Minor Magical Properties 5e Dmg

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5e SRD >Gamemastering >Magic Items >

Jul 30, 2016  On this week's DM Guild Spotlight, Ted highlights a document providing additional minor properties to magical items. This expands on the existing 20 provided in the Dungeon Master's Guide. Spell Sheet; Monster List; Magic Items; Encounter Size Calculator; Initiative Tracker; Random Generator; Random Dungeon Generator; Random Encounter Generator.

  • Minor Effects for Magical Items. I tend to prefer high-magic fantasy games, where magical items can be purchased (at around the DMG prices, in D&D) in many large(ish) towns - it's common for the very well-off to have magical items.
  • Magic Items A-Z. 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. Armor (medium or heavy, but not hide), uncommon. This suit of armor is reinforced with adamantine, one of the hardest substances in existence.
  • What are some minor magical properties you can think off for weapons? I intend for this to be used for dnd next, but it shouldn't matter a ton. Thus far I've though of. Changing color at random. Plays a song when unsheathed.
  • Where do the D&D 5e books list potential curse effects to use for a cursed magical item? The DMG pg 220 has a list of Detrimental Properties for artifacts that.
  • Random Tables of the Dungeons and Dragons 5th Edition Dungeon Master's Guide. By Mike Shea on 26 May 2015. The 5th Edition Dungeon Master's Guide is packed with useful information for your 5e Dungeons and Dragons game. One of its most useful features is the huge amount of random tables.

3rd Party Publisher Magic Armor and Weapons

Contents

  • 1 Magic Weapons & Ammunition

Adamantine Armor

Armor (medium or heavy, but not hide), uncommon

This 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.

Animated Shield

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.

Armor, +1, +2, or +3

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 of Invulnerability

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 of Resistance

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 Type
1Acid
2Cold
3Fire
4Force
5Lightning
6Necrotic
7Poison
8Psychic
9Radiant
10Thunder

Armor of Vulnerability

Armor (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.

Curse: This armor is cursed, a fact that is revealed only when an identify spell is cast on the armor or you attune to it. 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).

Arrow-Catching Shield

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.

Demon Armor

Armor (plate), very rare (requires attunement) Adobe acrobat pro mac dmg.

While wearing this armor, you gain a +1 bonus to AC, and you can understand and speak Abyssal. In addition, the armor’s clawed gauntlets turn unarmed strikes with your hands into magic weapons that deal slashing damage, with a +1 bonus to attack rolls and damage rolls and a damage die of 1d8.

Curse: Once you don this cursed armor, you can’t doff it unless you are targeted by the remove curse spell or similar magic. While wearing the armor, you have disadvantage on attack rolls against demons and on saving throws against their spells and special abilities.

Dragon Scale Mail

Armor (scale mail), very rare (requires attunement)

Dragon scale mail is made of the scales of one kind of dragon. Sometimes dragons collect their cast-off scales and gift them to humanoids. Other times, hunters carefully skin and preserve the hide of a dead dragon. In either case, dragon scale mail is highly valued.

While wearing this armor, you gain a +1 bonus to AC, you have advantage on saving throws against the Frightful Presence and breath weapons of dragons, and you have resistance to one damage type that is determined by the kind of dragon that provided the scales (see the table).

Additionally, you can focus your senses as an action to magically discern the distance and direction to the closest dragon within 30 miles of you that is of the same type as the armor. This special action can’t be used again until the next dawn.

DragonResistance
BlackAcid
GoldFire
BlueLightning
GreenPoison
BrassFire
RedFire
BronzeLightning
SilverCold
CopperAcid
WhiteCold

Elven Chain

Armor (chain shirt), rare

You gain a +1 bonus to AC while you wear this armor. You are considered proficient with this armor even if you lack proficiency with medium armor.

Glamoured Studded Leather

Armor (studded leather), rare

While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor’s command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or remove the armor.

Mithral Armor

Armor (medium or heavy, but not hide), uncommon

Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn’t.

Plate Armor of Etherealness

Armor (plate), legendary (requires attunement)

While you’re wearing this armor, you can speak its command word as an action to gain the effect of the etherealness spell, which last for 10 minutes or until you remove the armor or use an action to speak the command word again. This property of the armor can’t be used again until the next dawn.

Dwarven Plate

Armor (plate), very rare

While wearing this armor, you gain a +2 bonus to AC. In addition, if an effect moves you against your will along the ground, you can use your reaction to reduce the distance you are moved by up to 10 feet.

Shield, +1, +2, or +3

Armor (shield), uncommon (+1), rare (+2), or very rare (+3)

While holding this shield, you have a bonus to AC determined by the shield’s rarity. This bonus is in addition to the shield’s normal bonus to AC.

Shield of Missile Attraction

Armor (shield), rare (requires attunement)

While holding this shield, you have resistance to damage from ranged weapon attacks.

Curse: This shield is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Removing the shield fails to end the curse on you. Whenever a ranged weapon attack is made against a target within 10 feet of you, the curse causes you to become the target instead.

Magic Weapons & Ammunition

Dragon Slayer

Minor Magical Properties 5e Dmg Free

Weapon (any sword), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a dragon with this weapon, the dragon takes an extra 3d6 damage of the weapon’s type. For the purpose of this weapon, “dragon” refers to any creature with the dragon type, including dragon turtles and wyverns.

Ammunition, +1, +2, or +3

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.

Arrow of Slaying

Weapon (arrow), very rare

An 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.

Berserker Axe

Weapon (any axe), rare (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, while you are attuned to this weapon, your hit point maximum increases by 1 for each level you have attained.

Curse: This axe is cursed, and becoming attuned to it extends the curse to you. As long as you remain cursed, you are unwilling to part with the axe, keeping it within reach at all times. You also have disadvantage on attack rolls with weapons other than this one, unless no foe is within 60 feet of you that you can see or hear.

Whenever a hostile creature damages you while the axe is in your possession, you must succeed on a DC 15 Wisdom saving throw or go berserk. While berserk, you must use your action each round to attack the creature nearest to you with the axe. If you can make extra attacks as part of the Attack action, you use those extra attacks, moving to attack the next nearest creature after you fell your current target. If you have multiple possible targets, you attack one at random. You are berserk until you start your turn with no creatures within 60 feet of you that you can see or hear.

Dagger of Venom

Weapon (dagger), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

You can use an action to cause thick, black poison to coat the blade. The poison remains for 1 minute or until an attack using this weapon hits a creature. That creature must succeed on a DC 15 Constitution saving throw or take 2d10 poison damage and become poisoned for 1 minute. The dagger can’t be used this way again until the next dawn.

Dancing Sword

Minor Magical Properties 5e Dmg

Weapon (any sword), very rare (requires attunement)

You can use a bonus action to toss this magic sword into the air and speak the command word. When you do so, the sword begins to hover, flies up to 30 feet, and attacks one creature of your choice within 5 feet of it. The sword uses your attack roll and ability score modifier to damage rolls.

While the sword hovers, you can use a bonus action to cause it to fly up to 30 feet to another spot within 30 feet of you. As part of the same bonus action, you can cause the sword to attack one creature within 5 feet of it.

After the hovering sword attacks for the fourth time, it flies up to 30 feet and tries to return to your hand. If you have no hand free, it falls to the ground at your feet. If the sword has no unobstructed path to you, it moves as close to you as it can and then falls to the ground. It also ceases to hover if you grasp it or move more than 30 feet away from it.

Defender

Weapon (any sword), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

The first time you attack with the sword on each of your turns, you can transfer some or all of the sword’s bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.

Dwarven Thrower

Weapon (warhammer), very rare (requires attunement by a dwarf)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. It has the thrown property with a normal range of 20 feet and a long range of 60 feet. When you hit with a ranged attack using this weapon, it deals an extra 1d8 damage or, if the target is a giant, 2d8 damage. Immediately after the attack, the weapon flies back to your hand.

Flame Tongue

Weapon (any sword), rare (requires attunement)

You can use a bonus action to speak this magic sword’s command word, causing flames to erupt from the blade. These flames shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the sword is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.

Frost Brand

Weapon (any sword), very rare (requires attunement)

When you hit with an attack using this magic sword, the target takes an extra 1d6 cold damage. In addition, while you hold the sword, you have resistance to fire damage.

In freezing temperatures, the blade sheds bright light in a 10-foot radius and dim light for an additional 10 feet.

When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour.

Giant Slayer

Weapon (any axe or sword), rare

Minor Magical Properties 5e Dmg Pdf

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you hit a giant with it, the giant takes an extra 2d6 damage of the weapon’s type and must succeed on a DC 15 Strength saving throw or fall prone. For the purpose of this weapon, “giant” refers to any creature with the giant type, including ettins and trolls.

Hammer of Thunderbolts

Weapon (maul), legendary

You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Giant’s Bane (Requires Attunement): You must be wearing a belt of giant strength (any variety) and gauntlets of ogre power to attune to this weapon. The attunement ends if you take off either of those items. While you are attuned to this weapon and holding it, your Strength score increases by 4 and can exceed 20, but not 30. When you roll a 20 on an attack roll made with this weapon against a giant, the giant must succeed on a DC 17 Constitution saving throw or die.

The hammer also has 5 charges. While attuned to it, you can expend 1 charge and make a ranged weapon attack with the hammer, hurling it as if it had the thrown property with a normal range of 20 feet and a long range of 60 feet. If the attack hits, the hammer unleashes a thunderclap audible out to 300 feet. The target and every creature within 30 feet of it must succeed on a DC 17 Constitution saving throw or be stunned until the end of your next turn. The hammer regains 1d4 + 1 expended charges daily at dawn.

Holy Avenger

Weapon (any sword), legendary (requires attunement by a paladin)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit a fiend or an undead with it, that creature takes an extra 2d10 radiant damage.

While you hold the drawn sword, it creates an aura in a 10-foot radius around you. You and all creatures friendly to you in the aura have advantage on saving throws against spells and other magical effects. If you have 17 or more levels in the paladin class, the radius of the aura increases to 30 feet.

Javelin of Lightning

Weapon (javelin), uncommon

This javelin is a magic weapon. When you hurl it and speak its command word, it transforms into a bolt of lightning, forming a line 5 feet wide that extends out from you to a target within 120 feet. Each creature in the line excluding you and the target must make a DC 13 Dexterity saving throw, taking 4d6 lightning damage on a failed save, and half as much damage on a successful one. The lightning bolt turns back into a javelin when it reaches the target. Make a ranged weapon attack against the target. On a hit, the target takes damage from the javelin plus 4d6 lightning damage.

The javelin’s property can’t be used again until the next dawn. In the meantime, the javelin can still be used as a magic weapon.

Luck Blade

Weapon (any sword), legendary (requires attunement)

You gain a +1 bonus to attack and damage rolls made with this magic weapon. While the sword is on your person, you also gain a +1 bonus to saving throws.

Luck: If the sword is on your person, you can call on its luck (no action required) to reroll one attack roll, ability check, or saving throw you dislike. You must use the second roll. This property can’t be used again until the next dawn.

Wish: The sword has 1d4 – 1 charges. While holding it, you can use an action to expend 1 charge and cast the wish spell from it. This property can’t be used again until the next dawn. The sword loses this property if it has no charges.

Mace of Disruption

Weapon (mace), rare (requires attunement)

When you hit a fiend or an undead with this magic weapon, that creature takes an extra 2d6 radiant damage. If the target has 25 hit points or fewer after taking this damage, it must succeed on a DC 15 Wisdom saving throw or be destroyed. On a successful save, the creature becomes frightened of you until the end of your next turn.

While you hold this weapon, it sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Mace of Smiting

Weapon (mace), rare

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The bonus increases to +3 when you use the mace to attack a construct.

When you roll a 20 on an attack roll made with this weapon, the target takes an extra 2d6 bludgeoning damage, or 4d6 bludgeoning damage if it’s a construct. If a construct has 25 hit points or fewer after taking this damage, it is destroyed.

Mace of Terror

Weapon (mace), rare (requires attunement)

This magic weapon has 3 charges. While holding it, you can use an action and expend 1 charge to release a wave of terror. Each creature of your choice in a

30-foot radius extending from you must succeed on a DC 15 Wisdom saving throw or become frightened of you for 1 minute. While it is frightened in this way, a creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If it has nowhere it can move, the creature can use the Dodge action. At the end of each of its turns, a creature can repeat the saving throw, ending the effect on itself on a success.

The mace regains 1d3 expended charges daily at dawn.

Nine Lives Stealer

Weapon (any sword), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

The sword has 1d8 + 1 charges. If you score a critical hit against a creature that has fewer than 100 hit points, it must succeed on a DC 15 Constitution saving throw or be slain instantly as the sword tears its life force from its body (a construct or an undead is immune). The sword loses 1 charge if the creature is slain. When the sword has no charges remaining, it loses this property.

Oathbow

Weapon (longbow), very rare (requires attunement)

When you nock an arrow on this bow, it whispers in Elvish, “Swift defeat to my enemies.” When you use this weapon to make a ranged attack, you can, as a command phrase, say, “Swift death to you who have wronged me.” The target of your attack becomes your sworn enemy until it dies or until dawn seven days later. You can have only one such sworn enemy at a time. When your sworn enemy dies, you can choose a new one after the next dawn.

When you make a ranged attack roll with this weapon against your sworn enemy, you have advantage on the roll. In addition, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range. If the attack hits, your sworn enemy takes an extra 3d6 piercing damage.

While your sworn enemy lives, you have disadvantage on attack rolls with all other weapons.

Scimitar of Speed

Weapon (scimitar), very rare (requires attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. In addition, you can make one attack with it as a bonus action on each of your turns.

Spellguard Shield

Armor (shield), very rare (requires attunement)

While holding this shield, you have advantage on saving throws against spells and other magical effects, and spell attacks have disadvantage against you.

Sun Blade

Weapon (longsword), rare (requires attunement)

This item appears to be a longsword hilt. While grasping the hilt, you can use a bonus action to cause a blade of pure radiance to spring into existence, or make the blade disappear. While the blade exists, this magic longsword has the finesse property. If you are proficient with shortswords or longswords, you are proficient with the sun blade.

You gain a +2 bonus to attack and damage rolls made with this weapon, which deals radiant damage instead of slashing damage. When you hit an undead with it, that target takes an extra 1d8 radiant damage.

The sword’s luminous blade emits bright light in a 15-foot radius and dim light for an additional 15 feet.

The light is sunlight. While the blade persists, you can use an action to expand or reduce its radius of bright and dim light by 5 feet each, to a maximum of 30 feet each or a minimum of 10 feet each.

Sword of Life Stealing

Weapon (any sword), rare (requires attunement)

When you attack a creature with this magic weapon and roll a 20 on the attack roll, that target takes an extra 3d6 necrotic damage, provided that the target isn’t a construct or an undead. You gain temporary hit points equal to the extra damage dealt.

Sword of Sharpness

Weapon (any sword that deals slashing damage), very rare (requires attunement)

When you attack an object with this magic sword and hit, maximize your weapon damage dice against the target.

When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 4d6 slashing damage. Then roll another d20. If you roll a 20, you lop off one of the target’s limbs, with the effect of such loss determined by the GM. If the creature has no limb to sever, you lop off a portion of its body instead.

In addition, you can speak the sword’s command word to cause the blade to shed bright light in a 10- foot radius and dim light for an additional 10 feet. Speaking the command word again or sheathing the sword puts out the light.

Sword of Wounding

Weapon (any sword), rare (requires attunement)

Hit points lost to this weapon’s damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Once per turn, when you hit a creature with an attack using this magic weapon, you can wound the target. At the start of each of the wounded creature’s turns, it takes 1d4 necrotic damage for each time you’ve wounded it, and it can then make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of such wounds on it on a success.

Trident of Fish Command

Weapon (trident), uncommon (requires attunement)

This trident is a magic weapon. It has 3 charges. While you carry it, you can use an action and expend 1 charge to cast dominate beast (save DC 15) from it on a beast that has an innate swimming speed. The trident regains 1d3 expended charges daily at dawn.

Vicious Weapon

Weapon (any), rare

When you roll a 20 on your attack roll with this magic weapon, your critical hit deals an extra 2d6 damage of the weapon’s type.

Vorpal Sword

Weapon (any sword that deals slashing damage), legendary (requires attunement)

You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature’s heads. The creature dies if it can’t survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn’t have or need a head, has legendary actions, or the GM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Weapon, +1, +2, or +3

Weapon (any), uncommon (+1), rare (+2), or very rare (+3)

You have a bonus to attack and damage rolls made with this magic weapon. The bonus is determined by the weapon’s rarity.

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Magic items are gleaned from the hoards of conquered monsters or discovered in long‑lost vaults. Such items grant capabilities a character could rarely have otherwise, or they complement their owner's capabilities in wondrous ways.

  • 5Activating an Item
  • 6Magic Items
  • 7Sentient Magic Items
    • 7.1Creating Sentient Magic Items

Attunement

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 weapon), meditation (for a wondrous item), or 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 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Wearing and Wielding Items

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. For example, drow-­made armor might fit elves only. Dwarves might make items usable only by dwarf-­sized and dwarf-­shaped folk.
When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-­ti with a snakelike tail instead of legs can't wear boots.

Multiple Items of the Same Kind

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.

Paired Items

Items that come in pairs—such as boots, bracers, gauntlets, and gloves—impart their benefits only if both items of the pair are worn. For example, a character wearing a boot of striding and springing on one foot and a boot of elvenkind on the other foot gains no benefit from either.

Activating an Item

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.

Command Word

A command word is a word or phrase that must be spoken for an item to work. A magic item that requires a command word can't be activated in an area where sound is prevented, as in the area of the silence spell.

Consumables

Some items are used up when they are activated. A potion or an elixir must be swallowed, or an oil applied to the body. The writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.

Spells

Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability—perhaps you're a rogue with the Use Magic Device feature—your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.

Charges

Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when an identify spell is cast on it, as well as when a creature attunes to it. Additionally, when an item regains charges, the creature attuned to it learns how many charges it regained.

Magic Items

Common
ItemTypeSubtype
Potion of ClimbingPotion
Potion of Healing (Magic Item)Potion
Spell ScrollScroll
Uncommon
ItemTypeSubtype
Adamantine ArmorArmormedium or heavy, but not hide
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of Proof against Detection and LocationWondrous item
Bag of HoldingWondrous item
Bag of TricksWondrous item
Boots of ElvenkindWondrous item
Boots of Striding and SpringingWondrous item
Boots of the WinterlandsWondrous item
Bracers of ArcheryWondrous item
Brooch of ShieldingWondrous item
Broom of FlyingWondrous item
Circlet of BlastingWondrous item
Cloak of ElvenkindWondrous item
Cloak of ProtectionWondrous item
Cloak of the Manta RayWondrous item
Decanter of Endless WaterWondrous item
Deck of IllusionsWondrous item
Dust of DisappearanceWondrous item
Dust of DrynessWondrous item
Dust of Sneezing and ChokingWondrous item
Efficient QuiverWondrous item
Elemental GemWondrous item
Eversmoking BottleWondrous item
Eyes of CharmingWondrous item
Eyes of Minute SeeingWondrous item
Eyes of the EagleWondrous item
Figurine of Wondrous PowerWondrous item
Gauntlets of Ogre PowerWondrous item
Gem of BrightnessWondrous item
Gloves of Missile SnaringWondrous item
Gloves of Swimming and ClimbingWondrous item
Goggles of NightWondrous item
Hat of DisguiseWondrous item
Headband of IntellectWondrous item
Helm of Comprehending LanguagesWondrous item
Helm of TelepathyWondrous item
Immovable RodRod
Javelin of LightningWeaponjavelin
Lantern of RevealingWondrous item
Medallion of ThoughtsWondrous item
Mithral ArmorArmormedium or heavy, but not hide
Necklace of AdaptationWondrous item
Oil of SlipperinessPotion
Pearl of PowerWondrous item
Periapt of HealthWondrous item
Periapt of Wound ClosureWondrous item
Philter of LovePotion
Pipes of HauntingWondrous item
Pipes of the SewersWondrous item
Potion of Animal FriendshipPotion
Potion of Giant StrengthPotion
Potion of GrowthPotion
Potion of Healing (Magic Item)Potion
Potion of PoisonPotion
Potion of ResistancePotion
Potion of Water BreathingPotion
Restorative OintmentWondrous item
Ring of JumpingRing
Ring of Mind ShieldingRing
Ring of SwimmingRing
Ring of WarmthRing
Ring of Water WalkingRing
Robe of Useful ItemsWondrous item
Rope of ClimbingWondrous item
Shield, +1, +2, or +3Armorshield
Slippers of Spider ClimbingWondrous item
Spell ScrollScroll
Staff of the PythonStaff
Stone of Good Luck (Luckstone)Wondrous item
Trident of Fish CommandWeapontrident
Wand of Magic DetectionWand
Wand of Magic MissilesWand
Wand of SecretsWand
Wand of WebWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wind FanWondrous item
Winged BootsWondrous item
Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of HealthWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of ResistanceArmorlight, medium, or heavy
Armor of VulnerabilityArmorplate
Arrow-Catching ShieldArmorshield
Bag of BeansWondrous item
Bead of ForceWondrous item
Belt of DwarvenkindWondrous item
Belt of Giant StrengthWondrous item
Berserker AxeWeaponany axe
Boots of LevitationWondrous item
Boots of SpeedWondrous item
Bowl of Commanding Water ElementalsWondrous item
Bracers of DefenseWondrous item
Brazier of Commanding Fire ElementalsWondrous item
Cape of the MountebankWondrous item
Censer of Controlling Air ElementalsWondrous item
Chime of OpeningWondrous item
Cloak of DisplacementWondrous item
Cloak of the BatWondrous item
Cube of ForceWondrous item
Dagger of VenomWeapondagger
Dimensional ShacklesWondrous item
Dragon SlayerWeaponany sword
Elven ChainArmorchain shirt
Feather TokenWondrous item
Figurine of Wondrous PowerWondrous item
Flame TongueWeaponany sword
Folding BoatWondrous item
Gem of SeeingWondrous item
Giant SlayerWeaponany axe or sword
Glamoured Studded LeatherArmorstudded leather
Handy HaversackWondrous item
Helm of TeleportationWondrous item
Horn of BlastingWondrous item
Horn of ValhallaWondrous item
Horseshoes of SpeedWondrous item
Instant FortressWondrous item
Ioun StoneWondrous item
Iron Bands of BindingWondrous item
Mace of DisruptionWeaponmace
Mace of SmitingWeaponmace
Mace of TerrorWeaponmace
Mantle of Spell ResistanceWondrous item
Necklace of FireballsWondrous item
Necklace of Prayer BeadsWondrous item
Oil of EtherealnessPotion
Periapt of Proof against PoisonWondrous item
Portable HoleWondrous item
Potion of ClairvoyancePotion
Potion of DiminutionPotion
Potion of Gaseous FormPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of HeroismPotion
Potion of Mind ReadingPotion
Ring of Animal InfluenceRing
Ring of EvasionRing
Ring of Feather FallingRing
Ring of Free ActionRing
Ring of ProtectionRing
Ring of ResistanceRing
Ring of Spell StoringRing
Ring of X-ray VisionRing
Ring of the RamRing
Robe of EyesWondrous item
Rod of RulershipRod
Rope of EntanglementWondrous item
Shield, +1, +2, or +3Armorshield
Shield of Missile AttractionArmorshield
Spell ScrollScroll
Staff of CharmingStaff
Staff of HealingStaff
Staff of Swarming InsectsStaff
Staff of WitheringStaff
Staff of the WoodlandsStaff
Stone of Controlling Earth ElementalsWondrous item
Sun BladeWeaponlongsword
Sword of Life StealingWeaponany sword
Sword of WoundingWeaponany sword
Vicious WeaponWeaponany
Wand of BindingWand
Wand of Enemy DetectionWand
Wand of FearWand
Wand of FireballsWand
Wand of Lightning BoltsWand
Wand of ParalysisWand
Wand of WonderWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Wings of FlyingWondrous item
Very Rare
ItemTypeSubtype
Ammunition, +1, +2, or +3Weaponany ammunition
Amulet of the PlanesWondrous item
Animated ShieldArmorshield
Armor, +1, +2, or +3Armorlight, medium, or heavy
Arrow of SlayingWeaponarrow
Bag of DevouringWondrous item
Belt of Giant StrengthWondrous item
Candle of InvocationWondrous item
Carpet of FlyingWondrous item
Cloak of ArachnidaWondrous item
Crystal BallWondrous item
Dancing SwordWeaponany sword
Demon ArmorArmorplate
Dragon Scale MailArmorscale mail
Dwarven PlateArmorplate
Dwarven ThrowerWeaponwarhammer
Efreeti BottleWondrous item
Figurine of Wondrous PowerWondrous item
Frost BrandWeaponany sword
Helm of BrillianceWondrous item
Horn of ValhallaWondrous item
Horseshoes of a ZephyrWondrous item
Ioun StoneWondrous item
Manual of Bodily HealthWondrous item
Manual of Gainful ExerciseWondrous item
Manual of GolemsWondrous item
Manual of Quickness of ActionWondrous item
Marvelous PigmentsWondrous item
Mirror of Life TrappingWondrous item
Nine Lives StealerWeaponany sword
OathbowWeaponlongbow
Oil of SharpnessPotion
Potion of FlyingPotion
Potion of Giant StrengthPotion
Potion of Healing (Magic Item)Potion
Potion of InvisibilityPotion
Potion of SpeedPotion
Potion of VitalityPotion
Ring of RegenerationRing
Ring of Shooting StarsRing
Ring of TelekinesisRing
Robe of Scintillating ColorsWondrous item
Robe of StarsWondrous item
Rod of AbsorptionRod
Rod of AlertnessRod
Rod of SecurityRod
Scimitar of SpeedWeaponscimitar
Shield, +1, +2, or +3Armorshield
Spell ScrollScroll
Spellguard ShieldArmorshield
Staff of FireStaff
Staff of FrostStaff
Staff of PowerStaff
Staff of StrikingStaff
Staff of Thunder and LightningStaff
Sword of SharpnessWeaponany sword that deals slashing damage
Tome of Clear ThoughtWondrous item
Tome of Leadership and InfluenceWondrous item
Tome of UnderstandingWondrous item
Wand of PolymorphWand
Wand of the War Mage, +1, +2, or +3Wand
Weapon, +1, +2, or +3Weaponany
Legendary
ItemTypeSubtype
Apparatus of the CrabWondrous item
Armor, +1, +2, or +3Armorlight, medium, or heavy
Armor of InvulnerabilityArmorplate
Belt of Giant StrengthWondrous item
Crystal BallWondrous item
Cubic GateWondrous item
Deck of Many ThingsWondrous item
DefenderWeaponany sword
Hammer of ThunderboltsWeaponmaul
Holy AvengerWeaponany sword
Horn of ValhallaWondrous item
Ioun StoneWondrous item
Iron FlaskWondrous item
Luck BladeWeaponany sword
Plate Armor of EtherealnessArmorplate
Potion of Giant StrengthPotion
Ring of Djinni SummoningRing
Ring of Elemental CommandRing
Ring of InvisibilityRing
Ring of Spell TurningRing
Ring of Three WishesRing
Robe of the ArchmagiWondrous item
Rod of Lordly MightRod
Scarab of ProtectionWondrous item
Sovereign GlueWondrous item
Spell ScrollScroll
Sphere of AnnihilationWondrous item
Staff of the MagiStaff
Talisman of Pure GoodWondrous item
Talisman of Ultimate EvilWondrous item
Talisman of the SphereWondrous item
Universal SolventWondrous item
Vorpal SwordWeaponany sword that deals slashing damage
Well of Many WorldsWondrous item
Properties

Artifacts

ArtifactTypeSubtype
Orb of DragonkindWondrous item

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.

d100Communication
01-60The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90The item can speak, read, and understand one or more languages.
90-00The 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.

d4Senses
1Hearing and normal vision out to 30 feet.
2Hearing and normal vision out to 60 feet.
3Hearing and normal vision out to 120 feet.
4Hearing 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.

d100Alignmentd100Alignment
01-15Lawful good74-85Chaotic neutral
16-35Neutral good86-89Lawful evil
36-50Chaotic good90-96Neutral evil
51-63Lawful neutral97-00Chaotic evil
64-73Neutral

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.

d10Purpose
1Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5Templar: The item seeks to defend the servants and interests of a particular deity.
6Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10Creator 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.

Minor Magical Properties 5e Dmg Free

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.

Minor Magical Properties 5e Dmg 3

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