Magic items are presented in alphabetical order. A magic item’s description gives the item’s name, its category, its rarity, and its magical properties.Armor (medium or heavy, but not hide), uncommonThis 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.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.Wondrous item, rare (requires attunement)Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is already 19 or higher. Amulet of Proof against Detection and Location Wondrous item, uncommon (requires attunement) While wearing this amulet, you are hidden from divination magic. You can’t be targeted by such magic or perceived through magical scrying sensors.Wondrous item, very rare (requires attunement)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. 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.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.Wondrous item, legendaryThis item first appears to be a Large sealed iron barrel weighing 500 pounds.
Sentient Magic Items. Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws.
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 the Crab is a Large object with the following statistics:Armor Class: 20Hit Points: 200Speed: 30 ft., swim 30 ft.
For both if the legs and tail aren’t extended)Damage Immunities: poison, psychicTo 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 the Crab Levers table.
Apparatus of the Crab Levers LeverUpDown1Legs and tail extend,allowing the apparatus towalk and swim.Legs and tail retract,reducing the apparatus'sspeed to 0 and making itunable to benefit frombonuses to speed.2Forward window shutteropens.Forward window shuttercloses.3Side window shuttersopen (two per side).Side window shuttersclose (two per side).4Two claws extend fromthe front sides of theapparatus.The claws retract.5Each extended clawmakes the followingmelee weapon attack: +8to hit, reach 5 ft., onetarget. Hit: 7 (2d6)bludgeoning damage.Each extended clawmakes the followingmelee weapon attack: +8to hit, reach 5 ft., onetarget. Hit: The target isgrappled (escape DC 15).6The apparatus walks orswims forward.The apparatus walks orswims backwards.7The apparatus turns 90degrees left.The apparatus turns 90degrees right.8Eyelike fixtures emitbright light in a 30-footradius and dim light foran additional 30 feet.The light turns off.9The apparatus sinks asmuch as 20 feet in liquid.The apparatus rises upto 20 feet in liquid.10The rear hatch unsealsand opens.The rear hatch closesand seals.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 (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 (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.
D10Damage Type1Acid2Cold3Fire4Force5Lightning6Necrotic7Poison8Psychic9Radiant10ThunderArmor (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. This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it.
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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).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.Weapon (arrow), very rareAn 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.Wondrous item, rareInside this heavy cloth bag are 3d4 dry beans. The bag weighs 1/2 pound plus 1/4 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 GM can choose an effect from the following table, determine it randomly, or create an effect. D100Effect015d4 toadstools sprout. If a creature eats atoadstool, roll any die. On an odd roll, theeater must succeed on a DC 15 Constitutionsaving throw or take 5d6 poison damage andbecome poisoned for 1 hour. On an even rollthe eater gains 5d6 temporary hit points for1 hour.02-10A geyser erupts and spouts water, beer,berry juice, tea, vinegar, wine, or oil (GM'schoice) 30 feet into the air for 1d12 rounds.11-20A treant sprouts. There's a 50 percentchance that the treant is chaotic evil andattacks.21-30An animate, immobile stone statue in yourlikeness rises. It makes verbal threatsagainst you.
If you leave it and others comenear, it describes you as the most heinousof villains and directs the newcomers tofind and attack you. If you are on the sameplane of existence as the statue, it knowswhere you are. The statue becomesinanimate after 24 hours.31-40A campfire with blue flames springs forthand burns for 24 hours (or until it isextinguished).41-501d6 + 6 shriekers sprout.51-601d4 + 8 bright pink toads crawl forth.Whenever a toad is touched, it transformsinto a Large or smaller monster of the GM'schoice. The monster remains for 1 minute,then disappears in a puff of bright pinksmoke.61-70A hungry bulette burrows up and attacks.71-80A fruit tree grows. It has 1d10 + 20 fruit,1d8 of which act as randomly determinedmagic potions, while one acts as aningested poison of the GM's choice.
Thetree vanishes after 1 hour. Picked fruitremains, retaining any magic for 30 days.81-90A nest of 1d4 + 3 eggs springs up. Anycreature that eats an egg must make a DC20 Constitution saving throw.
On asuccessful save, a creature permanentlyincreases its lowest ability score by 1,randomly choosing among equally lowscores. On a failed save, the creature takes10d6 force damage from an internal magicalexplosion.91-99A pyramid with a 60-foot-square base burstsupward. Inside is a sarcophagus containing amummy lord. The pyramid is treated as themummy lord's lair, and its sarcophaguscontains treasure of the GM's choice.00A giant beanstalk sprouts, growing up to aheight of the GM's choice. The top leadswhere the GM chooses, such as to a greatview, a cloud giant's castle, or a differentplane of existence.Wondrous item, very rareThis 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 percent 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 GM 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.Wondrous item, uncommonThis 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 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.Wondrous item, uncommonThis ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object.
The bag weighs 1/2 pound.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 that corresponds to the bag’s color. 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. D8Creature1Weasel2Giant rat3Badger4Boar5Panther6Giant badger7Dire wolf8Giant elkd8Creature1Rat2Owl3Mastiff4Goat5Giant goat6Giant boar7Lion8Brown beard8Creature1Jackal2Ape3Baboon4Axe beak5Black bear6Giant weasel7Giant hyena8TigerWondrous item, rareThis small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 beads of force are found together.You can 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.
I am going through the 5th edition DMG slowly and carefully, doing my best to highlight the most interesting parts to give you a good idea of what's in the book and what 5th edition is like. The section on magic items is so gigantic that I've decided to give it an entire post.You can buy the Dungeon Masters Guide here:If you missed the first two parts, they are here:The first thing to note, and this really cool, they have art of almost every single magic item in the game.
It is pretty amazing. I imagine this was inspired by Pathfinder and their item decks. I think it is a great idea for wizards to eventually put out cards with an item's picture on one side and what it does on the back. I already give my players index cards with what their item does, so this will just save me time and will make my game cooler.This chapter kicks off with a full page piece of art featuring a dragon and a wizard on a flying carpet.
I think it is a William O'Connor. We get into charts of gemstones and art objects.
Then there's a discussion on magic item rarity and how much they are worth. There's a handy chart for that, too.Identifying Magic ItemsIdentifying a magic item is always a tricky thing in D&D. It's nice to let PCs fiddle with an item and try to figure out if it is magic, but that wastes a lot of precious table time and sometimes the players get frustrated when they spend so much time testing a bunch of mundane items. On the other hand, it doesn't make much sense for a hero to touch an item and immediately know that it can store spells.This is probably my favorite. I love the eyesThe DMG has a simple way to work around this (aside from the identify spell). A PC can take a short rest and focus on an item, and at the end of the rest they will know what it does.
Potions are an exception to this - they have their own delightful tasting rules.AttunementMost of the more powerful items require 'attunement'. Attunement means that you take a short rest and bond with the item. Once attuned, you can use the item's magic properties. You can only be attuned to three items at a time. This is an interesting way to prevent PCs from being overloaded with powerful magic items.
Not sure if it will work. I guess we'll see as time goes on.There's pages of tables to create a magic item's backstory. There are also piles of tables to roll on to see what magic items, if any, your PCs have found in a treasure hoard. When I was a kid I used to love to sit around and roll on the charts in the 2nd edition DMG.
After that comes the list of magic items. When I first saw the above image, I thought it was a photo. There's a pile of fun little details in there.I am going to go through and detail a bunch of magic items in the book, to give you an idea of how magic items work in 5e.
There's some interesting things that they've done to try to keep the items from becoming too powerful, mainly by using the 'X charges per day' gimmick.A chart of all the items listed by rarity.Amulet of the Planes: Pick a plane, make a DC 15 INT check. Success means you plane-shifted there.
Fail means you and everyone within 15 feet travel to a random destination or plane. Yikes.Bag of Beans: I always loved this item in AD&D 2nd edition.
You can plant them in the ground and then roll on a chart to see what happens. A bean might spawn a treant (!), or a statue in your likeness that badmouths you to everyone nearby, or a fruit tree whose fruit mimics the effect of a magic potion. How awesome is that? Deck of Many Things: I've. If you look at the art, you will see that wizards is using the same art as they did for the 4th edition version of the deck. Now is a great time for you to track down the Madness at Gardmore Abbey boxed set.
In it is an actual deck of many things. You'll also get some awesome poster maps and counters, as well as a well-regarded 4th edition adventure. I am seeing one on ebay for $17.50, which in my opinion is a great deal for the deck and the poster maps alone.Efreeti Bottle: You open this and summon a fire genie. You roll on a chart. Most of the time, the genie will serve you for an hour, then you have to wait 24 hours to use the bottle again. There's a 10% chance the genie will attack you, and a 10% chance the genie will grant you three wishes (!). You might want to use the genie wish rules from Al Qadim, which.Flame Tongue: Who doesn't like a fire sword?!
It does an extra 2d6 damage and sheds light in a 40 foot radius.Gauntlets of Ogre Power: Bumps your Strength up to 19. Helm of Teleportation: It has 3 charges. You can use a charge to teleport as per the spell. 1d3 expended charges come back at dawn.
I like the way they are handling charges in this edition. The old way of having a set amount of charges and then either questing to find a way to re-charge it never really worked out (did anyone ever make an adventure about going to a place to re-charge an item? They should have if they didn't).Immovable Rod: It has a button on it. Press it, and the rod just stays where it is, even if in mid-air.
It can hold up to 8,000 pounds in weight. Press the button again to make it movable. A clever player can do all sorts of fun things with this.Manual of Bodily Health: Bumps your constitution by 2 once you've spent 48 hours reading it.Nine Lives Stealer: This sword is a +2 weapon and has d8+1 charges. If you get a critical hit on a creature with less than 100 hit points, they must make a constitution save or be slain instantly '.as the sword tears its life force from its body'. It loses 1 charge when this happens. Get a load of this: ' When the sword has no charges remaining, it loses this property'.
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Use it sparingly!Oil of Slipperiness: It's black and sticky and when you cover yourself in it, it's like the freedom of movement spell has been cast on you. If you dump it on the ground, it's like a grease spell.Potion of Speed: You gain the effects of the haste spell for one minute. Haste was a huge problem spell in earlier editions. Let's see what 5e haste does: Doubles your speed, +2 to AC, advantage on Dex saves and gives you an additional action on your turns! That action can 'only' be used to attack, dash, disengage or hide. This is a pretty great potion.Ring of Regeneration: You gain d6 hit points every 10 minutes if you have at least one hit point.
If you lose a body part, it regrows in d6+1 days. That is interesting. Older versions of the ring had you regain a hit point every round.Sphere of Annihilation: This is a 2-foot-diamter hole in the multiverse!
It obliterates all matter it comes in contact with except for artifacts. It does 4d10 damage to anything that touches it. You can try to control it with a DC 25 Intelligence (Arcana) check. There's rules for when two people try to fight for control of it, and an awesome chart of effects for when the sphere comes in contact with a planar portal. Talisman of the Sphere: This thing gives you a bonus to control a sphere of annihilation and lets you move it farther per round. I love the art of this one, as it refers to one of the most iconic D&D adventures.Vorpal Sword: This is a +3 weapon that, when you roll a natural 20, beheads the target. If it's a hydra or something and wouldn't die from this, it takes an extra 6d8 damage.
Not sure how I feel about the art of this one. The blade is red and black. It's cool, I guess.Wand of Fireballs: It's got 7 charges (d6+1 expended charges come back each day) and each charge can be used to cast a fireball spell. If you spend additional charges, you can bump the spell slot up by one. So if you spend 6 charges, you can cast a fireball that does 14d6! I think if I was a player, that would be my gimmick. I'd do one ridiculously massive fireball every day.
If you use all 7 charges, you have to roll a d20. If you roll a 1, the wand crumbles into ashes.Artifacts. The book has stats for many iconic artifacts, including the Wand of Orcus, The Hand and Eye of Vecna, and (Blackrazor, Wave and Whelm).
There are charts to make your own artifact. I decided to go ahead and make one using the charts.As I rolled its' properties, it became clear that this ring was tied to fey concepts. You can roll both good properties and bad properties, minor and major. I rolled a bunch of good ones, and the 2 bad ones - one minor and one major.
They ended up having a 'madness' theme. I used lore from the great 4e 'Heroes of the Feywild' sourcebook to add backstory and flavor. Here is the artifact:The Shinaelestra Ring. This ring was worn by Calenon Thay, the ranger lord of the Feywild city of Shinaelestra, passed down from generation to generation.
The city was claimed by the wilderness. The ring whispers that the wearer must reclaim the city, promising great rewards. The fey rangers of Shinaelestra hunt for the ring and want it back. Shinaelestra periodically appears in the mortal realm at midnight, and a band of hunters scour the lands searching for it.They want the ring to battle their enemy Queen Connomae, a fomorian who lives in the Feydark beneath the city. The ring was made to aid in the killing of giants. The spirits of past wearers has seeped into the ring to create a semi-mad consciousness obsessed with killing all giants. The ring is made of mithril and silver, and glows in moonlight.
The ring glows when a giant is within 120 feet. The ring grumbles and mutters in Elven, sometimes offering useful information. The wearer gains +2 to constitution when wearing the ring.
The wearer of the ring can't be charmed or frightened. As an action, the wearer can cast the True Strike cantrip. For one round after, the wearer can speak and understand Elven and will mutter in elven as the ring floods the wearer with memories of the glory days of Shinaelestra. The wearer can cast stoneskin once per day. For the duration of the spell, the wearer sees those with evil alignments as giants and feels the urge to destroy them.
Creatures can't take long or short rests within 100 feet of the wearer, because as the wearer rests the area slowly becomes overgrown with fey vines and foliage.It seems a little weak for an artifact, but that is what I rolled. I'd probably add regeneration, or +3d6 damage to giants, or maybe give giants disadvantage to hit the wearer. Or maybe give the wearer the ability to become giant-sized. Something like that.Other Rewards. At the end of the chapter there are alternate rewards, stuff like land, titles, charms and my favorite, blessings. Blessings are when a deity rewards a PC by enchanting their item, or enhancing a stat, etc.
Very cool.The last page lists 'epic boons', special powers only available to level 20 PCs who have accomplished a great deed. The boons grant all sorts of crazy abilities, including the innate power to plane shift to a specific plane of your choosing, adding 40 hit points to your maximum, or even immortality - you stop aging.We're almost done! Nest up is the final part, which covers what is my favorite part of the book.