Magic Items¶
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.
- Adamantine Armor
- Ammunition, +1, +2, or +3
- Amulet of Health
- Amulet of Proof against Detection and Location
- Amulet of the Planes
- Animated Shield
- Apparatus of the Crab
- Armor of Invulnerability
- Armor of Resistance
- Armor of Vulnerability
- Armor, +1, +2, or +3
- Arrow-Catching Shield
- Arrow of Slaying
- Bag of Beans
- Bag of Devouring
- Bag of Holding
- Bag of Tricks
- Bead of Force
- Belt of Dwarvenkind
- Belt of Giant Strength
- Berserker Axe
- Boots of Elvenkind
- Boots of Levitation
- Boots of Speed
- Boots of Striding and Springing
- Boots of the Winterlands
- Bowl of Commanding Water Elementals
- Bracers of Archery
- Bracers of Defense
- Brazier of Commanding Fire Elementals
- Brooch of Shielding
- Broom of Flying
- Candle of Invocation
- Cape of the Mountebank
- Carpet of Flying
- Censer of Controlling Air Elementals
- Chime of Opening
- Circlet of Blasting
- Cloak of Arachnida
- Cloak of Displacement
- Cloak of Elvenkind
- Cloak of Protection
- Cloak of the Bat
- Cloak of the Manta Ray
- Crystal Ball
- Cube of Force
- Cubic Gate
- Dagger of Venom
- Dancing Sword
- Decanter of Endless Water
- Deck of Illusions
- Deck of Many Things
- Defender
- Demon Armor
- Dimensional Shackles
- Dragon Scale Mail
- Dragon Slayer
- Dust of Disappearance
- Dust of Dryness
- Dust of Sneezing and Choking
- Dwarven Plate
- Dwarven Thrower
- Efficient Quiver
- Efreeti Bottle
- Elemental Gem
- Elven Chain
- Eversmoking Bottle
- Eyes of Charming
- Eyes of Minute Seeing
- Eyes of the Eagle
- Feather Token
- Figurine of Wondrous Power
- Flame Tongue
- Folding Boat
- Frost Brand
- Gauntlets of Ogre Power
- Gem of Brightness
- Gem of Seeing
- Giant Slayer
- Glamoured Studded Leather
- Gloves of Missile Snaring
- Gloves of Swimming and Climbing
- Goggles of Night
- Hammer of Thunderbolts
- Handy Haversack
- Hat of Disguise
- Headband of Intellect
- Helm of Brilliance
- Helm of Comprehending Languages
- Helm of Telepathy
- Helm of Teleportation
- Holy Avenger
- Horn of Blasting
- Horn of Valhalla
- Horseshoes of a Zephyr
- Horseshoes of Speed
- Immovable Rod
- Instant Fortress
- Ioun Stone
- Iron Bands of Binding
- Iron Flask
- Javelin of Lightning
- Lantern of Revealing
- Luck Blade
- Mace of Disruption
- Mace of Smiting
- Mace of Terror
- Mantle of Spell Resistance
- Manual of Bodily Health
- Manual of Gainful Exercise
- Manual of Golems
- Manual of Quickness of Action
- Marvelous Pigments
- Medallion of Thoughts
- Mirror of Life Trapping
- Mithral Armor
- Necklace of Adaptation
- Necklace of Fireballs
- Necklace of Prayer Beads
- Nine Lives Stealer
- Oathbow
- Oil of Etherealness
- Oil of Sharpness
- Oil of Slipperiness
- Pearl of Power
- Periapt of Health
- Periapt of Proof against Poison
- Periapt of Wound Closure
- Philter of Love
- Pipes of Haunting
- Pipes of the Sewers
- Plate Armor of Etherealness
- Portable Hole
- Potion of Animal Friendship
- Potion of Clairvoyance
- Potion of Climbing
- Potion of Diminution
- Potion of Flying
- Potion of Gaseous Form
- Potion of Giant Strength
- Potion of Growth
- Potion of Healing
- Potion of Heroism
- Potion of Invisibility
- Potion of Mind Reading
- Potion of Poison
- Potion of Resistance
- Potion of Speed
- Potion of Water Breathing
- Restorative Ointment
- Ring of Animal Influence
- Ring of Djinni Summoning
- Ring of Elemental Command
- Ring of Evasion
- Ring of Feather Falling
- Ring of Free Action
- Ring of Invisibility
- Ring of Jumping
- Ring of Mind Shielding
- Ring of Protection
- Ring of Regeneration
- Ring of Resistance
- Ring of Shooting Stars
- Ring of Spell Storing
- Ring of Spell Turning
- Ring of Swimming
- Ring of Telekinesis
- Ring of the Ram
- Ring of Three Wishes
- Ring of Warmth
- Ring of Water Walking
- Ring of X-ray Vision
- Robe of Eyes
- Robe of Scintillating Colors
- Robe of Stars
- Robe of the Archmagi
- Robe of Useful Items
- Rod of Absorption
- Rod of Alertness
- Rod of Lordly Might
- Rod of Rulership
- Rod of Security
- Rope of Climbing
- Rope of Entanglement
- Scarab of Protection
- Scimitar of Speed
- Senses
- Shield, +1, +2, or +3
- Shield of Missile Attraction
- Slippers of Spider Climbing
- Sovereign Glue
- Spell Scroll
- Spellguard Shield
- Sphere of Annihilation
- Staff of Charming
- Staff of Fire
- Staff of Frost
- Staff of Healing
- Staff of Power
- Staff of Striking
- Staff of Swarming Insects
- Staff of the Magi
- Staff of the Python
- Staff of the Woodlands
- Staff of Thunder and Lightning
- Staff of Withering
- Stone of Controlling Earth Elementals
- Stone of Good Luck (Luckstone)
- Sun Blade
- Sword of Life Stealing
- Sword of Sharpness
- Sword of Wounding
- Talisman of Pure Good
- Talisman of the Sphere
- Talisman of Ultimate Evil
- Tome of Clear Thought
- Tome of Leadership and Influence
- Tome of Understanding
- Trident of Fish Command
- Universal Solvent
- Vicious Weapon
- Vorpal Sword
- Wand of Binding
- Wand of Enemy Detection
- Wand of Fear
- Wand of Fireballs
- Wand of Lightning Bolts
- 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
- Weapon, +1, +2, or +3
- Well of Many Worlds
- Wind Fan
- Winged Boots
- Wings of Flying
Sentient Magic Items¶
Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.
Sentient magic items function as NPCs under the GM’s control. Any activated property of the item is under the item’s control, not its wielder’s. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.
Creating Sentient Magic Items¶
When you decide to make a magic item sentient, you create the item’s persona in the same way you would create an NPC, with a few exceptions described here.
Abilities¶
A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item’s abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.
Communication¶
A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.
d100 |
Communication |
---|---|
01-60 |
The item communicates by transmitting emotion to the creature carrying or wielding it. |
61-90 |
The item can speak, read, and understand one or more languages. |
91-100 |
The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it. |
Senses¶
With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.
d4 |
Senses |
---|---|
1 |
Hearing and normal vision out to 30 feet. |
2 |
Hearing and normal vision out to 60 feet |
3 |
Hearing and normal vision out to 120 feet. |
4 |
Hearing and darkvision out to 120 feet. |
Special Purpose¶
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.
d10 |
Purpose |
---|---|
1 |
Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.) |
2 |
Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards. |
3 |
Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids. |
4 |
Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity. |
5 |
Templar: The item seeks to defend the servants and interests of a particular deity. |
6 |
Destroyer: The item craves destruction and goads its user to fight arbitrarily. |
7 |
Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure. |
8 |
Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. |
9 |
Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events. |
10 |
Creator Seeker: The item seeks its creator and wants to understand why it was created. |
Conflict¶
A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder’s Charisma check. If the item wins the contest, it makes one or more of the following demands:
The item insists on being carried or worn at all times.
The item demands that its wielder dispose of anything the item finds repugnant.
The item demands that its wielder pursue the item’s goals to the exclusion of all other goals.
The item demands to be given to someone else. If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:
Make it impossible for its wielder to attune to it.
Suppress one or more of its activated properties.
Attempt to take control of its wielder.
If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item’s Charisma modifier. On a failed save, the wielder is Charmed by the item for 1d12 hours. While Charmed, the wielder must try to follow the item’s commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can’t use this power again until the next dawn.
Artifacts¶
Orb of Dragonkind¶
Wondrous item, artifact (requires attunement)
Ages past, elves and humans waged a terrible war against evil dragons. When the world seemed doomed, powerful wizards 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 wizard 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 wizard towers 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 Tiamat, or something else the GM decides.
Random Properties. An Orb of Dragonkind 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.