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Expanded Magic Items

Magic Item Rarity
Rarity Character Level Value
Common 1st or higher 100 gp
Uncommon 1st or higher 400 gp
Rare 5th or higher 4,000 gp
Very rare 11th or higher 40,000 gp
Legendary 17th or higher 200,000 gp
The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.
  • At the DM's discretion, a crystal can be re-skinned as another ingredient such as a unicorn's horn, the tooth of a dragon, or the still-beating heart of a troll.
  • At the DM's discretion, potions can be re-skinned as magic fruits (to be consumed), magic tiles (ceramic inscribed with a rune to be snapped or broken), skull talismans (enchanted small animal skull to be crushed), or spell wafers (thin bread wafer stamped with a symbol to be consumed).
  • At the DM's discretion, scrolls can be re-skinned as gemstones (vocal and somatic components to activate gem), incendiary (vocal components and powders or glyph-covered paper to be burned), macrame (vocal components and small complex weave of tied knots to be pulled).
 

Official Items

Crystal Ingredients for Magic Items  

Homebrew Magic Items

Arrow of Arcane Eye

Weapon (any ammunition), common
The fletching of this arrow is painted with brightly colored eyes. When fired, an arrow of eyes allows its wielder to see through a magical sensor located within its fletching. The sensor behaves exactly like an arcane eye spell, except that it moves only when the arrow moves and the spell ends when the arrow lands.  

Arrow of Faerie Fire

Weapon (any ammunition), common
This light, slender arrow has a small point and brightly colored fletching. On a hit, the arrow casts faerie fire on the target without concentration.  

Arrow of Sleep

Weapon (any ammunition), common
When the arrow lands it casts the sleep spell.  

Blade of the Duelist

Weapon (any finesse weapon), uncommon (requires attunement)
This finesse weapon has 3 charges, and it regains 1d3 expended charges daily at dawn. When you are wielding this weapon and another creature hits you with a melee attack, you can use your reaction to add your proficiency bonus to your AC for that attack, potentially causing the attack to miss you.  

Blind Man's Fold

Wonderous item, rare
While this soft cloth covers your eyes and is tied around the back of your head, you gain blindsight out to 60 ft and are blind beyond this radius. While you wear this item, you don't use your normal eyes and don't suffer from effects such as a basilisk's or medusa's petrifying gaze.  

Book of Ancient Secrets

Wonderous item, rare (requires attunement by a spellcaster)
This spellbook contains two spells of up to 3rd-level that have the ritual tag from any class's spell list of the purchaser's choice when crafted. The spells needn't be from the same spell list and they don't count against the number of spells you know or prepare. While the book is on your person, you can cast the chosen spells as rituals. New spells can't be added to the book.  

Boots of Enduring March

Wonderous item, uncommon (requires attunement)
While you wear these traveler's boots, you can travel for 16 hours per day before the effects of a forced march apply.  

Corset of Squeezing

Wonderous item, uncommon (requires attunement)
While you wear this corset, you can move through a space one size category smaller than yourself without suffering any of the normal effects.  

Dragon Staff

Staff, rare (requires attunement by a druid, sorcerer, warlock, or wizard)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: dragon's breath (2 charges), fly (4 charges), or protection from energy (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Dust of Darkness

Wonderous item, uncommon
When you toss this dust out of its bag and into the air above you, you cast the darkness spell center on a point on your space without concentration.  

Dust of Tracelessness

Wonderous item, uncommon
When you toss this dust out of its bag and into the air above you, you cast the pass without trace spell without concentration.  

Elemental Dagger

Weapon (dagger), uncommon
This daggers cackles with energy according to its damage type. Each dagger is associated with one type of damage that can't be changed after crafting. The type of damage can be either acid, cold, fire, force, lightning, necrotic, poison, psychic, radiant, or thunder. On a hit, the dagger deals an extra 1d4 of that damage type.  

Grappler's Hand Wraps

Wonderous item, uncommon (requires attunement)
While you wear this pair of cloth hand wraps, you have advantage on attack rolls against a creature you are grappling and you can use your action to try to pin a creature grappled by you. To do so, make another grapple check. If you succeed, you and the creature are both restrained until the grapple ends.  

Magebane Manacles

Wonderous item, very rare
These sturdy adamantine manacles have an antimagic field that extends around anyone locked in them, including any magic items the captive might be carrying. Although expensive, they are commonly found in the prisons of metropolitan cities that are used to dealing with high-level troublemakers. The shackles adjust to fit a creature of Small to Large size.  

Medic's Stethoscope

Wonderous item, uncommon
If you use this item as part of using a healer's kit to stabilize a dying creature, that creature also regains 1 hit point. As an action, you can spend one use of a healer's kit to tend to a creature and restore 1d6 + 4 hit points to it, plus additional hit points equal to the creature's maximum number of Hit Dice. The creature can't regain hit points in this way again until it finishes a short or long rest.  

Potion of Ant Haul

Potion, common
When you drink this potion, you can double you carrying capacity and your push/drag/pull limits for 1 hour.  

Potion of Courage

Potion, rare
When you drink this potion, you can end either the frightened or stunned condition.  

Potion of Greater Restoration

Potion, rare
When you drink this potion, you gain the effect of the greater restoration spell.  

Potion of Keen Senses

Potion, common
When you drink this potion, you gain advantage on Perception checks that rely on hearing, sight, or smell for 1 hour.  

Potion of Lesser Restoration

Potion, uncommon
When you drink this potion, you gain the effect of the lesser restoration spell.  

Preserving Jar

Wonderous item, common
This large glass jar has been magically treated to preserve any organic material placed in it. The jar can hold the equivalent of 2 gallons of liquid. Anything small enough to fit in the jar does not rot, age, or wilt. The lid must be placed securely on the top for the effect to work. A Tiny creature can be placed in the jar but there's only enough air for it to survive for an hour. It will also need food and water supplied for it. If the creature dies, the corpse never rots.  

Ring of Artisan's Tools Proficiency

Ring, uncommon (requires attunement)
While wearing this rings you are proficient with one set of artisan's tools. Each ring grants proficiency with a different set of artisan's tools.  

Ring of Delayed Doom

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring you can expend a charge to delay the effects of a failed saving throw until the start of your next turn. You can continuously delay the same failed save until you are out of charges.  

Ring of Friend Shield

Ring, rare (requires attunement)
These curious rings always come in pairs. A ring of friend shield without its mate is useless. The pair of rings have 3 charges between them, and they regain 1d3 expended charges daily at dawn. When either wearer of one of a pair of the rings is hit by an attack or target by a spell, the other wearer can expend a charge to use a reaction to increase the AC and saving throws of the first wearer by 2 against the triggering effect.  

Ring of Language Proficiency

Ring, uncommon (requires attunement)
While wearing this rings you are proficient with one language. Each ring grants proficiency with a different language.  

Ring of Legendary Resistance

Ring, legendary (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring, you can expend a charge to automatically succeed a failed saving throw.  

Ring of Misty Step

Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn. While wearing this ring you can expend a charge to cast misty step.  

Ring of Skill Proficiency

Ring, uncommon (requires attunement)
This rings allow the wearer to become proficient with one skill. Each ring grants proficiency with a different skill.  

Ring of Spell Mastery

Ring, uncommon (1st level), rare (2nd level), very rare (3rd level), legendary (4th level) (requires attunement by a spellcaster)
This rings provides the wearer with double the amount of spell slots they would normally have for the level determined by the rings rarity.  

Ring of Sustenance

Ring, uncommon (requires attunement)
While wearing this ring you don't suffer the effects of not eating food or drinking water.  

Rod of Negation

Rod, rare (requires attunement)
This rod has 3 charges, and regains 1d3 charges daily at dawn. The wielder can expend a charge to cast dispel magic.  

Rod of Thunderous Force

Rod, uncommon (requires attunement)
Once per day as an action, the wielder can slam the rod against the ground, releasing a concussive wave of sonic and force energy. This creates a 20-foot radius burst centered on a point of the wielders space. While it causes no damage, those within the burst must succeed at a DC 15 Constitution save or fall prone and be deafened for 1d4 rounds. The wielder is unaffected by this blast.  

Rod of Wonder

Rod, rare
The wielder can use an action to cause a random sorcerer's wild magic surge effect. This effect cannot be used again until the next dawn.  

Saddle of the Pegasus

Wonderous item, very rare
This exquisitely crafted military saddle is heavily adorned with the feathers from pegasi wings. The saddle adjusts to fit any normal-sized horse, donkey, or mule. The steed gains a flying speed of 60 feet while a rider is mounted on it. The first time someone uses this saddle on a steed, the rider must make a DC 10 Animal Handling check to keep the steed from panicking. If the steed panics, the rider must roll a DC 10 Dexterity saving throw or fall off the mount, landing prone in a space within 5 feet of it on the ground.  

Shield Blade

Weapon and armor (shortsword and shield), rare
This unique item can be either a shortsword or shield according to the whim of its wielder. The item can magically transform from one to the other with a bonus action.  

Shot of Adrenaline

Potion, uncommon
When you drink this potion, you gain the following effects for one hour: You can use a bonus action to make one melee weapon attack or to shove a creature. If you move at least 10 feet in a straight line immediately before taking this bonus action, you deal an extra 5 damage or push the target up to 10 feet. You gain one level of exhaustion at the end of the hour.  

Shot of Epinephrine

Potion, common
When you drink this potion, you gain 4d4+4 temporary hit points that last for one hour if not used. You gain one level of exhaustion at the end of the hour.  

Shot of Speed

Potion, uncommon
When you drink this potion, you gain the following effects for one hour: Your speed increases by 10 feet and you can Dash as a bonus action. You gain one level of exhaustion at the end of the hour.  

Staff of Acid

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: acid splash (at will), melf's acid arrow (2 charges), or vitriolic sphere (4 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff melts into a harmless pool of green liquid, lost forever.  

Staff of Electricity

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: shocking grasp (at will), lightning bolt (3 charges), or chain lightning (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Staff of Revelations

Staff, very rare (requires attunement by a spellcaster)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: augury (2 charges), speak with dead (3 charges), divination (4 charges), or commune (5 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Staff of Shillelagh

Staff, common (requires attunement by a druid)
This quarterstaff is imbued with nature's power. You can use your spellcasting ability instead of Strength for the attack and damage rolls of melee attacks with this weapon, the weapon's damage is considered magical for the purpose of overcoming immunities or resistances, and the weapon's damage die becomes a d8.  

Staff of Travel

Staff, very rare (requires attunement by a druid, sorcerer, warlock, or wizard)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: fly (3 charges), dimension door (4 charges), or teleport (7 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Staff of Tricks

Staff, common (requires attunement)
This staff has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: mage hand (at will), prestidigitation (at will), or silent image (1 charge). The staff regains 1d3 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Staff of Understanding

Staff, uncommon (requires attunement by a spellcaster)
This staff has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: comprehend languages (1 charge), detect thoughts (2 charges), or tongues (3 charges). The staff regains 1d4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Staff of Weather

Staff, legendary (requires attunement by a druid, sorcerer, warlock, or wizard)
This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it: fog cloud (1 charge), gust of wind (2 charges), sleet storm (3 charges), wind wall (3 charges), ice storm (4 charges), control weather (8 charges). The staff regains 1d6+4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff vanishes in a flash of light, lost forever.  

Usekh of Mage Armor

Wonderous item, uncommon (requires attunement)
Once per day while wearing this item you can cast mage armor. The spell can also end if the usekh is removed from your person.  

Wand of Arcane Lock

Wand, uncommon (requires attunement by a spellcaster)
This wand can cast arcane lock on up to three objects at a given time. If a fourth casting is attempted after three objects are already locked, the object with the oldest casting becomes unlocked in place of the newest object.  

Yondalla's Wagon Wheel

Wonderous item, uncommon
Created by adepts of Yondalla, this small amulets is in the shape of a wagon wheel. Throwing it upon the ground and uttering a command word causes the wheel to grow into a normal-sized wagon, or vice-versa. If any objects or creatures are in the wagon while it shrinks down to amulet form, they are scattered into the Astral Plane.

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