Magic Items

Source: System Reference Document 5.0
The text on this page is Open Game Content, and is licensed for public use under the terms of the Open Game License v1.0a.
Armor Item Rarity
adamantine armor uncommon
animated shield T very rare
armor of invulnerability T legendary
armor of vulnerability T rare
armor, +1, +2, or +3 varies
arrow-catching shield T rare
demon armor T very rare
dragon scale mail T very rare
dwarven plate very rare
elven chain rare
glamoured studded leather rare
mithral armor uncommon
plate armor of etherealness T legendary
shield of missile attraction T rare
shield, +1, +2, or +3 varies
spellguard shield T very rare
Armor (light medium, or heavy) Item Rarity
armor of resistance T rare
Potion Item Rarity
oil of etherealness rare
oil of sharpness very rare
oil of slipperiness uncommon
philter of love uncommon
potion of animal friendship uncommon
potion of clairvoyance rare
potion of climbing common
potion of diminution rare
potion of flying very rare
potion of gaseous form rare
potion of giant strength varies
potion of growth uncommon
potion of healing varies
potion of heroism rare
potion of invisibility very rare
potion of mind reading rare
potion of poison uncommon
potion of resistance uncommon
potion of speed very rare
potion of water breathing uncommon
Ring Item Rarity
ring of Spiragos T (Third-Party) rare
ring of animal influence rare
ring of djinni summoning T legendary
ring of evasion T rare
ring of feather falling T rare
ring of free action T rare
ring of invisibility T legendary
ring of jumping T uncommon
ring of mind shielding T uncommon
ring of protection T rare
ring of regeneration T very rare
ring of resistance T rare
ring of shooting stars very rare
ring of spell storing T rare
ring of spell turning T legendary
ring of swimming uncommon
ring of telekinesis T very rare
ring of the ram T rare
ring of three wishes legendary
ring of warmth T uncommon
ring of water walking uncommon
ring of x-ray vision T rare
Rod Item Rarity
immovable rod uncommon
rod of alertness T very rare
rod of lordly might T legendary
rod of rulership T rare
rod of security very rare
Scroll Item Rarity
spell scroll varies
Staff Item Rarity
staff of charming T rare
staff of fire T very rare
staff of frost T very rare
staff of healing T rare
staff of power T very rare
staff of striking T very rare
staff of swarming insects T rare
staff of the magi T legendary
staff of the python T uncommon
staff of the woodlands T rare
staff of thunder and lightning T very rare
staff of withering T rare
Wand Item Rarity
dragon slayer rare
giant slayer rare
wand of binding T rare
wand of enemy detection T rare
wand of fear T rare
wand of fireballs T rare
wand of lightning bolts T rare
wand of magic detection uncommon
wand of magic missiles uncommon
wand of paralysis T rare
wand of polymorph T very rare
wand of secrets uncommon
wand of the war mage, +1, +2, or +3 T varies
wand of web T uncommon
wand of wonder T rare
Weapon Item Rarity
ammunition, +1, +2, or +3 varies
arrow of slaying very rare
berserker axe T rare
dagger of Spiragos T (Third-Party) rare
dagger of venom rare
dancing sword T very rare
defender T legendary
dwarven thrower T very rare
flame tongue T rare
frost brand T very rare
hammer of thunderbolts legendary
holy avenger T legendary
javelin of lightning uncommon
luck blade T legendary
mace of disruption T rare
mace of smiting rare
mace of terror T rare
nine lives stealer T very rare
oathbow T very rare
scimitar of speed T very rare
sun blade T rare
sword of life stealing T rare
sword of sharpness T very rare
sword of wounding T rare
trident of fish command T uncommon
vicious weapon rare
vorpal sword T legendary
weapon, +1, +2, or +3 varies
Wondrous Item Rarity
amulet of health T rare
amulet of proof against detection and location T uncommon
amulet of the planes T very rare
apparatus of the crab legendary
bag of beans rare
bag of devouring very rare
bag of holding uncommon
bag of tricks uncommon
bead of force rare
belt of dwarvenkind T rare
belt of giant strength T varies
boots of elvenkind uncommon
boots of levitation T rare
boots of speed T rare
boots of striding and springing T uncommon
boots of the winterlands T uncommon
bowl of commanding water elementals rare
bracers of archery T uncommon
bracers of defense T rare
brazier of commanding fire elementals rare
brooch of shielding T uncommon
broom of flying uncommon
candle of invocation T very rare
cape of the mountebank rare
carpet of flying very rare
censer of controlling air elementals rare
chime of opening rare
circlet of blasting uncommon
cloak of arachnida T very rare
cloak of displacement T rare
cloak of elvenkind T uncommon
cloak of protection T uncommon
cloak of the bat T rare
cloak of the manta ray uncommon
crystal ball T varies
cube of force T rare
cubic gate legendary
decanter of endless water uncommon
deck of illusions uncommon
deck of many things legendary
dimensional shackles rare
dust of disappearance uncommon
dust of dryness uncommon
dust of sneezing and choking uncommon
efficient quiver uncommon
efreeti bottle very rare
elemental gem uncommon
eversmoking bottle uncommon
eyes of charming T uncommon
eyes of minute seeing uncommon
eyes of the eagle T uncommon
feather token rare
fiendish prophecies T (Third-Party) legendary
fiery codex T (Third-Party) rare
figurine of wondrous power varies
final manuscript T (Third-Party) very rare
folding boat rare
fragments of the luminous word T (Third-Party) legendary
gauntlets of ogre power T uncommon
gem of brightness uncommon
gem of seeing T rare
gloves of missile snaring T uncommon
gloves of swimming and climbing T uncommon
goggles of night uncommon
green book T (Third-Party) rare
handy haversack rare
hat of disguise T uncommon
headband of intellect T uncommon
helm of brilliance T very rare
helm of comprehending languages uncommon
helm of telepathy T uncommon
helm of teleportation T rare
horn of blasting rare
horn of valhalla varies
horseshoes of a zephyr very rare
horseshoes of speed rare
instant fortress rare
ioun stone T varies
iron bands of binding rare
iron flask legendary
lantern of revealing uncommon
libram of the crimson wasting T (Third-Party) very rare
mantle of spell resistance T rare
manual of bodily health very rare
manual of gainful exercise very rare
manual of golems very rare
manual of quickness of action very rare
marvelous pigments very rare
medallion of thoughts T uncommon
mirror of life trapping very rare
necklace of adaptation T uncommon
necklace of fireballs rare
necklace of prayer beads T rare
orb of dragonkind T artifact
pearl of power T uncommon
periapt of health uncommon
periapt of proof against poison rare
periapt of wound closure T uncommon
pipes of haunting uncommon
pipes of the sewers T uncommon
portable hole rare
restorative ointment uncommon
robe of eyes T rare
robe of scintillating colors T very rare
robe of stars T very rare
robe of the archmagi T legendary
robe of useful items uncommon
rope of climbing uncommon
rope of entanglement rare
scarab of protection T legendary
slippers of spider climbing T uncommon
sovereign glue legendary
sphere of annihilation legendary
stone of controlling earth elementals rare
stone of good luck (luckstone) T uncommon
talisman of pure good T legendary
talisman of the sphere T legendary
talisman of ultimate evil T legendary
tome of clear thought very rare
tome of leadership and influence very rare
tome of understanding very rare
universal solvent legendary
well of many worlds legendary
wind fan uncommon
winged boots T uncommon
wings of flying T rare

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.
91–00 The item can speak, read, and understand one or more 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.

Alignment

A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100 Alignment
01–15 Lawful good
16–35 Neutral good
36–50 Chaotic good
51–63 Lawful neutral
64–73 Neutral
74–85 Chaotic neutral
86–89 Lawful evil
90–96 Neutral evil
97–00 Chaotic evil

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:

If its wielder refuses to comply with the item’s wishes, the item can do any or all of the following:

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.