ring of Evasion</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. When you fail a Dexterity saving throw while wearing it, you can use your reaction to expend 1 of its charges to succeed on that saving throw instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
<roll>1d3</roll>
</item>
<item>
<name>Ring of Feather Falling</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>When you fall while wearing this ring, you descend 60 feet per round and take no damage from falling.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Fire Elemental Command</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Fire and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Fire.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on a fire elemental. In addition, you have resistance to fire damage. You can also speak and understand Ignan.
If you help slay a fire elemental while attuned to the ring, you gain access to the following additional properties:
 You are immune to fire damage.
 You can cast the following spells from the ring, expending the necessary number of charges: burning hands (1 charge), fireball (2 charges), and wall of fire (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
<roll>1d4+1</roll>
</item>
<item>
<name>Ring of Fire Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to fire damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Force Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to force damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Free Action</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While you wear this ring, difficult terrain doesn't cost you extra movement. In addition, magic can neither reduce your speed nor cause you to be paralyzed or restrained.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Invisibility</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can turn invisible as an action. Anything you are wearing or carrying is invisible with you. You remain invisible until the ring is removed, until you attack or cast a spell, or until you use a bonus action to become visible again.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Jumping</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Lightning Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to lightning damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Mind Shielding</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Necrotic Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to necrotic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Poison Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to poison damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Protection</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You gain a +1 bonus to AC and saving throws while wearing this ring.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 191</text>
</item>
<item>
<name>Ring of Psychic Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to psychic damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Radiant Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to radiant damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Regeneration</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you regain 1d6 hit points every 10 minutes, provided that you have at least 1 hit point. If you lose a body part, the ring causes the missing part to regrow and return to full functionality after 1d6 + 1 days if you have at least 1 hit point the whole time.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 191</text>
<roll>1d6</roll>
<roll>1d6+1</roll>
</item>
<item>
<name>Ring of Shooting Stars</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring in dim light or darkness, you can cast dancing lights and light from the ring at will. Casting either spell from the ring requires an action.
The ring has 6 charges for the following other properties. The ring regains 1d6 expended charges daily at dawn.
Faerie Fire: You can expend 1 charge as an action to cast faerie fire from the ring.
Ball Lightning: You can expend 2 charges as an action to create one to four 3-foot-diameter spheres of lightning. The more spheres you create, the less powerful each sphere is individually.
Each sphere appears in an unoccupied space you can see within 120 feet of you. The spheres last as long as you concentrate (as if concentrating on a spell), up to 1 minute. Each sphere sheds dim light in a 30-foot radius.
As a bonus action, you can move each sphere up to 30 feet, but no farther than 120 feet away from you. When a creature other than you comes within 5 feet of a sphere, the sphere discharges lightning at that creature and disappears. That creature must make a DC 15 Dexterity saving throw. On a failed save, the creature takes lightning damage based on the number of spheres you created. (4 spheres = 2d4, 3 spheres = 2d6, 2 spheres = 5d4, 1 sphere = 4d12)
Shooting Stars: You can expend 1 to 3 charges as an action. For every charge you expend, you launch a glowing mote of light from the ring at a point you can see within 60 feet of you. Each creature within a 15-foot cube originating from that point is showered in sparks and must make a DC 15 Dexterity saving throw, taking 5d4 fire damage on a failed save, or half as much damage on a successful one.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 192</text>
<roll>1d6</roll>
<roll>2d4</roll>
<roll>2d6</roll>
<roll>5d4</roll>
<roll>4d12</roll>
</item>
<item>
<name>Ring of Spell Storing</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring stores spells cast into it, holding them until the attuned wearer uses them. The ring can store up to 5 levels worth of spells at a time. When found, it contains 1d6 - 1 levels of stored spells chosen by the DM.
Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, other than to be stored in the ring. If the ring can't hold the spell, the spell is expended without effect. The level of the slot used to cast the spell determines how much space it uses.
While wearing this ring, you can cast any spell stored in it. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 192</text>
<roll>1d6-1</roll>
</item>
<item>
<name>Ring of Spell Turning</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you have advantage on saving throws against any spell that targets only you (not in an area of effect). In addition, if you roll a 20 for the save and the spell is 7th level or lower, the spell has no effect on you and instead targets the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of Swimming</name>
<detail>minor</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have a swimming speed of 40 feet while wearing this ring.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of Telekinesis</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can cast the telekinesis spell at will, but you can target only objects that aren't being worn or carried.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of the Ram</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing the ring, you can use an action to expend 1 to 3 of its charges to attack one creature you can see within 60 feet of you. The ring produces a spectral ram's head and makes its attack roll with a +7 bonus. On a hit, for each charge you spend, the target takes 2d10 force damage and is pushed 5 feet away from you.
Alternatively, you can expend 1 to 3 of the ring's charges as an action to try to break an object you can see within 60 feet of you that isn't being worn or carried. The ring makes a Strength check with a +5 bonus for each charge you spend.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
<roll>1d3</roll>
<roll>2d10</roll>
</item>
<item>
<name>Ring of Three Wishes</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can use an action to expend 1 of its 3 charges to cast the wish spell from it. The ring becomes nonmagical when you use the last charge.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of Thunder Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>You have resistance to thunder damage while wearing this ring.
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Ring of Warmth</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of Water Elemental Command</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you have advantage on attack rolls against elementals from the Elemental Plane of Water and they have disadvantage on attack rolls against you. In addition, you have access to properties based on the Elemental Plane of Water.
The ring has 5 charges. It regains 1d4 + 1 expended charges daily at dawn. Spells cast from the ring have a save DC of 17.
You can expend 2 of the ring's charges to cast dominate monster on a water elemental. In addition, you can stand on and walk across liquid surfaces as if they were solid ground. You can also speak and understand Aquan.
If you help slay a water elemental while attuned to the ring, you gain access to the following additional properties:
 You can breathe underwater and have a swimming speed equal to your walking speed.
 You can cast the following spells from the ring, expending the necessary number of charges: create or destroy water (1 charge), control water (3 charges), ice storm (2 charges), or wall of ice (3 charges).
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 190</text>
<roll>1d4+1</roll>
</item>
<item>
<name>Ring of Water Walking</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can stand on and move across any liquid surface as if it were solid ground.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Ring of X-ray Vision</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>While wearing this ring, you can use an action to speak its command word. When you do so, you can see into and through solid matter for 1 minute. This vision has a radius of 30 feet. To you, solid objects within that radius appear transparent and don't prevent light from passing through them. The vision can penetrate 1 foot of stone, 1 inch of common metal, or up to 3 feet of wood or dirt. Thicker substances block the vision, as does a thin sheet of lead.
Whenever you use the ring again before taking a long rest, you must succeed on a DC 15 Constitution saving throw or gain one level of exhaustion.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Robe of Eyes</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
 The robe lets you see in all directions, and you have advantage on Wisdom (Perception) checks that rely on sight.
 You have darkvision out to a range of 120 feet.
 You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can't be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe.
A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Constitution saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 193</text>
</item>
<item>
<name>Robe of Scintillating Colors</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This robe has 3 charges, and it regains 1d3 expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on attack rolls against you. In addition, any creature in the bright light that can see you when the robe's power is activated must succeed on a DC 15 Wisdom saving throw or become stunned until the effect ends.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 194</text>
<roll>1d3</roll>
</item>
<item>
<name>Robe of Stars</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to saving throws while you wear it.
Six stars, located on the robe's upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, 1d6 removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Astral Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 194</text>
<roll>1d6</roll>
</item>
<item>
<name>Robe of the Archmagi</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. The robe's color corresponds to the alignment for which the item was created. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a robe of the archmagi that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
 If you aren't wearing armor, your base Armor Class is 15 + your Dexterity modifier.
 You have advantage on saving throws against spell and other magical effects.
 Your spell save DC and spell attack bonus each increase by 2.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 194</text>
</item>
<item>
<name>Robe of Useful Items</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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 potion of healing
69-75 | Rowboat (12 feet long)
76-83 | Spell scroll containing one spell of 1st to 3rd level
84-90 | 2 mastiff
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
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 195</text>
<roll>4d4</roll>
</item>
<item>
<name>Rod of Absorption</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>While holding this rod, you can use your reaction to absorb a spell that is targeting only you and not with an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell.
When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence, and how many levels of spell energy it currently has stored.
If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of 5th level. You use the stored levels in place of your slots, but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a 3rd-level spell slot.
A newly found rod has 1d10 levels of spell energy stored in it already. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 195</text>
<roll>1d10</roll>
</item>
<item>
<name>Rod of Alertness</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>This rod has a flanged head and the following properties.
Alertness: While holding the rod, you have advantage on Wisdom (Perception) checks and on rolls for initiative.
Spells: While holding the rod, you can use an action to cast one of the following spells from it: detect evil and good, detect magic, detect poison and disease, or see invisibility.
Protective Aura: As an action, you can plant the haft end of the rod in the ground, whereupon the rod's head sheds bright light in a 60-foot radius and dim light for an additional 60 feet. While in that bright light, you and any creature that is friendly to you gain a +1 bonus to AC and saving throws and can sense the location of any invisible hostile creature that is also in the bright light.
The rod's head stops glowing and the effect ends after 10 minutes, or when a creature uses an action to pull the rod from the ground. This property can't be used again until the next dawn.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 196</text>
</item>
<item>
<name>Rod of Lordly Might</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>This rod has a flanged head, and it functions as a magic mace that grants a +3 bonus to attack and damage roll made with it. The rod has properties associated with six different buttons that are set in a row along the haft. It has three other properties as well, detailed below.
Six Buttons: You can press one of the rod's six buttons as a bonus action. A button's effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.
If you press button 1, the rod becomes a flame tongue as a fiery blade sprouts from the end opposite the rod's flanged head (you choose the type of sword).
If you press button 2, the rod's flanged head folds down and two crescent-shaped blades spring out, transforming the rod into a magic battleaxe that grants a +3 bonus to attack and damage rolls made with it.
If you press button 3, the rod's flanged head folds down, a spear point springs from the rod's tip, and the rod's handle lengthens into a 6-foot haft, transforming the rod into a magic spear that grants a+3 bonus to attack and damage rolls made with it.
If you press button 4, the rod transforms into a climbing pole up to 50 feet long, as you specify. In surfaces as hard as granite, a spike at the bottom and three hooks at the top anchor the pole. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, forming a ladder. The pole can bear up to 4,000 pounds. More weight or lack of solid anchoring causes the rod to revert to its normal form.
If you press button 5, the rod transforms into a handheld battering ram and grants its user a +10 bonus to Strength checks made to break through doors, barricades, and other barriers.
If you press button 6, the rod assumes or remains in its normal form and indicates magnetic north. (Nothing happens if this function of the rod is used in a location that has no magnetic north.) The rod also gives you knowledge of your approximate depth beneath the ground or your height above it.
Drain Life: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Constitution saving throw. On a failure, the target rakes an extra 4d6 necrotic damage, and you regain a number of hit points equal to half that necrotic damage. This property can't be used again until the next dawn.
Paralyze: When you hit a creature with a melee attack using the rod, you can force the target to make a DC 17 Strength saving throw. On a failure, the target is paralyzed for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on a success. This property can't be used again until the next dawn.
Terrify: While holding the rod, you can use an action to force each creature you can see within 30 feet of you to make a DC 17 Wisdom saving throw. On a failure, a target is frightened of you for 1 minute. A frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. This property can't be used again until the next dawn.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 196</text>
<roll>4d6</roll>
</item>
<item>
<name>Rod of Resurrection</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>The rod has 5 charges. While you hold it, you can use an action to cast one of the following spells from it: heal (expends 1 charge) or resurrection (expends 5 charges).
The rod regains 1 expended charge daily at dawn. If the rod is reduced to 0 charges, roll a d20. On a 1, the rod disappears in a burst of radiance.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>Rod of Rulership</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>You can use an action to present the rod and command obedience from each creature of your choice that you can see within 120 feet of you. Each target must succeed on a DC 15 Wisdom saving throw or be charmed by you for 8 hours. While charmed in this way, the creature regards you as its trusted leader. If harmed by you or your companions, or commanded to do something contrary to its nature, a target ceases to be charmed in this way. The rod can't be used again until the next dawn.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>Rod of Security</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>While holding this rod, you can use an action to activate it. The rod then instantly transports you and up to 199 other willing creatures you can see to a paradise that exists in an extraplanar space. You choose the form that the paradise takes. It could be a tranquil garden, lovely glade, cheery tavern, immense palace, tropical island, fantastic carnival, or whatever else you can imagine. Regardless of its nature, the paradise contains enough water and food to sustain its visitors. Everything else that can be interacted with inside the extraplanar space can exist only there. For example, a flower picked from a garden in the paradise disappears if it is taken outside the extraplanar space.
For each hour spent in the paradise, a visitor regains hit points as if it had spent 1 Hit Die. Also, creatures don't age while in the paradise, although time passes normally. Visitors can remain in the paradise for up to 200 days divided by the number of creatures present (round down).
When the time runs out or you use an action to end it, all visitors reappear in the location they occupied when you activated the rod, or an unoccupied space nearest that location. The rod can't be used again until ten days have passed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>Rope of Climbing</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>Rope of Entanglement</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>This rope is 30 feet long and weighs 3 pounds. If you hold one end of the rope and use an action to speak its command word, the other end darts forward to entangle a creature you can see within 20 feet of you. The target must succeed on a DC 15 Dexterity saving throw or become restrained.
You can release the creature by using a bonus action to speak a second command word. A target restrained by the rope can use an action to make a DC 15 Strength or Dexterity check (target's choice). On a success, the creature is no longer restrained by the rope.
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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 197</text>
</item>
<item>
<name>Rowboat</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight>100</weight>
<value>50.0</value>
<property></property>
<text>Keelboats and rowboats are used on lakes and rivers, If going downstream, add the speed of the current (typically 3 miles per hour) to the speed of the vehicle. These vehicles can't be rowed against any significant current, but they can be pulled upstream by draft animals on the shores. A rowboat weighs 100 pounds, in case adventurers carry it over land.
Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Ruby</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>5000.0</value>
<property></property>
<text>A transparent clear red to deep crimson gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Saddle of the Cavalier</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While in this saddle on a mount, you can't be dismounted against your will if you're conscious, and attack rolls against the mount have disadvantage.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Sailing Ship</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight></weight>
<value>10000.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Sardonyx</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>An opaque bands of red and white gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Scarab of Protection</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>If you hold this beetle-shaped medallion in your hand for 1 round, an inscription appears on its surface revealing its magical nature. It provides two benefits while it is on your person:
 You have advantage on saving throws against spells.
 The scarab has 12 charges. If you fail a saving throw against a necromancy spell or a harmful effect originating from an undead creature, you can use your reaction to expend 1 charge and turn the failed save into a successful one. The scarab crumbles into powder and is destroyed when its last charge is expended.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scimitar of Speed</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>F,L</property>
<dmg1>1d6</dmg1>
<dmgType>S</dmgType>
<text>You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Aberrations</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents aberrations from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an aberration would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Beasts</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents beasts from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a beast would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Celestials</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents celestials from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a celestial would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Elementals</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents elementals from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an elemental would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Fey</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fey from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fey would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Fiends</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents fiends from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a fiend would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Plants</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents plants from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that a plant would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Scroll of Protection from Undead</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Using an action to read the scroll encloses you in an invisible barrier that extends from you to form a 5-foot-radius, 10-foot-high cylinder. For 5 minutes, this barrier prevents undead from entering or affecting anything within the cylinder. The cylinder moves with you and remains centered on you. However, if you move in such a way that an undead would be inside the cylinder, the effect ends. A creature can attempt to overcome the barrier by using an action to make a DC 15 Charisma check. On a success, the creature ceases to be affected by the barrier.
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Sending Stones</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Sentinel Shield</name>
<detail>major, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Serpent Venom</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>200.0</value>
<property></property>
<text>This poison must be harvested from a dead or incapacitated giant poisonous snake. A creature subjected to this poison must succeed on a DC 11 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
<roll>3d6</roll>
</item>
<item>
<name>Shield of Missile Attraction</name>
<detail>major, Cursed item, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>While holding this shield, you have resistance to damage from ranged weapon attacks.
Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 200</text>
</item>
<item>
<name>Silk robe with gold embroidery</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Silver and gold brooch</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Silver chalice set with moonstones</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Silver Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest silver dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Silver ewer</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Silver necklace with a gemstone pendant</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>250.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Silver-plated steel longsword with jet set in hilt</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Slippers of Spider Climbing</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 200</text>
</item>
<item>
<name>Small gold bracelet</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Small gold idol</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>750.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Small gold statuette set with rubies</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>7500.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 135</text>
</item>
<item>
<name>Small mirror set in a painted wooden frame</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>25.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Sovereign Glue</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with oil of slipperiness. When found, a container contains 1d6 + 1 ounces.
One ounce of the glue can cover a 1-foot square surface. The glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of universal solvent or oil of etherealness, or with a wish spell.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 200</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Spell Scroll (1st Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 11. 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 11 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 200</text>
</item>
<item>
<name>Spell Scroll (2nd Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table A, Magic Item Table B
Source: Dungeon Master's Guide p. 201</text>
</item>
<item>
<name>Spell Scroll (3rd Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 202</text>
</item>
<item>
<name>Spell Scroll (4th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 14. 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 14 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 203</text>
</item>
<item>
<name>Spell Scroll (5th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 15. 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 17 and an attack bonus of +9.
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 15 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 204</text>
</item>
<item>
<name>Spell Scroll (6th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 16. 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 17 and an attack bonus of +9.
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 16 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 205</text>
</item>
<item>
<name>Spell Scroll (7th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 17. 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 18 and an attack bonus of +10.
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 17 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Spell Scroll (8th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 18. 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 18 and an attack bonus of +10.
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 18 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table D, Magic Item Table E
Source: Dungeon Master's Guide p. 207</text>
</item>
<item>
<name>Spell Scroll (9th Level)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 19. 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 19 and an attack bonus of +11.
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 19 Intelligence (Arcana) check. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 208</text>
</item>
<item>
<name>Spell Scroll (Cantrip)</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>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 10. 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.
Found On: Magic Item Table A
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Spellguard Shield</name>
<detail>major, Shield</detail>
<type>S</type>
<weight>6</weight>
<property></property>
<ac>2</ac>
<text>While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 201</text>
</item>
<item>
<name>Sphere of Annihilation</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This 2-foot-diameter black sphere is a hole in the multiverse, hovering in space and stabilized by a magical field surrounding it.
The sphere obliterates all matter it passes through and all matter that passes through it. Artifacts are the exception. Unless an artifact is susceptible to damage from a sphere of annihilation, it passes through the sphere unscathed. Anything else that touches the sphere but isn't wholly engulfed and obliterated by it takes 4d10 force damage.
The sphere is stationary until someone controls it. If you are within 60 feet of an uncontrolled sphere, you can use an action to make a DC 25 Intelligence (Arcana) check. On a success, the sphere levitates in one direction of your choice, up to a number of feet equal to 5 x your Intelligence modifier (minimum 5 feet). On a failure, the sphere moves 10 feet toward you. A creature whose space the sphere enters must succeed on a DC 13 Dexterity saving throw or be touched by it, taking 4d10 force damage.
If you attempt to control a sphere that is under another creature's control, you make an Intelligence (Arcana) check contested by the other creature's Intelligence (Arcana) check. The winner of the contest gains control of the sphere and can levitate it as normal.
If the sphere comes into contact with a planar portal, such as that created by the gate spell, or an extradimensional space, such as that within a portable hole, the DM determines randomly what happens, using the following table.
d100 | Result
01-50 | The sphere is destroyed.
51-85 | The sphere moves through the portal or into the extradimensional space.
86-00 | A spatial rift sends each creature and object within 180 feet of the sphere, including the sphere, to a random plane of existence.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 201</text>
<roll>4d10</roll>
</item>
<item>
<name>Spinel</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent red, red-brown, or deep green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Staff of Charming</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>While holding this staff, you can use an action to expend 1 of its 10 charges to cast charm person, command, or comprehend languages from it using your spell save DC. The staff can also be used as a magic quarterstaff.
If you are holding the staff and fail a saving throw against an enchantment spell that targets only you, you can turn your failed save into a successful one. You can't use this property of the staff again until the next dawn. If you succeed on a save against an enchantment spell that targets only you, with or without the staff's intervention, you can use your reaction to expend 1 charge from the staff and turn the spell back on its caster as if you had cast the spell.
The staff regains 1d8 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 201</text>
<roll>1d8+2</roll>
</item>
<item>
<name>Staff of Fire</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>You have resistance to fire damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: burning hands (1 charge), fireball (3 charges), or wall of fire (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff blackens, crumbles into cinders, and is destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 201</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Frost</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>You have resistance to cold damage while you hold this staff.
The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff turns to water and is destroyed.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 202</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Healing</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier: cure wounds (1 charge per spell level, up to 4th), lesser restoration (2 charges). or mass cure wounds (5 charges).
The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the staff vanishes in a flash of light, lost forever.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 202</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Power</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you gain a +2 bonus to Armor Class, saving throws, and spell attack rolls.
The staff has 20 charges for the following properties. The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff retains its +2 bonus to attack and damage roll but loses all other properties. On a 20, the staff regain 1d8 + 2 charges.
Power Strike: When you hit with a melee attack using the staff, you can expend 1 charge to deal an extra 1d6 force damage to the target.
Spells: While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spell attack bonus: cone of cold (5 charges), fireball (5th-level version, 5 charges), globe of invulnerability (6 charges), hold monster (5 charges), levitate (2 charges). lightning bolt (5th-level version, 5 charges), magic missile (1 charge), ray of enfeeblement (1 charge), or wall of force (5 charges).
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Effect
10 ft. away or closer | 8 x the number of charges in the staff
11 to 20 ft. away | 6 x the number of charges in the staff
21 to 30 ft. away | 4 x the number of charges in the staff
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 202</text>
<roll>2d8+4</roll>
<roll>1d8+2</roll>
<roll>1d6</roll>
</item>
<item>
<name>Staff of Striking</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff can be wielded as a magic quarterstaff that grants a +3 bonus to attack and damage rolls made with it.
The staff has 10 charges. When you hit with a melee attack using it, you can expend up to 3 of its charges. For each charge you expend, the target takes an extra 1d6 force damage. The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff becomes a nonmagical quarterstaff.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 203</text>
<roll>1d6</roll>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Swarming Insects</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff has 10 charges and regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, a swarm of insects consumes and destroys the staff, then disperses.
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC: giant insect (4 charges) or insect plague (5 charges).
Insect Cloud: While holding the staff, you can use an action and expend 1 charge to cause a swarm of harmless flying insects to spread out in a 30-foot radius from you. The insects remain for 10 minutes, making the area heavily obscured for creatures other than you. The swarm moves with you, remaining centered on you. A wind of at least 10 miles per hour disperses the swarm and ends the effect.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 203</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of the Adder</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 203</text>
<roll>1d6</roll>
<roll>3d6</roll>
</item>
<item>
<name>Staff of the Magi</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While you hold it, you gain a +2 bonus to spell attack rolls.
The staff has 50 charges for the following properties. It regains 4d6 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d12 + 1 charges.
Spell Absorption: While holding the staff, you have advantage on saving throws against spells. In addition, you can use your reaction when another creature casts a spell that targets only you. If you do, the staff absorbs the magic of the spell, canceling its effect and gaining a number of charges equal to the absorbed spell's level. However, if doing so brings the staff's total number of charges above 50, the staff explodes as if you activated its retributive strike (see below).
Spells: While holding the staff, you can use an action to expend some of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability: conjure elemental (7 charges), dispel magic (3 charges), fireball (7th-level version, 7 charges), flaming sphere (2 charges), ice storm (4 charges), invisibility (2 charges), knock (2 charges), lightning bolt (7th-level version, 7 charges), passwall (5 charges), plane shift (7 charges), telekinesis (5 charges), wall of fire (4 charges), or web (2 charges).
You can also use an action to cast one of the following spells from the staff without using any charges: arcane lock, detect magic, enlarge/reduce, light, mage hand, or protection from evil and good.
Retributive Strike: You can use an action to break the staff over your knee or against a solid surface, performing a retributive strike. The staff is destroyed and releases its remaining magic in an explosion that expands to fill a 30-foot-radius sphere centered on it.
You have a 50 chance to instantly travel to a random plane of existence, avoiding the explosion. If you fail to avoid the effect, you take force damage equal to 16 x the number of charges in the staff. Every other creature in the area must make a DC 17 Dexterity saving throw. On a failed save, a creature takes an amount of damage based on how far away it is from the point of origin, as shown in the following table. On a successful save, a creature takes half as much damage.
Distance from Origin | Damage
10 ft. away or closer | 8 x the number of charges in the staff
11 to 20 ft. away | 6 x the number of charges in the staff
21 to 30 ft. away | 4 x the number of charges in the staff
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 203</text>
<roll>4d6+2</roll>
<roll>1d12+1</roll>
</item>
<item>
<name>Staff of the Python</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 204</text>
</item>
<item>
<name>Staff of the Woodlands</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. While holding it, you have a +2 bonus to spell attack rolls.
The staff has 10 charges for the following properties. It regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff loses its properties and becomes a nonmagical quarterstaff.
Spells: You can use an action to expend 1 or more of the staff's charges to cast one of the following spells from it, using your spell save DC: animal friendship (1 charge), awaken (5 charges), barkskin (2 charges), locate animals or plants (2 charges), speak with animals (1 charge), speak with plants (3 charges), or wall of thorns (6 charges).
You can also use an action to cast the pass without trace spell from the staff without using any charges.
Tree Form: You can use an action to plant one end of the staff in fertile earth and expend 1 charge to transform the staff into a healthy tree. The tree is 60 feet tall and has a 5-foot-diameter trunk, and its branches at the top spread out in a 20-foot radius. The tree appears ordinary but radiates a faint aura of transmutation magic if targeted by detect magic. While touching the tree and using another action to speak its command word, you return the staff to its normal form. Any creature in the tree falls when it reverts to a staff.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 204</text>
<roll>1d6+4</roll>
</item>
<item>
<name>Staff of Thunder and Lightning</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff can be wielded as a magic quarterstaff that grants a +2 bonus to attack and damage rolls made with it. It also has the following additional properties. When one of these properties is used, it can't be used again until the next dawn.
Lightning: When you hit with a melee attack using the staff, you can cause the target to take an extra 2d6 lightning damage.
Thunder: When you hit with a melee attack using the staff, you can cause the staff to emit a crack of thunder, audible out to 300 feet. The target you hit must succeed on a DC 17 Constitution saving throw or become stunned until the end of your next turn.
Lightning Strike: You can use an action to cause a bolt of lightning to leap from the staff's tip in a line that is 5 feet wide and 120 feet long. Each creature in that line must make a DC 17 Dexterity saving throw, taking 9d6 lightning damage on a failed save, or half as much damage on a successful one.
Thunderclap: You can use an action to cause the staff to issue a deafening thunderclap, audible out to 600 feet. Each creature within 60 feet of you (not including you) must make a DC 17 Constitution saving throw. On a failed save, a creature takes 2d6 thunder damage and becomes deafened for 1 minute. On a successful save, a creature takes half damage and isn't deafened.
Thunder and Lightning: You can use an action to use the Lightning Strike and Thunderclap properties at the same time. Doing so doesn't expend the daily use of those properties, only the use of this one.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 204</text>
<roll>2d6</roll>
<roll>9d6</roll>
</item>
<item>
<name>Staff of Withering</name>
<detail>major, Staff</detail>
<type>ST</type>
<weight>4</weight>
<property>V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>B</dmgType>
<text>This staff has 3 charges and regains 1d3 expended charges daily at dawn.
The staff can be wielded as a magic quarterstaff. On a hit, it deals damage as a normal quarterstaff, and you can expend 1 charge to deal an extra 2d10 necrotic damage to the target. In addition, the target must succeed on a DC 15 Constitution saving throw or have disadvantage for 1 hour on any ability check or saving throw that uses Strength or Constitution.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
<roll>1d3</roll>
<roll>2d10</roll>
</item>
<item>
<name>Star rose quartz</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A translucent rosy stone with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Star Ruby</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A translucent ruby with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Star Sapphire</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A translucent blue sapphire with white star-shaped center gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Stone of Controlling Earth Elementals</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>If the stone is touching the ground, you can use an action to speak its command word and summon an earth elemental, as if you had cast the conjure elemental spell. The stone can't be used this way again until the next dawn. The stone weighs 5 pounds.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
</item>
<item>
<name>Stone of Good Luck</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 205</text>
</item>
<item>
<name>Sun Blade</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>F,V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>R</dmgType>
<text>This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortsword or longsword, you are proficient with the sun blade.
You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.
The sword's luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet. The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 205</text>
<roll>1d8</roll>
</item>
<item>
<name>Sword of Answering (Answerer)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Answerer, the Chaotic Good sword, has an emerald set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Back Talker)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Back Talker, the Chaotic Evil sword, has jet set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Concluder)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Concluder, the Lawful Neutral sword, has an amethyst set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Last Quip)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Last Quip, the Chaotic Neutral sword, has a tourmaline set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Rebutter)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Rebutter, the Neutral Good sword, has a topaz set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Replier)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Replier, the Neutral sword, has a peridot set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Retorter)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Retorter, the Lawful Good sword, has an aquamarine set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Scather)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Scather, the Lawful Evil sword, has a garnet set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Answering (Squelcher)</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>In the world of Greyhawk, only nine of these blades are known to exist. Each is patterned after the legendary sword Fragarach, which is variously translated as "Final Word." Each of the nine swords has its own name and alignment, and each bears a different gem in its pommel.
Squelcher, the Neutral Evil sword, has a spinel set in its pommel.
You gain a +3 bonus to attack and damage rolls made with this sword. In addition, while you hold the sword, you can use your reaction to make one melee attack with it against any creature in your reach that deals damage to you. You have advantage on the attack roll, and any damage dealt with this special attack ignores any damage immunity or resistance the target has.
Source: Dungeon Master's Guide p. 206</text>
</item>
<item>
<name>Sword of Kas</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>When Vecna grew in power, he appointed an evil and ruthless lieutenant, Kas the Bloody Handed, to act as his bodyguard and right hand. This despicable villain served as advisor, warlord, and assassin. His successes earned him Vecna's admiration and a reward: a sword with as dark a pedigree as the man who would wield it.
For a long time, Kas faithfully served the lich but as Kas's power grew, so did his hubris. His sword urged him to supplant Vecna, so that they could rule the lich empire in Vecna's stead. Legend says Vecna's destruction came at Kas's hand, but Vecna also wrought his rebellious lieutenant's doom, leaving only Kas's sword behind. The world was made brighter thereby.
The Sword of Kas is a magic, sentient longsword that grants a +3 bonus to attack and damage rolls made with it. It scores a critical hit on a roll of 19 or 20, and deals an extra 2d10 slashing damage to undead.
If the sword isn't bathed in blood within 1 minute of being drawn from its scabbard, its wielder must make a DC 15 Charisma saving throw. On a successful save, the wielder takes 3d6 psychic damage. On a failed save, the wielder is dominated by the sword, as if by the dominate monster spell, and the sword demands that it be bathed in blood. The spell effect ends when the sword's demand is met.
Random Properties: The Sword of Kas has the following random properties:
 1 minor beneficial property
 1 major beneficial property
 1 minor detrimental property
 1 major detrimental property
Spirit of Kas: While the sword is on your person, you add a d10 to your initiative at the start of every combat. In addition, when you use an action to attack with the sword, you can transfer some or all of its attack bonus to your Armor Class instead. The adjusted bonuses remain in effect until the start of your next turn.
Spells: While the sword is on your person, you can use an action to cast one of the following spells (save 18) from it: call lightning, divine word, or finger of death. Once you use the sword to cast a spell, you can't cast that spell again from it until the next dawn.
Sentience: The Sword of Kas is a sentient chaotic evil weapon with an Intelligence of 15, a Wisdom of 13, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Common
Personality: The sword's purpose is to bring ruin to Vecna. Killing Vecna's worshipers, destroying the lich works, and foiling his machinations all help to fulfill this goal.
The Sword of Kas also seeks to destroy anyone corrupted by the Eye and Hand of Vecna. The sword's obsession with those artifacts eventually becomes a fixation for its wielder.
Destroying the Sword: A creature attuned to both the Eye of Vecna and the Hand of Vecna can use the wish property of those combined artifacts to unmake the Sword of Kas. The creature must cast the wish spell and make a Charisma check contested by the Charisma check of the sword. The sword must be within 30 feet of the creature, or the spell fails. If the sword wins the contest, nothing happens, and the wish spell is wasted. If the sword loses the contest, it is destroyed.
Source: Dungeon Master's Guide p. 226</text>
<roll>2d10</roll>
<roll>3d6</roll>
</item>
<item>
<name>Talisman of Pure Good</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in alignment takes 6d6 radiant damage upon touching the talisman. An evil creature takes 8d6 radiant damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are a good cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 7 charges. If you are wearing or holding it, you can use an action to expend 1 charge from it and choose one creature you can see on the ground within 120 feet of you. If the target is of evil alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
<roll>6d6</roll>
<roll>8d6</roll>
</item>
<item>
<name>Talisman of the Sphere</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>When you make an Intelligence (Arcana) check to control a sphere of annihilation while you are holding this talisman, you double your proficiency bonus on the check. In addition, when you start your turn with control over a sphere of annihilation, you can use an action to levitate it 10 feet plus a number of additional feet equal to 10 x your Intelligence modifier.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
</item>
<item>
<name>Talisman of Ultimate Evil</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>1</weight>
<property></property>
<text>This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment takes 6d6 necrotic damage upon touching the talisman. A good creature takes 8d6 necrotic damage upon touching the talisman. Either sort of creature takes the damage again each time it ends its turn holding or carrying the talisman.
If you are an evil cleric or paladin, you can use the talisman as a holy symbol, and you gain a +2 bonus to spell attack rolls while you wear or hold it.
The talisman has 6 charges. If you are wearing or holding it, you can use an action to expend 1 charge from the talisman and choose one creature you can see on the ground within 120 feet of you. If the target is of good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 207</text>
<roll>6d6</roll>
<roll>8d6</roll>
</item>
<item>
<name>Tentacle Rod</name>
<detail>major</detail>
<type>RD</type>
<weight>2</weight>
<property></property>
<text>Made by the drow, this rod is a magic weapon that ends in three rubbery tentacles. While holding the rod, you can use an action to direct each tentacle to attack a creature you can see within 15 feet of you. Each tentacle makes a melee attack roll with a +9 bonus. On a hit, the tentacle deals 1d6 bludgeoning damage. If you hit a target with all three tentacles, it must make a DC 15 Constitution saving throw. On a failure, the creature's speed is halved, it has disadvantage on Dexterity saving throws, and it can't use reactions for 1 minute. Moreover, on each of its turns, it can take either an action or a bonus action, but not both. At the end of each of its turns, it can repeat the saving throw, ending the effect on itself on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 208</text>
<roll>1d6</roll>
</item>
<item>
<name>Tiger Eye</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>A translucent brown with golden center gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Tome of Clear Thought</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book contains memory and logic exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Intelligence score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 208</text>
</item>
<item>
<name>Tome of Leadership and Influence</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book contains guidelines for influencing and charming others, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Charisma score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 208</text>
</item>
<item>
<name>Tome of the Stilled Tongue</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This thick leather-bound volume has a desiccated tongue pinned to the front cover. Five of these tomes exist, and it's unknown which one is the original. The grisly cover decoration on the first tome of the stilled tongue once belonged to a treacherous former servant of the lich-god Vecna, keeper of secrets. The tongues pinned to the covers of the four copies came from other spellcasters who crossed Vecna. The first few pages of each tome are filled with indecipherable scrawls. The remaining pages are blank and pristine.
If you can attune to this item, you can use it as a spellbook and an arcane focus. In addition, while holding the tome, you can use a bonus action to cast a spell you have written in this tome, without expending a spell slot or using any verbal or somatic component. Once used, this property of the tome can't be used again until the next dawn.
While attuned to the book, you can remove the tongue from the book's cover. If you do so, all spells written in the book are permanently erased.
Vecna watches anyone using this tome. He can also write cryptic messages in the book. These messages appear at midnight and fade away after they are read.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 208</text>
</item>
<item>
<name>Tome of Understanding</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>This book contains intuition and insight exercises, and its words are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book's contents and practicing its guidelines, your Wisdom score increases by 2, as does your maximum for that score. The manual then loses its magic, but regains it in a century.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 209</text>
</item>
<item>
<name>Topaz</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>500.0</value>
<property></property>
<text>A transparent golden yellow gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Torpor</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>600.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 15 Constitution saving throw or become poisoned for 4d6 hours. The poisoned creature is incapacitated.
Source: Dungeon Master's Guide p. 258</text>
<roll>4d6</roll>
</item>
<item>
<name>Tourmaline</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>100.0</value>
<property></property>
<text>A transparent pale green, blue, brown, or red gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Trident of Fish Command</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property>T,V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>P</dmgType>
<range>20/60</range>
<text>This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 209</text>
<roll>1d3</roll>
</item>
<item>
<name>Truth Serum</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>150.0</value>
<property></property>
<text>A creature subjected to this poison must succeed on a DC 11 Constitution saving throw or become poisoned for 1 hour. The poisoned creature can't knowingly speak a lie, as if under the effect of a zone of truth spell.
Source: Dungeon Master's Guide p. 258</text>
</item>
<item>
<name>Turquoise</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>10.0</value>
<property></property>
<text>An opaque light blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Universal Solvent</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tube holds milky liquid with a strong alcohol smell. You can use an action to pour the contents of the tube onto a surface within reach. The liquid instantly dissolves up to 1 square foot of adhesive it touches, including sovereign glue.
Found On: Magic Item Table E
Source: Dungeon Master's Guide p. 209</text>
</item>
<item>
<name>Wand of Binding</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges for the following properties. It 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.
Spells: While holding the wand, you can use an action to expend some of its charges to cast one of the following spells (save DC 17): hold monster (5 charges) or hold person (2 charges).
Assisted Escape: While holding the wand, you can use your reaction to expend 1 charge and gain advantage on a saving throw you make to avoid being paralyzed or restrained, or you can expend 1 charge and gain advantage on any check you make to escape a grapple.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 209</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Enemy Detection</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action and expend 1 charge to speak its command word. For the next minute, you know the direction of the nearest creature hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of hostile creatures that are ethereal, invisible, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand.
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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Fear</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges for the following properties. It 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.
Command: While holding the wand, you can use an action to expend 1 charge and command another creature to flee or grovel, as with the command spell (save DC 15).
Cone of Fear: While holding the wand, you can use an action to expend 2 charges, causing the wand's tip to emit a 60-foot cone of amber light. Each creature in the cone must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevent it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Fireballs</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the fireball spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 210</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Lightning Bolts</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the lightning bolt spell (save DC 15) from it. For 1 charge, you cast the 3rd-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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 211</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Magic Detection</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 211</text>
<roll>1d3</roll>
</item>
<item>
<name>Wand of Magic Missiles</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 211</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Orcus</name>
<detail></detail>
<type>WD</type>
<weight>4</weight>
<property></property>
<text>The ghastly Wand of Orcus rarely leaves Orcus side. The device, as evil as its creator, shares the demon lord's aims to snuff out the lives of all living things and bind the Material Plane in the stasis of undeath. Orcus allows the wand to slip from his grasp from time to time. When it does, it magically appears wherever its master senses an opportunity to achieve some fell goal.
Made from bones as hard as iron, the wand is topped with a magically enlarged skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. Plants wither, drinks spoil, flesh rots, and vermin thrive in the wand's presence.
Any creature besides Orcus that tries to attune to the wand must make a DC 17 Constitution saving throw. On a successful save, the creature takes 10d6 necrotic damage. On a failed save, the creature dies and rises as a zombie.
In the hands of one who is attuned to it, the wand can be wielded as a magic mace that grants a +3 bonus to attack and damage rolls made with it. The wand deals an extra 2d12 necrotic damage on a hit.
Random Properties: The Wand of Orcus has the following random properties:
 2 minor beneficial properties
 1 major beneficial property
 2 minor detrimental properties
 1 major detrimental property
The detrimental properties of the Wand of Orcus are suppressed while the wand is attuned to Orcus himself.
Protection: You gain a +3 bonus to Armor Class while holding the wand.
Spells: The wand has 7 charges. While holding it, you can use an action and expend 1 or more of its charges to cast one of the following spells (save DC 18) from it: animate dead (1 charge), blight (2 charges), circle of death (3 charges), finger of death (3 charges), power word kill (4 charges), or speak with dead (1 charge). The wand regains 1d4 + 3 expended charges daily at dawn.
While attuned to the wand, Orcus or a follower blessed by him can cast each of the wand's spells using 2 fewer charges (minimum of 0).
Call Undead: While you are holding the wand, you can use an action to conjure skeleton and zombie, calling forth as many of them as you can divide 500 hit points among, each undead having average hit points. The undead magically rise up from the ground or otherwise form in unoccupied spaces within 300 feet of you and obey your commands until they are destroyed or until dawn of the next day, when they collapse into inanimate piles of bones and rotting corpses. Once you use this property of the wand, you can't use it again until the next dawn.
While attuned to the wand, Orcus can summon any kind of undead, not just skeletons and zombies. The undead don't perish or disappear at dawn the following day, remaining until Orcus dismisses them.
Sentience: The Wand of Orcus is a sentient, chaotic evil item with an Intelligence of 16, a Wisdom of 12, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The wand communicates telepathically with its wielder and can speak, read, and understand Abyssal and Common.
Personality: The wand's purpose is to help satisfy Orcus desire to slay everything in the multiverse. The wand is cold, cruel, nihilistic, and bereft of humor. In order to further its master's goals, the wand feigns devotion to its current user and makes grandiose promises that it has no intention of fulfilling, such as vowing to help its user overthrow Orcus.
Destroying the Wand: Destroying the Wand of Orcus requires that it be taken to the Positive Energy Plane by the ancient hero whose skull surmounts it. For this to happen, the long-lost hero must first be restored to life—no easy task, given the fact that Orcus has imprisoned the hero's soul and keeps it hidden and well guarded.
Bathing the wand in positive energy causes it to crack and explode, but unless the above conditions are met, the wand instantly reforms on Orcus layer of the Abyss.
Source: Dungeon Master's Guide p. 227</text>
<roll>10d6</roll>
<roll>2d12</roll>
<roll>1d4+3</roll>
</item>
<item>
<name>Wand of Paralysis</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cause a thin blue ray to streak from the tip toward a creature you can see within 60 feet of you. The target must succeed on a DC 15 Constitution saving throw or be paralyzed for 1 minute. At the end of each of the target's turns, it can repeat the saving throw, ending the effect on itself on a success.
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.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 211</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Polymorph</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the polymorph 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.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 211</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Secrets</name>
<detail>minor</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 211</text>
<roll>1d3</roll>
</item>
<item>
<name>Wand of Web</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 212</text>
<roll>1d6+1</roll>
</item>
<item>
<name>Wand of Wonder</name>
<detail>major</detail>
<type>WD</type>
<weight>1</weight>
<property></property>
<text>This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges and choose a target within 120 feet of you. The target can be a creature, an object, or a point in space. Roll d100 and consult the following table to discover what happens.
If the effect causes you to cast a spell from the wand, the spell's save DC is 15. If the spell normally has a range expressed in feet, its range becomes 120 feet if it isn't already.
If an effect covers an area, you must center the spell on and include the target. If an effect has multiple possible subjects, the DM randomly determines which ones are affected.
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 dust and is destroyed.
d100 | Effect
01-05 | You cast slow.
06-10 | You cast faerie fire.
11-15 | You are stunned until the start of your next turn, believing something awesome just happened.
16-20 | You cast gust of wind.
21-25 | You cast detect thoughts on the target you chose. If you didn't target a creature, you instead take 1d6 psychic damage.
26-30 | You cast stinking cloud.
31-33 | Heavy rain falls in a 60-foot radius centered on the target. The area becomes lightly obscured. The rain falls until the start of your next turn.
34-36 | An animal appears in the unoccupied space nearest the target. The animal isn't under your control and acts as it normally would. Roll a d100 to determine which animal appears. On a 01-25, a rhinoceros appears; on a 26-50, an elephant appears; and on a 51-100, a rat appears.
37-46 | You cast lightning bolt.
47-49 | A cloud of 600 oversized butterflies fills a 30-foot radius centered on the target. The area becomes heavily obscured. The butterflies remain for 10 minutes.
50-53 | You enlarge the target as if you had cast enlarge/reduce. If the target can't be affected by that spell or if you didn't target a creature, you become the target.
54-58 | You cast darkness.
59-62 | Grass grows on the ground in a 60-foot radius centered on the target. If grass is already there, it grows to ten times its normal size and remains overgrown for 1 minute.
63-65 | An object of the DM 's choice disappears into the Ethereal Plane. The object must be neither worn nor carried, within 120 feet of the target, and no larger than 10 feet in any dimension.
66-69 | You shrink yourself as if you had cast enlarge/reduce on yourself.
70-79 | You cast fireball.
80-84 | You cast invisibility on yourself.
85-87 | Leaves grow from the target. If you chose a point in space as the target, leaves sprout from the creature nearest to that point. Unless they are picked off, the leaves turn brown and fall off after 24 hours.
88-90 | A stream of 1d4 x 10 gems, each worth 1 gp, shoots from the wand 's tip in a line 30 feet long and 5 feet wide. Each gem deals 1 bludgeoning damage, and the total damage of the gems is divided equally among all creatures in the line.
91-95 | A burst of colorful shimmering light extends from you in a 30-foot radius. You and each creature in the area that can see must succeed on a DC 15 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.
96-97 | The target's skin turns bright blue for 1d10 days. If you chose a point in space, the creature nearest to that point is affected.
98-00 | If you targeted a creature, it must make a DC 15 Constitution saving throw. If you didn't target a creature, you become the target and must make the saving throw. If the saving throw fails by 5 or more, the target is instantly petrified. On any other failed save, the target is restrained and begins to turn to stone. While restrained in this way, the target must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. The petrification lasts until the target is freed by the greater restoration spell or similar magic.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 212</text>
<roll>1d6+1</roll>
<roll>1d6</roll>
<roll>1d4</roll>
<roll>1d10</roll>
</item>
<item>
<name>Warship</name>
<detail>Vehicle (water)</detail>
<type>G</type>
<weight></weight>
<value>25000.0</value>
<property></property>
<text>Source: Dungeon Master's Guide p. 119</text>
</item>
<item>
<name>Wave</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>4</weight>
<property>T,V</property>
<dmg1>1d6</dmg1>
<dmg2>1d8</dmg2>
<dmgType>P</dmgType>
<range>20/60</range>
<text>Held in the dungeon of White Plume Mountain, this trident is an exquisite weapon engraved with images of waves, shells, and sea creatures. Although you must worship a god of the sea to attune to this weapon, Wave happily accepts new converts.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. If you score a critical hit with it, the target takes extra necrotic damage equal to half its hit point maximum.
The weapon also functions as a trident of fish command and a weapon of warning. It can confer the benefit of a cap of water breathing while you hold it, and you can use it as a cube of force by choosing the effect, instead of pressing cube sides to select it.
Sentience: Wave is a sentient weapon of neutral alignment, with an Intelligence of 14, a Wisdom of 10, and a Charisma of 18. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Aquan. It can also speak with aquatic animals as if using a speak with animals spell, using telepathy to involve its wielder in the conversation.
Personality: When it grows restless, Wave has a habit of humming tunes that vary from sea chanteys to sacred hymns of the sea gods.
Wave zealously desires to convert mortals to the worship of one or more sea gods, or else to consign the faithless to death. Conflict arises if the wielder fails to further the weapon's objectives in the world. The trident has a nostalgic attachment to the place where it was forged, a desolate island called Thunderforge. A sea god imprisoned a family of storm giants there, and the giants forged Wave in an act of devotion to—or rebellion against—that god.
Wave harbors a secret doubt about its own nature and purpose. For all its devotion to the sea gods, Wave fears that it was intended to bring about a particular sea god's demise. This destiny is something Wave might not be able to avert.
Source: Dungeon Master's Guide p. 218</text>
</item>
<item>
<name>Well of Many Worlds</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold and place the well of many worlds on a solid surface, whereupon it creates a two-way portal to another world or plane of existence. Each time the item opens a portal, the DM decides where it leads. You can use an action to close an open portal by taking hold of the edges of the cloth and folding it up. Once well of many worlds has opened a portal, it can't do so again for 1d8 hours.
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 213</text>
<roll>1d8</roll>
</item>
<item>
<name>Whelm</name>
<detail>Melee Weapon</detail>
<type>M</type>
<weight>2</weight>
<property>T,V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>B</dmgType>
<range>20/60</range>
<text>Whelm is a powerful warhammer forged by dwarves and lost in the dungeon of White Plume Mountain.
You gain a +3 bonus to attack and damage rolls made with this magic weapon. At dawn the day after you first make an attack roll with Whelm, you develop a fear of being outdoors that persists as long as you remain attuned to the weapon. This causes you to have disadvantage on attack rolls, saving throws, and ability checks while you can see the daytime sky.
Thrown Weapon: Whelm has the thrown property, with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged weapon attack using it, the target takes an extra 1d8 bludgeoning damage, or an extra 2d8 bludgeoning damage if the target is a giant. Each time you throw the weapon, it flies back to your hand after the attack. If you don't have a hand free, the weapon lands at your feet.
Shock Wave: You can use an action to strike the ground with Whelm and send a shock wave out from the point of impact. Each creature of your choice on the ground within 60 feet of that point must succeed on a DC 15 Constitution saving throw or become stunned for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once used, this property can't be used again until the next dawn.
Supernatural Awareness: While you are holding the weapon, it alerts you to the location of any secret or concealed doors within 30 feet of you. In addition, you can use an action to cast detect evil and good or locate object from the weapon. Once you cast either spell, you can't cast it from the weapon again until the next dawn.
Sentience: Whelm is a sentient lawful neutral weapon with an Intelligence of 15, a Wisdom of 12, and a Charisma of 15. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Dwarvish. Giant, and Goblin. It shouts battle cries in Dwarvish when used in combat.
Personality: Whelm's purpose is to slaughter giants and goblinoids. It also seeks to protect dwarves against all enemies. Conflict arises if the wielder fails to destroy goblins and giants or to protect dwarves. Whelm has ties to the dwarf clan that created it, variously called the Dankil or the Mightyhammer clan. It longs to be returned to that clan. It would do anything to protect those dwarves from harm. The hammer also carries a secret shame. Centuries ago, a dwarf named Ctenmiir wielded it valiantly for a time. But Ctenmiir was turned into a vampire. His will was strong enough that he bent Whelm to his evil purposes, even killing members of his own clan.
Source: Dungeon Master's Guide p. 218</text>
<roll>1d8</roll>
<roll>2d8</roll>
</item>
<item>
<name>White Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued. While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to cold damage.
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest white dragon within 30 miles of you. This special action can't be used again until the next dawn.
The wearer has disadvantage on Stealth (Dexterity) checks.
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Wind Fan</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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 chance of not working and tearing into useless, nonmagical tatters.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 213</text>
</item>
<item>
<name>Winged Boots</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>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.
Found On: Magic Item Table F
Source: Dungeon Master's Guide p. 214</text>
</item>
<item>
<name>Wings of Flying</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>While wearing this cloak, you can use an action to speak its command word. This turns the cloak into a pair of bat wings or bird wings on your back for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again for 1d12 hours.
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 214</text>
<roll>1d12</roll>
</item>
<item>
<name>Wyvern Poison</name>
<detail>Adventuring Gear, Poison</detail>
<type>G</type>
<weight></weight>
<value>1200.0</value>
<property></property>
<text>This poison must be harvested from a dead or incapacitated wyvern. A creature subjected to this poison must make a DC 15 Constitution saving throw, taking 24 (7d6) poison damage on a failed save, or half as much damage on a successful one.
Source: Dungeon Master's Guide p. 258</text>
<roll>7d6</roll>
</item>
<item>
<name>Yellow Sapphire</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>1000.0</value>
<property></property>
<text>A transparent fiery yellow or yellow-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Zircon</name>
<detail></detail>
<type>$</type>
<weight></weight>
<value>50.0</value>
<property></property>
<text>A transparent pale blue-green gemstone.
Source: Dungeon Master's Guide p. 134</text>
</item>
<item>
<name>Armor of Resistance</name>
<detail>Generic Variant, major</detail>
<type>G</type>
<weight></weight>
<property></property>
<text>Armor of Acid Resistance
Armor of Cold Resistance
Armor of Fire Resistance
Armor of Force Resistance
Armor of Lightning Resistance
Armor of Necrotic Resistance
Armor of Poison Resistance
Armor of Psychic Resistance
Armor of Radiant Resistance
Armor of Thunder Resistance
Source: Dungeon Master's Guide p. 162</text>
</item>
<item>
<name>Armor of Vulnerability</name>
<detail>major, Cursed item, Heavy Armor</detail>
<type>HA</type>
<weight>65</weight>
<property></property>
<ac>18</ac>
<stealth>1</stealth>
<strength>15</strength>
<text>The wearer has disadvantage on Stealth (Dexterity) checks.
If the wearer has a Strength score lower than 15, their speed is reduced by 10 feet.
Armor of Vulnerability (Bludgeoning)
Armor of Vulnerability (Piercing)
Armor of Vulnerability (Slashing)
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 152</text>
</item>
<item>
<name>Bag of Tricks</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>0.5</weight>
<property></property>
<text>Bag of Tricks, Gray
Bag of Tricks, Rust
Bag of Tricks, Tan
Source: Dungeon Master's Guide p. 154</text>
</item>
<item>
<name>Belt of Giant Strength</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Belt of Cloud Giant Strength
Belt of Fire Giant Strength
Belt of Frost Giant Strength
Belt of Hill Giant Strength
Belt of Stone Giant Strength
Belt of Storm Giant Strength
Source: Dungeon Master's Guide p. 155</text>
</item>
<item>
<name>Carpet of Flying</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Carpet of Flying, 3 ft. x 5 ft.
Carpet of Flying, 4 ft. x 6 ft.
Carpet of Flying, 5 ft. x 7 ft.
Carpet of Flying, 6 ft. x 9 ft.
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 157</text>
</item>
<item>
<name>Crystal Ball (Legendary Version)</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>3</weight>
<property></property>
<text>Crystal Ball of Mind Reading
Crystal Ball of Telepathy
Crystal Ball of True Seeing
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 159</text>
</item>
<item>
<name>Dragon Scale Mail</name>
<detail>major, Medium Armor</detail>
<type>MA</type>
<weight>45</weight>
<property></property>
<ac>14</ac>
<stealth>1</stealth>
<text>The wearer has disadvantage on Stealth (Dexterity) checks.
Black Dragon Scale Mail
Blue Dragon Scale Mail
Brass Dragon Scale Mail
Bronze Dragon Scale Mail
Copper Dragon Scale Mail
Gold Dragon Scale Mail
Green Dragon Scale Mail
Red Dragon Scale Mail
Silver Dragon Scale Mail
White Dragon Scale Mail
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 165</text>
</item>
<item>
<name>Elemental Gem</name>
<detail>Wondrous item, minor</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Elemental Gem, Blue Sapphire
Elemental Gem, Emerald
Elemental Gem, Red Corundum
Elemental Gem, Yellow Diamond
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 167</text>
</item>
<item>
<name>Figurine of Wondrous Power</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Figurine of Wondrous Power, Bronze Griffon
Figurine of Wondrous Power, Ebony Fly
Figurine of Wondrous Power, Golden Lions
Figurine of Wondrous Power, Ivory Goats
Figurine of Wondrous Power, Marble Elephant
Figurine of Wondrous Power, Obsidian Steed
Figurine of Wondrous Power, Onyx Dog
Figurine of Wondrous Power, Serpentine Owl
Figurine of Wondrous Power, Silver Raven
Source: Dungeon Master's Guide p. 169</text>
</item>
<item>
<name>Horn of Valhalla</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Horn of Valhalla, Brass
Horn of Valhalla, Bronze
Horn of Valhalla, Iron
Horn of Valhalla, Silver
Source: Dungeon Master's Guide p. 175</text>
</item>
<item>
<name>Instrument of the Bards</name>
<detail>Wondrous item, Instrument</detail>
<type>G</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Instrument of the Bards, Anstruth Harp
Instrument of the Bards, Canaith Mandolin
Instrument of the Bards, Cli Lyre
Instrument of the Bards, Doss Lute
Instrument of the Bards, Fochlucan Bandore
Instrument of the Bards, Mac-Fuirmidh Cittern
Instrument of the Bards, Ollamh Harp
Source: Dungeon Master's Guide p. 176</text>
</item>
<item>
<name>Ioun Stone</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>Ioun Stone, Absorption
Ioun Stone, Agility
Ioun Stone, Awareness
Ioun Stone, Fortitude
Ioun Stone, Greater Absorption
Ioun Stone, Insight
Ioun Stone, Intellect
Ioun Stone, Leadership
Ioun Stone, Mastery
Ioun Stone, Protection
Ioun Stone, Regeneration
Ioun Stone, Reserve
Ioun Stone, Strength
Ioun Stone, Sustenance
Source: Dungeon Master's Guide p. 176</text>
</item>
<item>
<name>Manual of Golems</name>
<detail>Wondrous item, major</detail>
<type>W</type>
<magic>1</magic>
<weight>5</weight>
<property></property>
<text>Manual of Clay Golems
Manual of Flesh Golems
Manual of Iron Golems
Manual of Stone Golems
Found On: Magic Item Table H
Source: Dungeon Master's Guide p. 180</text>
</item>
<item>
<name>Potion of Giant Strength</name>
<detail></detail>
<type>P</type>
<weight></weight>
<property></property>
<text>Potion of Cloud Giant Strength
Potion of Fire Giant Strength
Potion of Frost Giant Strength
Potion of Hill Giant Strength
Potion of Stone Giant Strength
Potion of Storm Giant Strength
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Healing (*)</name>
<detail></detail>
<type>P</type>
<weight></weight>
<property></property>
<text>* This item group has the same name and source as the item potion of healing.
Potion of Healing
Potion of Greater Healing
Potion of Superior Healing
Potion of Supreme Healing
Source: Dungeon Master's Guide p. 187</text>
</item>
<item>
<name>Potion of Resistance</name>
<detail>minor</detail>
<type>P</type>
<weight></weight>
<property></property>
<text>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
Found On: Magic Item Table B
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Quaal's Feather Token</name>
<detail>Wondrous item</detail>
<type>W</type>
<magic>1</magic>
<weight></weight>
<property></property>
<text>This tiny object looks like a feather. Different types of feather tokens exist, each with a different single-use effect. The DM chooses the kind of token or determines it randomly.
d100 | Feather Token
01-20 | Quaal's Feather Token, Anchor
21-35 | Quaal's Feather Token, Bird
36-50 | Quaal's Feather Token, Fan
51-65 | Quaal's Feather Token, Swan Boat
66-90 | Quaal's Feather Token, Tree
91-100 | Quaal's Feather Token, Whip
Quaal's Feather Token, Anchor
Quaal's Feather Token, Bird
Quaal's Feather Token, Fan
Quaal's Feather Token, Swan Boat
Quaal's Feather Token, Tree
Quaal's Feather Token, Whip
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 188</text>
</item>
<item>
<name>Ring of Elemental Command</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>Ring of Air Elemental Command
Ring of Earth Elemental Command
Ring of Fire Elemental Command
Ring of Water Elemental Command
Source: Dungeon Master's Guide p. 190</text>
</item>
<item>
<name>Ring of Resistance</name>
<detail>major</detail>
<type>RG</type>
<weight></weight>
<property></property>
<text>Ring of Acid Resistance
Ring of Cold Resistance
Ring of Fire Resistance
Ring of Force Resistance
Ring of Lightning Resistance
Ring of Necrotic Resistance
Ring of Poison Resistance
Ring of Psychic Resistance
Ring of Radiant Resistance
Ring of Thunder Resistance
Found On: Magic Item Table G
Source: Dungeon Master's Guide p. 192</text>
</item>
<item>
<name>Scroll of Protection</name>
<detail>minor</detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Scroll of Protection from Aberrations
Scroll of Protection from Beasts
Scroll of Protection from Celestials
Scroll of Protection from Elementals
Scroll of Protection from Fey
Scroll of Protection from Fiends
Scroll of Protection from Plants
Scroll of Protection from Undead
Found On: Magic Item Table C
Source: Dungeon Master's Guide p. 199</text>
</item>
<item>
<name>Spell Scroll</name>
<detail></detail>
<type>SC</type>
<weight></weight>
<property></property>
<text>Spell Scroll (Cantrip)
Spell Scroll (1st Level)
Spell Scroll (2nd Level)
Spell Scroll (3rd Level)
Spell Scroll (4th Level)
Spell Scroll (5th Level)
Spell Scroll (6th Level)
Spell Scroll (7th Level)
Spell Scroll (8th Level)
Spell Scroll (9th Level)
Source: Dungeon Master's Guide p. 200</text>
</item>
<item>
<name>Sword of Answering</name>
<detail>major, Melee Weapon</detail>
<type>M</type>
<weight>3</weight>
<property>V</property>
<dmg1>1d8</dmg1>
<dmg2>1d10</dmg2>
<dmgType>S</dmgType>
<text>Sword of Answering (Answerer)
Sword of Answering (Back Talker)
Sword of Answering (Concluder)
Sword of Answering (Last Quip)
Sword of Answering (Rebutter)
Sword of Answering (Replier)
Sword of Answering (Retorter)
Sword of Answering (Scather)
Sword of Answering (Squelcher)
Found On: Magic Item Table I
Source: Dungeon Master's Guide p. 206</text>
</item>
</compendium>