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Jump to: navigationsearch. Categories : 5e List Equipment. Views Page Discussion View source History. Personal tools Talk Contributions Create account Log in. Home of user-generated, homebrew pages! Alabaster Puppy. Alacritous Armor. Ancestral Weapon. Apprentice Ring of Distance. Arrow of Frost. Auril's Kiss. Ball of Gravity Detection. Beads of Sabotage. Belt of Language Decoding. Blade of Bludgeoning. Boastful Weapon. Book of Memory. Books of Long Distance Texting. Boomerang Bandolier. Boots of Landing.

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Boots of Quick Mounting. Bottomless Waterskin. Bowl of Soups.

common magic items 5e

Bursting Shield. Charged Armor. Charged Wand. Charged Weapon. Chocolate Rain. Cloak of the Plesiosaurus.

common magic items 5e

Cool Sunglasses.Need more help with your campaign? Check out all the other tools, generators, and articles: kassoon. This website exists thanks to the contribution of patrons on Patreon. If you find these tools helpful, please consider supporting this site. Even just disabling your adblocker will help it's only text and plain image ads I promise. Becoming a patron will upgrade your account to premiumgiving you no ads and more features.

Shout outs: Stacey, Justin Kitchur, and Denise. Their contribution stands as a beacon of hope for all adventurers! Username: Password: Forgot? Magic Item Prices Name. Follow Me. One step! Subscribe to updates! Get Premium. Quaal's Feather Token Anchor. Dust of Dryness 1 pellet. Keoghtom's Ointment Per dose. Potion of Fire Breath. Potion of Greater Healing. Potion of Invisibility. Potion of Mind Reading.

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Potion of Water Breathing. Scroll of Protection. Nolzur's Marvelous Pigments. Potion of Animal Friendship. Potion of Diminution. Dust of Disappearance. Necklace of Fireballs One bead. Potion of Gaseous Form. Potion of Resistance. Ivory Goat Travail.

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Potion of Superior Healing. Dust of Sneezing and Choking. Necklace of Fireballs Two beads. Helm of Comprehending Languages. Trident of Fish Command. Necklace of Fireballs Three beads. Potion of Clairvoyance. Sword of Life-Stealing.Finding them is always the high point of going shopping in town or making it to a treasure room.

Oftentimes, magical items are rare and all of the particularly cool ones are a once-in-a-lifetime find. So, to inject a little fun and whimsy into a basic treasury, they included a list of magic items that are common in the world. There are bards of many kinds roaming the realm and that might include a few magicians. If you are playing such a bard and want to pull off the most basic of magic tricks pulling an animal out of a hatthen this hat will be a welcome find for you.

The Hat of Vermin has three charges that replenish daily. Speak your magic word and a rat, bat, or a frog will appear in the hat! Ever had some particularly bland tavern fare? Heward's Handy Spice Pouch has the answer to all your problems.

At first glance, the pouch is empty, but if you name a spice, seasoning or herb it will appear! It may not be particularly useful but it makes for some fun role-play. Oftentimes when playing Dungeons and Dragonsplayers and DMs describe scenarios and role-play that almost goes down like an epic movie or a silly cartoon.

Whether your character is a diva or a Superman wannabe, the Cloak of Billowing is the perfect accessory. This cloak can billow and flutter as if in a stiff breeze on command. This is great for dramatic effect, comedic timing, or just a good giggle around the table. One of the most common fears people have is dolls. Particularly antique, porcelain ones with the frozen smiles and glass eyes that seem to follow you. More than one horror movie has been created with this premise in mind, and nothing is scarier than when these inanimate objects start speaking.

One can teach the doll six short phrases and set up a trigger for each one. The possibilities are endless to the creative and potentially good for a scare. This item, while fun, could actually serve a useful purpose during a game. The Wand of Pyrotechnics creates a small burst of bright colors and sound at any place you can see up to feet away. The sound is a loud crackling, boom, or hissing that can be heard up to feet away. If you need a quick distraction, this wand if perfect to redirect attention long enough to conduct some sneaky business.But some wizards aren't interested in making powerful relics; they're interested in making nonsense, because they're crazy, or things that will screw your character over, because they're jerks.

The result? The first of many magical items that I will simply call "Artifacts of Dickishness. So why would anyone waste their time making a magic item whose only result is making someone kind of annoying?

The Ring of Contrariness — which, as you might have suspected, forces the wearer to disagree with everything anyone says — it a prime example of some wizard wasting his time. I can only assume Bell the Wizard was reading The Picture of Dorian Grey when he was inspired to make this magic art palette, which, when used to paint a self-portrait, allows all status effects — basically anything you'd make a saving throw for — get transferred to the portrait instead.

Nice, right? Alas, Bell clearly didn't finish Dorian Grey, or else he might have released that leaving the painting at home was a key part of its power. Users of the Palette must carry their self-portraits around wherever they go; if they don't have the paintings literally on their body, its powers are useless. So close, Bell! Lots of items allow players to teleport: helms, scrolls, rods, weapons, and more.

And then there's a gourd. A gourd that lets you teleport. While holding, and presumably carrying around, a gourd. Why a gourd, and why not, say, a ring of teleportation?

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A wand, mayhap? Or even a cloak or an amulet? Discovering the answer to that sounds like an adventure of its own. I swear this is real. The official description: "When a wizard casts any spell while wearing the ring, a sheaf of papers and a quill pen suddenly appear in his hand. The papers are forms that must be filled out in triplicate explaining the effects of the spell, why the wizard wishes to cast it, whether it is for business or pleasure, and so on. The forms must be filled out before the effects of the spell will occur.

The higher the level of the spell cast, the more complicated the forms become. Filling out the forms requires one round per level of spell. Ha ha, yeah, like Jack and the Beanstalk, right? Except they aren't. When planted, these beans usually turn into monsters that attack you.

But not instantly; you have to put them specifically in the ground and water them for them to turn into monsters that attack you. So not only are these beans actively harmful to you, you have to put in effort for them to work at all.I hope to add some Navigation aids that will help moving around the document as I research items. Curse the wizard that created the first robe of the archmage! Now any whelp of a hedge conjurer or witless apprentice that finds one considers himself an archmage.

Then these fools seek magic far above their station or grasp at power as if donning a robe made them royalty. What a blasted nuisance. But with the good must also come the bad.

Therefore, the purpose of this guide is rate magic items to help players decide what are the stars and what are the dogs. In regards to point 2, trading items is an AL play concern. With that being said, it is important to note that players can only trade like-rarity items for other like-rarity items.

So players can only trade a rare item for a rare item or a uncommon item for an uncommon item etc, etc. If you are playing in an a home campaign, and your DM allows you to sell magic items, depending on how rare the item is, you might not be able to find someone to sell the item to, which is problematic DMG pg. You have what is known as a quality problem. As far as point three, this is a serious concern for adventurers.

In 5e, characters can only have three magic items attuned at a time DMG pg Therefore, unlike 4e, the number of magic item slots available to characters are very limited and magic items must be carefully considered. Naturally, items that are good and do not require attunement will be given greater consideration.

Otherwise, you can assume all items are in the DMG. This guide will use the following color coding system:. Luck Blade — Wish on a stick?!

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This item would be amazing if just for that property. But It also has the luck property, which lets you reroll an attack, saving throw or ability check. Platinum maybe? The paladin is back in town. Oh and he brought some friends who are also stronger thanks to him. Make sure someone has one of these before you leave home. But this one gives a better ranged option for martial characters.

It has the finesse property, deals radiant damage, and has an adjustable light source. Extra attacks are always nice. Having the chance to instantly decapitate your target or deal an extra 6d8 damage is a pretty sweet effect. And It gives melee characters a better ranged option.

But all considered, this definitely can put a hurt on undead. You can also leave that lantern at home. But after reading it more closely, I realized that the sworn enemy feature only recharges once per day, at the next dawn.

So the whole premise of the bow is kinda shot. You can only use its feature for one big fight per day. Just not as strong as if the the sworn enemy feature would recharge after you killed each creature.Magic items are presented in alphabetical order. This suit of armor is reinforced with adamantine, one of the hardest substances in existence.

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.

common magic items 5e

Once it hits a target, the ammunition is no longer magical. 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.

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 d On a 1—60, you travel to a random location on the plane you named.

On a 61—, you travel to a randomly determined plane of existence. 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.

This item first appears to be a Large sealed iron barrel weighing 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.Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item.

If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise.

For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it this can't be the same short rest used to learn the item's properties. This focus can take the form of weapon practice for a weaponmeditation for a wondrous itemor some other appropriate activity.

If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time.

Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time. A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item.

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A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed. Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders.

A weapon must be held. In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended.

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn.