Wondrous item, legendary (requires attunement by a spellcaster) This bangle is set with glowing gems in many colors. While you are attuned to it, any damage dealt by a spell you cast of 1st level or higher is maximized. The overdrive bangle is cursed, and attuning to it extends this curse to you. As long as you are cursed, you cannot remove the bangle or break your attunement to it, and whenever you cast a spell of 1st level or higher, you must expend an additional spell slot. Typically a good question 'shows research', and this seems like something that would be easy to look up yourself. However, as you specifically say that you are a player, you may be reluctant to open the DMG if your DM has asked you not to. Magic items that grant a +1 to saving throws (among other benefits) include: Cloak of Protection (uncommon). A list of Dungeons & Dragons 5th Edition (D&D 5e) SRD magic items order by rarity. Akmon, Hammer of Purphoros Artifact. Weapon Warhammer. Immunity: Exhaustion, Resistance: Fire, Bonus: Magic, Damage: Fire, Proficiency: Smith's Tools, Versatile. Alchemical Compendium Rare. Alchemy Jug Uncommon.
I’m writing a new 5e-compatible treasure generator and releasing it under the Open Game License. That means that I won’t be able to include the magic items which aren’t included in the open-content System Resource Document (SRD).
Wand of Magic Detection; Wand of Magic Missiles; Wand of Paralysis; Wand of Polymorph; Wand of Secrets; Wand of the War Mage +1, +2, or +3; Wand of Web; Wand of Wonder; Wondrous Items. Amulet of Health; Amulet of Proof against detection and Location; Amulet of the Planes; Apparatus of the Crab; Bag of Beans; Bag of Devouring; Bag of Holding.
How much of a problem is this?
Of the nearly 400 magic items in the Dungeon Master’s Guide, nearly all are in SRD. There are fewer than 30 non-SRD magic items. Let’s examine each one. I’ll assign each item a simple rating: WON’T MISS IT, WILL MISS IT, or WILL MISS IT A LOT. For the items that I’ll miss a lot, I’ll consider OGL-compatible alternatives.
Alchemy jug: The alchemy jug creates liquids.
You may look at the list of liquids the alchemy jug can create and wonder, why mayonnaise? There’s a charming story about that.
I like the alchemy jug well enough. My problem with it is it doesn’t go far enough. Each day it dispenses one of 10 liquids, in quantities ranging from 12 gallons (salt water) to 1/2 ounce (poison). But it’s a once-a-day item: if you used it to get a gallon of honey, or a dose of the surprisingly useless basic poison (DC 10 check to avoid 1d4 damage), you can’t use it get 2 gallons of mayonnaise until tomorrow. Compare that to the decanter of endless water, also an uncommon item, which can produce truly prodigious quantities of water, allowing players to defeat weighing puzzles and drown dungeons and allowing DMs to explain how colonies of monsters survive in the dungeon. The decanter of endless water is like carrying the sea in your back pocket; the alchemy jug is like carrying around a large jar. With reduced power comes reduced possibilities for creativity and hilarity. It would be more inspiring if all of the quantities were multiplied by, say, 10. Rating: WILL NOT MISS
Cap of water breathing and mariner’s armor: I’m going to do these two similar aquatic items together. The cap of water breathing (uncommon) lets you breathe underwater. The mariner’s armor (uncommon) gives you a swim speed equal to your walking speed. Compare these to the ring of swimming (also uncommon, and in the SRD) which gives you a swim speed of 40, and the cloak of the manta ray (also uncommon, and in the SRD) which lets you breathe underwater AND gives you a swim speed.
Apart from the possible benefit of using a different item slot, the cap is strictly worse than the cloak of the manta ray. The mariner’s armor is not too different from the ring of swimming, but I’d rather have the ring, because it doesn’t lock me into otherwise ordinary armor.
Mariner’s armor also floats you towards the surface when you hit 0 hp, which is unique and somewhat useful. That raises this item’s value a bit. Still, if this armor didn’t exist, I probably wouldn’t invent it. Rating: WILL NOT MISS EITHER
Cloak of invisibility. The cloak of invisibility has the exact same power and rarity as the ring of invisibility. It’s impossible to miss one while the other is in the game.
Instead of having two functionally-identical items in the DMG, I’d prefer it if every magic item had a few different variations listed: maybe a cursed version, a few that are different objects, a few with limitations or bonus powers. This would hugely increase the number of magic items without adding a lot more design and balance work. For example, what if the listing for the Ring of Invisibility looked like this:
Ring of invisibility
Ring, legendary
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.
Variations (roll 1d10)
1-5: normal
6: curse: though it’s not immediately apparent, the wearer is visible to undead
7: variant: cloak
8: variant: cap
9: inconvenient variant: eyeless black mask. The wearer is blind while invisible
10: bonus ability: while invisible, the wearer can see invisible creatures and objects as if they were visible
That’s the kind of thing I’m doing for every magic item in the Inspiration app. This makes a super-similar item like the Cloak of Invisibility unnecessary, as well as, I hope, doling out more wonder to jaded players. That said, it’s too big a project for my two-page random magic item replacement. For now, we can just cut the Cloak of Invisibility. The frequency of the Ring can increase slightly to cover for it. Rating: WILL NOT MISS
Driftglobe. I think I don’t fully understand the driftglobe. What is it for? On the surface it seems like a nice, flavorful alternative to the Light cantrip: a little ball that hovers near you and sheds light on command. However, that’s not what it actually does! It doesn’t float near you at all: it follows 60 feet behind you. That’s weird because the Light spell has a radius of 40 feet, so the driftglobe doesn’t actually illuminate you most of the time.
The driftglobe can also cast Daylight once a day, which sheds bright light for 60 feet and dim light for another 60, which would actually let you peer forward in dim light, which is nice I guess.
What is the driftglobe for? Is it strictly for looking for pursuers? Or for setting up a decoy for an ambush? I’m giving it a provisional grade of WILL NOT MISS until someone explains what it’s meant to be.
Efreeti chain. +3 AC! Fire damage immunity! Walk on lava!
Fire immunity is nice. It’s easy to get resistance to anything, but hard to get immunity to a dragon breath damage type. Except poison. It’s a wonder there are any green dragons left, poor dears.
This is a pretty solid legendary item, though not the most showy. Its main problem is that it’s attached to chain mail, a weak type of armor. +3 chain is functionally equivalent to +1 plate armor. Still, it’s not bad. Rating: WILL MISS
Elixir of health. Elixir of Health is the Lesser Restoration spell in a bottle: it cures poison, diseases, and the blinded, deafened, and paralyzed conditions. Which is useful, I guess… after all, some parties don’t have clerics. But it’s a rare item. Compare it to Keoghtom’s Ointment (called Restorative Ointment in the SRD: character names are intellectual property, maybe Ed Greenwood will write a novel about Keoghtom someday), an Uncommon item, which cures poison and disease, PLUS 2d8+2 hit points, AND comes in 1d4+1 doses. I’d rather have that. All you get from the elixir of health is the blindness, deafness, and paralysis cures: in 5e these are generally short-term effects, sometimes “repeat the saving throw at the end of each of your turn” effects. Rating: WILL NOT MISS
Gloves of thievery. All this is is a garment that gives a +5 bonus to a skill. I could come up with these all day long: Cloak of survival. Pointy hat of arcana. Mayor’s sash of diplomacy.
But despite their simplicity, I think the gloves make story space for themselves. They’re the best magic item for pure thieves. I assume every npc master thief probably has a pair of gloves of thievery – do you think they steal them from each other as a rite of passage? – and as a DM I’ve equipped them on a few NPCs. Rating: WILL MISS
Instrument of the bards: The bardic instruments are interesting: they’re not the “+1 to spell attacks” typical to the big spellcaster implements. Instead, each instrument grants seven daily spells.
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Storywise, a magical instrument seems like a must-have for a bard, and beyond these instruments, there’s not too much available. Every bard can’t be playing pipes of the sewers. Without these items, there’s no bardic capstone item. Rating: WILL MISS A LOT
Potion of fire breath. This is a great little low-level potion. It gives you a nicely balanced attack: 4d6 or save for half, usable 3 times – and it’s a vivid image: take a swig and then breathe fire, like a carney or like Xena in the credits of her show. It also fills a need. There are not a lot of consumables that let a non-spellcaster do big damage.
Fire is clearly the best element to breathe, but considering how monotonously often this potion comes up in treasure, I wouldn’t mind a little more variety. Exhaling a blast of cold or poison would certainly make sense and be cool. Rating: WILL MISS
Potions of greater healing, superior healing, supreme healing. I was surprised to see these weren’t in the SRD, because they’re very similar to items in the third edition SRD – potion of cure serious wounds, etc – and generally anything in the 3e SRD is in the 5e SRD. But yeah, they have different names. There’s a use for a high-powered potion to slug down in the heat of a hard combat. Rating: WILL MISS A LOT
Potion of invulnerability. This grants resistance against all damage for a minute. If you can control the pace of a battle against a boss, you essentially get double hit points (resistance to all damage). This is a nice item with a powerful, if not very cinematic, effect that rewards resource management – and possibly trivializes one encounter. Would I miss it? As a player, maybe. It’s always fun to breeze through the DM’s setpiece battle. But as a DM: WILL NOT MISS
Potion of longevity. Eternal youth… the dream of every NPC and completely irrelevant to every PC. Not a lot of PCs die of old age… at least onscreen. Although the potion of longevity is fun for worldbuilding, it doesn’t need to come up in treasure. Rating: WILL NOT MISS
Potion of vitality. This potion is one of the only ways to remove exhaustion besides bed rest. In a game with plentiful magical and nonmagical healing, that makes it useful. Rating: WILL MISS
Rod of resurrection. The Rod of Resurrection is great because it lets a non-divine party have access to resu – wait, what’s this? Requires attunement by a cleric, druid, or paladin? Well, I guess it saves a diamond worth 1,000 GP. A neat thing about this item is it has a 1 in 20 chance of being destroyed each time it is used to cast Resurrection. Rating: WILL NOT MISS
Rod of the pact keeper. I’m going to come out and say it. I hate this item. The rod of the pact keeper is a warlock-only item that’s a beefier version of the wand of the war mage (useable by any spellcaster). Both items add +1, 2, or 3 to spell attack rolls. The rod of the pact keeper ALSO adds its bonus to the warlock’s save DCs. This means, just to pick an example out of the air, that my party’s level 12 warlock with a +2 rod, spell DC 19, can trivially end fights against vaguely level-appropriate beasts like remorhaz, rocs, hydras, etc. with Hold Monster (90% success rate). (Yeah, one of my players did this to me. It was a behir. Rest in peace – you never got your chance to shine.)
Increasing DC is more harmful than increasing spell attack, because most monsters have a dump stat which you can target to lock them down. As a DM, I would not mind if all if all pact keeper rods turned into wands of the war mage. Rating: WILL DEFINITELY NOT MISS
Saddle of the cavalier. In a game with as little mounted combat as D&D, this is a very niche item. But I have a confession. In a SRD-only game, I’d actually miss it! I’ve had several characters with saddles of the cavalier. Sure, it’s not like getting unhorsed happens every day in d&d, but might be a life saver if you’re riding a hippogriff. And it’s a great item to give a dirtbag NPC in a joust. Rating: WILL MISS, BUT MAYBE THAT’S JUST ME
Scroll of protection. In 30 years of playing D&D, I’ve never encountered one of these. I’d love to hear your anecdotes about how they turned the tide of an adventure. Until then, I WILL NOT MISS
Sending stones. This is the item I’d miss most in a SRD-only campaign! Our party had a set of sending stones in the last game I played in as a character, and I liked everything about them. I liked how they enabled reconnaissance and splitting the party. I liked the fiddly details of deciding who got to carry one of the stones and who had to stay in touch by other means. Of all the magic items collected by our high-level party, the Stones got the most screen time. (The Rod of Security probably came next.) Rating: WILL MISS A LOT
Staff of the adder. This is a fun item: it does as much as 4d6 damage, and it has hit points so people can attack it and permanently destroy it. It’s significant enough to be exciting and it requires the player to take a risk. Plus it’s vivid. It says something about you if your main weapon is a snake staff that bites people. That said… it’s much easier to imagine in the hands of an evil NPC than as the main weapon of the typical party cleric. Plus, the SRD also contains the Staff of the Python, for all your sticks-to-snakes needs. Rating: WILL NOT MISS
Sword of answering. For whatever reason, I never encountered the Swords of Answering before 5e, although they’ve been around since 1e. I’ve never used one as either a player or a DM. I think their names seem a little hokey and theosaurusy to me, at least in a group. A single sword named Last Quip might be OK, though I’m certain that nothing could redeem the name Replier.
The power of the sword is cool: use a reaction to make a riposte when attacked. It sounds like the type of item which makes everyone remember you have it, which is good: “You take 12 damage.” “I reply with Replier.” Might make up for the hokey name. Rating: I MEAN I WON’T MISS IT BECAUSE I’VE NEVER USED IT BUT IT SEEMS NICE ENOUGH, COULD BE FUN. BUT IF BACKED INTO A CORNER I… I… GUESS I WON’T MISS IT
Sword of vengeance. A cursed +1 sword that makes you attack the person who hit you. This is a tough one, since my criterion for these ratings was “would I miss it”. As a player, I obviously wouldn’t miss a cursed item. As a DM, I like the sword well enough. The curse isn’t debilitating most of the time – it makes the player do what they would probably do anyway most of the time – and there is a listed way to break the curse and end up with a nice magic item. I like that cursed item design.
Also, the sword fills a niche: there has to be a cursed sword in the game. (Is there only one cursed sword in 5e? That’s crazy. There should be more. There’s like 15 in my app.)
My only criticism is that it requires you to make a saving throw whenever you take damage, which might be a lot of saving throws. Rating: WILL MISS
Tentacle rod: this is a super weird item. It acts sort of like a weapon, but it has fixed attack bonus and damage (3 attacks, +9, 1d6) so it’s a great thing to give a wizard or a non-melee cleric, which makes sense for a drow item. It also has a reach of 15, and if all 3 attacks hit, it slows down the target and denies them opportunity attacks and bonus actions – all great for a spellcaster trying to get away from attackers. This is the kind of item that makes me want to… do math.
How often will targets get dazed or racked with pain or whatever from this weapon? Depends on their AC and Constitution. A tough opponent like an adult red dragon (AC 19, Con 25) will be affected 6% of the time – comparable to the chances of a critical hit. A squishy target like an Archmage (AC 15, Con 12) will be affected 30% of the time.
This is a fairly cool and potent weapon, but I fear that it falls in a crack: no one with weapon skill will want to use it (since its damage is fairly low) and people without weapon skill are too fragile to use it much except in emergencies. I’ve not seen it used, and looks like the kind of cool thing that would lie fallow on a character sheet. What’s everyone else’s experience with it?
Rating: a provisional WILL NOT MISS
Tome of the Stilled Tongue. This item is brimming with story hooks – so many that I can’t summarize them all here, except that the book acts like Tom Marvolo Riddle’s diary.
The book’s main power is that, once a day, you can cast any spell as a bonus action. This is a nice breakage of the action economy that seems appropriate for a legendary item. I’m sure that a wizard will be able to find many game-breaking combinations.
It also fills a story place. it’s a sinister book that can be dangled in front of evil-curious player: kind of a junior Book of Vile Darkness.
It’s a cool package, wrapped up in a good story, and tied up with a tongue. Rating: WILL MISS
Weapon of warning and Sentinel Shield. Two more items I want to talk about together.
While the weapon of warning is on your person, you get a bunch of cool benefits like not being surprised. But you don’t get any benefit from actually using the weapon in combat: you could keep this +0 weapon in its sheath and get all its benefits. It might as well be a magic ring or hat. This is an example of what I think of as a “golf club weapon”: it’s something to caddy around for its niche use, not something to actually fight with.
Like the weapon of warning the Sentinel Shield gives you a bonus (to perception checks) not related to its function (shielding). It’s another golf club item: there’s an incentive to have it handy, but none to use it as a shield. It would be better off as a magic magnifying glass or monocle. Rating: WILL NOT MISS
So what will I miss?
Overall, the list of non-SRD items is not that strong: I rated more than half of the items WILL NOT MISS, and there are some items the game is better off without, like the Rod of the Pact Keeper.
The 7 WILL MISS items are things that are kind of neat but their absence doesn’t leave a hole in the game. They are:
efreeti chain
gloves of thievery
potion of fire breath
potion of vitality
saddle of the cavalier
sword of vengeance
tome of the stilled tongue
I’m ready to wave these items a teary-eyed farewell. Nevermore will I breathe fire while not falling out of my magic saddle.
The WILL MISS A LOT items are the big problems. These are the items that, to me, fill an important role in the game. Let’s go over each of these 3 items and see if we can live without them or if we need to come up with some sort of replacement.
instrument of the bards: Every class gets a signature magic implement that helps them do their job: fighter and rogue types get magic weapons, wizards and clerics get wands and staffs. Technically, as a full caster, a bard can use a wand or staff as their implement, but a bard’s implement really should be instrument-shaped. If the high level bard doesn’t have a magic lute, something has gone very wrong.
Are there other SRD items that can do the job? Pipes of the sewers and pipes of haunting, but not every player envisions their bard as a spooky rat-summoner.
With the instruments of the bards gone, we’ll need to add a new magic instrument. I’d really like to do something as simple and generic as possible – something like an instrument +1. But what would that even mean?
Could it be as simple as reflavoring the wand of the war mage as an instrument? +1 to spell attacks? It would be kind of underpowered, since bards get nearly no spells with spell attack rolls – most of their spells rely on saving throws. We could grant a bonus to their save DC, but then we’re in the same trouble we are with the bounded-accuracy-breaking Rod of the Pact Keeper. It could grant a skill bonus, but bards don’t really need a ton of help with skills.
We could also have it grant a few daily spells, but that’s basically what the Instrument of the Bards does. I want to be careful not just to ape a non-SRD item. That doesn’t seem kosher.
What if we work off of a bard class feature, like Bardic Inspiration? It’s a bit unconventional for a magic item to key off a class feature, but I don’t see why it shouldn’t. Let’s have it boost bardic inspiration, and we’ll also have it boost Perform checks. That makes sense: a magic instrument sounds better than a normal instrument.
Instrument +1, +2, +3:
Wondrous item, rarity varies (requires attunement by a bard)
Adds its bonus to ability checks to play the instrument, and to the die total whenever your bardic inspiration die is rolled.
This isn’t overwhelmingly powerful. Bardic Inspiration feeds into lots of subclass features, but is a limited resource. The instrument +1 is weaker than a sword +1, but I’d rather err on the side of too weak rather than break the game.
sending stones: Sending stones are nice because they remove many of the logistical issues associated with splitting the party, and allow a new tactical style of play. The spell equivalent, Sending, is a 3rd level spell and so can’t really facilitate conversations. The weaker version, Whisper, has a range of 120 feet.
Are there any other SRD magic items that can do the job? Crystal ball of telepathy, but that’s a Legendary item. Oddly, the Figurine of Wondrous Power (silver raven) kind of fits the bill. It’s Uncommon, and it allows you to use the Animal Messenger spell. Not as convenient as the Sending Stone, which is essentially a cellphone, but still fun.
It would be easy to make up paired items that communicate with each other as sending stones do. A pair of Tom Riddle-like journals: whatever you write in one appears in the other. Paired mirrors, each reflecting the images in view of the other. Paired swords: two people wielding them can communicate with each other telepathically. I could add one of these, but I think I’m going to try to make do with what’s already in the SRD. In my version of the magic item table, I’m going to make the Silver Raven figurine somewhat more common to cover for Sending Stones’ absence.
Potions of greater, etc. healing: Do we need more-powerful healing potions? I think we do. Just giving out oodles of healing potions at high level doesn’t have the same impact. If you’re really hurt during a fight at high level, you can’t spend four turns drinking healing potion after healing potion.
I could just make up new high-level potions that have similar names – Potion of Stupendous Healing, heals 7d4+7 damage! – but that’s such an obvious gloss for the Potion of Superior Healing that it feels like a cheat. Instead, I’m going to take a look at other magic items and spells.
The best SRD magic-item equivalent for a Greater Healing potion is the Restorative Ointment: as an action, you cure 2d8+2 hit points (similar to a potion of greater healing) plus you cure poison and disease. We can increase the frequency of Restorative Ointment on the magic item table to cover the lost potions. Since the ointment comes in lots of 1d4+1 (3.5) doses, we can replace every 3 or 4 appearances of Potion of Greater Healing with a single appearance of the Restorative Ointment.
That leaves us without a replacement for the potions of Superior and Supreme healing, which heal 28 and 45 hit points respectively. I think I’ll have to make up an item to replace these. One item should be enough to cover both.
I’ll take a look at high-level SRD spells. After all, a lot of potions are just spells in a bottle (mind reading, flying, speed). Are there other healing spells I can distill into liquid form?
Two spells spring to mind:
Heal. Heals 70 hit points. This spell also ends blindness, deafness, and any diseases affecting the target.
Regeneration. Heals 4d8 + 15 (33) hit points. For one hour, the target regains 1 hit point at the start of each of its turns (10 hit points each minute). And you regrow toes.
Each spell has a major problem.
-The Regeneration spell is a ton of bookkeeping, both out of combat (how many minutes has it been now?) and in combat (did I remember to heal my one hit point this turn?)
-The Heal spell is about 50% more effective than the Potion of Supreme Healing. Plus, there’s its name. What do you call the potion? Potion of Heal? “For 50 GP you can buy the Potion of Healing, or for 5000 gold you can buy the Potion of Heal.” Not confusing at all.
Despite its disadvantages, I’m drawn to the sheer simplicity of Heal. No bookkeeping, and no dice rolls. You just get 70 hit points. That’s a lot of hit points – enough to fully heal an 8th-level fighter. If we cut that in half, we’ll be right between the Superior and Supreme potions, and right on target. And we’ve got to do something about that name. What if we add “true” to it? That’s what D&D does when it wants to make a more powerful version of a spell (True Resurrection, True Polymorph).
Potion of True Healing
Potion, rare
When you drink this potion, you regain 35 hit points and are cured of blindness, deafness, and any disease affecting you.
conclusion
OK, so I think we’ll be able to play D&D without missing the non-SRD magic items too much. We’ll tweak our magic item list a bit (boost the frequency of Restorative Ointment and the Silver Raven figurine), and create two new magic items (instrument +1/+2+/+3 and Potion of True Healing). With those gaps filled (communication, bardic instruments, high-level healing) there’s nothing left that I’ll really miss.
5e SRD >Gamemastering >Magic Items >Contents
- 1 Magic Weapons & Ammunition
Adamantine Armor
Armor (medium or heavy, but not hide), uncommon
This suit of armor is reinforced with adamantine, one of the hardest substances in existence. While you’re wearing it, any critical hit against you becomes a normal hit.
Animated Shield
Armor (shield), very rare (requires attunement)
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.
Armor, +1, +2, or +3
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary (+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its rarity.
Armor of Invulnerability
Armor (plate), legendary (requires attunement)
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.
Armor of Resistance
Armor (light, medium, or heavy), rare (requires attunement)
You have resistance to one type of damage while you wear this armor. The GM chooses the type or determines it randomly from the options below.
d10 | Damage Type |
---|---|
1 | Acid |
2 | Cold |
3 | Fire |
4 | Force |
5 | Lightning |
6 | Necrotic |
7 | Poison |
8 | Psychic |
9 | Radiant |
10 | Thunder |
Armor of Vulnerability
Armor (plate), rare (requires attunement)
While wearing this armor, you have resistance to one of the following damage types: bludgeoning, piercing, or slashing. The GM chooses the type or determines it randomly.
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 two of the three damage types associated with the armor (not the one to which it grants resistance).
Arrow-Catching Shield
Armor (shield), rare (requires attunement)
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.
Demon Armor
Armor (plate), very rare (requires attunement)
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 rolls 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.
Dragon Scale Mail
Armor (scale mail), very rare (requires attunement)
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 one damage type that is determined by the kind of dragon that provided the scales (see the table).
Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.
Dragon | Resistance |
---|---|
Black | Acid |
Gold | Fire |
Blue | Lightning |
Green | Poison |
Brass | Fire |
Red | Fire |
Bronze | Lightning |
Silver | Cold |
Copper | Acid |
White | Cold |
Elven Chain
Armor (chain shirt), rare
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.
Glamoured Studded Leather
Armor (studded leather), rare
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.
Mithral Armor
Armor (medium or heavy, but not hide), uncommon
Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.
Plate Armor of Etherealness
Armor (plate), legendary (requires attunement)
While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last 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.
Dwarven Plate
Armor (plate), very rare
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.
Shield, +1, +2, or +3
Armor (shield), uncommon (+1), rare (+2), or very rare (+3)
While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.
Shield of Missile Attraction
Armor (shield), rare (requires attunement)
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.
Magic Weapons & Ammunition
Dragon Slayer
Weapon (any sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.
Ammunition, +1, +2, or +3
Weapon (any ammunition), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this piece of magic ammunition. The bonus is determined by the rarity of the ammunition. Once it hits a target, the ammunition is no longer magical.
Arrow of Slaying
Weapon (arrow), very rare
An arrow of slaying is a magic weapon meant to slay a particular kind of creature. Some are more focused than others; for example, there are both arrows of dragon slaying and arrows of blue dragon slaying. If a creature belonging to the type, race, or group associated with an arrow of slaying takes damage from the arrow, the creature must make a DC 17 Constitution saving throw, taking an extra 6d10 piercing damage on a failed save, or half as much extra damage on a successful one.
Once an arrow of slaying deals its extra damage to a creature, it becomes a nonmagical arrow.
Other types of magic ammunition of this kind exist, such as bolts of slaying meant for a crossbow, though arrows are most common.
Berserker Axe
Weapon (any axe), rare (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.
Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.
Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.
Dagger of Venom
Weapon (dagger), rare
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.
Dancing Sword
Weapon (any sword), very rare (requires attunement)
You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.
While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.
After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.
Defender
Weapon (any sword), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
Dwarven Thrower
Weapon (warhammer), very rare (requires attunement by a dwarf)
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.
Dmg 5e Magic Items Terraria
Flame Tongue
Weapon (any sword), rare (requires attunement)
You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.
Frost Brand
Weapon (any sword), very rare (requires attunement)
When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.
In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.
When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.
Giant Slayer
Weapon (any axe or sword), rare
You gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.
Hammer of Thunderbolts
Weapon (maul), legendary
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.
Holy Avenger
Weapon (any sword), legendary (requires attunement by a paladin)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.
While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.
Javelin of Lightning
Weapon (javelin), uncommon
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.
Luck Blade
Weapon (any sword), legendary (requires attunement)
You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.
Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.
Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.
Mace of Disruption
Weapon (mace), rare (requires attunement)
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.
Mace of Smiting
Weapon (mace), rare
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 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.
Mace of Terror
Weapon (mace), rare (requires attunement)
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.
Nine Lives Stealer
Weapon (any sword), very rare (requires attunement)
You gain a +2 bonus to attack and damage rolls made with this magic weapon.
The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.
Oathbow
Weapon (longbow), very rare (requires attunement)
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.
Scimitar of Speed
Weapon (scimitar), very rare (requires attunement)
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.
Spellguard Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.
Sun Blade
Weapon (longsword), rare (requires attunement)
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 shortswords or longswords, 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.
Sword of Life Stealing
Weapon (any sword), rare (requires attunement)
When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.
Sword of Sharpness
Weapon (any sword that deals slashing damage), very rare (requires attunement)
When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.
Dmg 5e Magic Items Tft
When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.
In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.
Sword of Wounding
Weapon (any sword), rare (requires attunement)
Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.
Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.
Trident of Fish Command
Weapon (trident), uncommon (requires attunement)
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.
Vicious Weapon
Weapon (any), rare
When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.
Vorpal Sword
Weapon (any sword that deals slashing damage), legendary (requires attunement)
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
Ammunition, +1
When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.
Weapon, +1, +2, or +3
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.