Common Magic Items

Amulet Against Drowning

Apparel (neckwear), common

This amulet, carved from wood and inlaid with very light stone, has 3 charges. While wearing it, you can expend a charge as a reaction, gaining the ability to breath underwater for 1 minute.

The amulet regains all expended charges daily at dawn.

Armband of Escape

Apparel (bracers), common (requires attunement)

This armband has 3 charges. When a creature makes an opportunity attack against you, you can expend a charge to force the attack to miss (no action required by you).

The armband regains all expended charges daily at dawn.

Azer Hammer

Weapon (light hammer, mace, maul, or warhammer), common (attunement optional)

When this hammer strikes wood or another flammable object, the object immediately catches on fire. Whenever you make a check using smith's tools, you can use the hammer to add a d4 to the result of the check.

While attuned to the weapon, you can choose to deal an additional 1d4 fire damage when you hit a creature. You can't use this property again until one hour has elapsed.

Brawler's Gauntlets

Apparel (bracers), uncommon

These gauntlets possess a set of rear facing hooks above the hand. While these gauntlets are tightly tied to your arms you gain a 1d4 bonus whenever you attempt to start or maintain a grapple.

Brooch of Courtly Grace

Apparel (Brooch), uncommon (requires attunement)

This brooch is headed with a ruby, which twinkles like the eye of a gnome with a secret. If you use an action to make a check using Animal Handling, Deception, History, Insight, Performance, Persuasion, or with any instrument you can gain proficiency with the chosen skill or tool. You may choose to gain this bonus after making the roll, but before you know the result of the check.

Once you have used this feature, it cannot be used again until the next dawn.

Cat's Tail Belt

Apparel (Belt), common (requires attunement)

This belt is often made from a spotted or striped pelt and with the tail of a large cat sown partway up the strap. While wearing the belt any fall you take counts as 20 feet shorter for the purposes of determining fall damage.

Cliffbiter

Weapon (war pick, any axe), common

The end of this pick or axe digs deeply into stone and wood surfaces. When climbing, a creature wielding a cliffbiter counts as having a free hand, or as having two free hands if wielding the cliffbiter as a two handed weapon.


Circlet of Dragon's Breath

Wondrous item, uncommon (requires attunement)

When attuned to this circlet, you can use your action to exhale destructive energy. The draconic type of the circlet determines the size, shape, and damage type of the exhalation. When you use your breath weapon, each creature in the area of the exhalation must make a saving throw, the type of which is determined by the type of circlet.

The DC for this saving throw equals 8 + your Constitution modifier + your proficiency bonus. A creature takes 2d6 damage on a failed save and half as much damage on a success, or the damage dealt by your innate breath weapon.

This ability recharges either when your innate breath weapon does, or at dawn.

Dragon Circlet Elements
Dragon Damage Breath Weapon
Amythest Thunder 5' by 30' line (DEX save)
Black Acid 5 by 30 ft. line (Dex. save)
Blue Lightning 5 by 30 ft. line (Dex. save)
Brass Fire 5 by 30 ft. line (Dex. save)
Bronze Lightning 5 by 30 ft. line (Dex. save)
Copper Acid 5 by 30 ft. line (Dex. save)
Crystal Lightning 15' cone (CON save)
Emerald Thunder 15' cone (CON save)
Gold Fire 15 ft. cone (Dex. save)
Green Poison 15 ft. cone (Dex. save)
Obsidian Fire 15' cone (DEX save)
Red Fire 15 ft. cone (Dex. save)
Sapphire Thunder 15' cone (CON save)
Silver Cold 15 ft. cone (Dex. save)
Topaz Acid 15' cone (CON save)
White Cold 15 ft. cone (Dex. save)

Circlet of Sending

Apparel (headgear), common (requires attunement)

While attuned to this circlet, you can use action to mystically send a message of up to 25 words to a creature within 120 feet. Your words travel through materials, but 2 feet of rock, 2 inches of any metal other than lead, or a thin sheet of lead blocks you. The creature can then respond back with a message of 25 words itself, which only you hear.

Ditch Shovel

Wonderous item, common

You can push this shovel into loose material, such as earth, as an action, instantly excavating it and depositing it up to five feet away. This movement does not have enough force to cause damage.

Diver's Belt

Apparel (belt), common (requires attunement)

This belt has 3 charges, and is studded with an alternating pattern of heavy black stones and rough, white stones lighter than water. The belt itself does not float or sink, simply following the current if left in the water. While submerged in water, you can expend 1 charge as a bonus action, sinking downward or floating upward (your choice) by up to 40 feet.

This belt regains all charges daily at dawn.

Endless Caltrop Bag

Wonderous item, common

This metallic grey bag has 3 charges, and it regains 1d3 expended charges daily at dawn. You can expend 1 charge to pull 20 caltrops from the bag. The caltrops are magical and last for 1 day before turning to rusted powder. and being destroyed

Faerie Spindle

Wonderous item, common

Whenever you make a check using weaver's tools, you can use the spindle to add a d4 to the result of the check.

When you speak a command word, the spindle begins to draw fiber into thread for 1 hour or until you speak the command word again. Once the spindle has been used in this way for 2 hours, this property can’t be used again until the next dawn. This allows a creature to craft an additional 2 sp worth of items per day.

Fishtail Boat

Wonderous item, uncommon

This rowboat is built with the sturdy fins and broad tail of a large fish. When placed in water, the boat swims forward at a speed of 3 miles per hour, seeking to remain upright and at the surface through rough water. Rowing can turn, slow, and increase the speed of the boat.

The boat is an object that has 10 hit point, an Armor Class of 13, a swim speed of 30 feet, a Strength of 16 (+3), a Constitution of 10 (+0), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage.

Food Taster's Cloche

Wonderous item, uncommon (attunement optional)

This gleaming mithril serving dish is wrought to depict a knight slaying a green dragon, and is large enough to fit over a stuffed turkey or a boar's head. The Cloche has 3 charges. As an action, you can plunge the knight's articulated weapon into the dragon, expending 1 charge and casting the Purify Food and Drink spell on the contents as you do so.

While attuned to the cloche, the item telepathically informs you of any poisons or diseases present in the dish at the time the contents are purified.

Halfling Skipping Sling

Weapon (sling), common

This sling is made of exquisite cloth, and seems to adjust to better fit any stone or sling shot inserted into it. If you are proficient with a sling, you can skip stones off of one creature and at a second creature with a single attack. On a hit with this weapon, you can make an additional attack roll against a second creature within 10 feet of the first, dealing 1d4 bludgeoning damage on a hit.

Hammer of the Twilight Forest

Weapon (light hammer, mace, maul, or warhammer), common

While holding this weapon you can use an action to have a cloud of fireflies crawl from inside. These fireflies are magical in nature, can neither deal damage nor take damage, and last as long as you maintain concentration (as if concentrating on a spell). As the fireflies exit your weapon, they spread out, they spread out into a cloud with a 10 foot radius. The fireflies create bright light within a 5 foot radius of the sphere's center, and dim light for an additional 5 feet.

As a bonus action, you can direct the fireflies to fly up to 30 feet to a point that you can see and is within 120 feet of you. The fireflies wink out if they are ever more than 120 feet from you.

Heating Blowpipe

Weapon (blowgun), uncommon

One end of this blowpipe is marked with a ring of bright red; the other with a ring of bright blue. Anything passing through the pipe is heated or cooled based on the direction is passes, allowing glass to be heating as it is worked without burning the user. Whenever you make a check using glassblower's tools, you can use the pipe to add a d4 to the result of the check.

When using the pipe as a weapon, you can choose to deal an additional 1d4 fire or cold damage when you hit a creature.

Huntsman's Falcon

Wonderous item, uncommon (requires attunement)

This tiny mechanical model of a falcon twists its head, threatening to bite and claw at anyone not attuned to it. When you speak the falcon's command word aloud and describe a creature or type of creature, it takes flight, soaring high into the air and returning 1 hour later. While standing on your finger, the model will point its head in the direction of where it saw the nearest creature to match the description given to it.

The falcon is an object that has 1 hit point, an Armor Class of 13, a flying speed of 60 feet, a Dexterity and Wisdom of 16 (+3), and a score of 1 (−5) in all other abilities, and it is immune to poison and psychic damage. The falcon can magically sense your location, and waits for you in the nearest available location if it is unable to reach you.

Letter of Secrets

Wonderous item, common

When you seal this parchment you can designate any creatures to whom the writing will appear normal, written in your hand, and convey whatever meaning you intended when you wrote the text. To all others, the writing will appear as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know.

Should a creature cast dispel magic on the letter, it becomes a nonmagical parchment and all creatures can see your original message, in your hand and the original language.

A creature with truesight can read the hidden message.

Letters of Secrets usually come in small, flat boxes containing 1d6 + 3 sheets of the parchment.

Master's Whetstone

Wonderous item, uncommon

This magical whetstone has 3 charges. As an action, you can expend a charge to sharpen a melee slashing or piercing weapon on your person. You gain advantage on your next attack roll you make using the sharpened weapon within the next minute.

The whetstone regains all expended charges daily at dawn.

Meteoric Dagger

Weapon (dagger), uncommon

You have a +1 bonus to attack and damage rolls made with this magic dagger.

This dagger has 3 charges. When throwing the dagger, you can expend 1 of its charges to engulf the dagger in magical green flames and deals an additional 1d4 fire damage on a hit. When it is thrown, the dagger returns to your hand after making the attack. returns to your hand after making the attack.

The dagger regains all expended charges daily at dawn.

Pearl of the Magic Merchant

Apparel (neckwear), uncommon

The pearl on the end of this necklace has 3 charges, and it regains 1d3 expended charges daily at dawn. You can use an action and expend 1 charge to cast the identify spell from it.

Robes of the Guru

Apparel (outfit), uncommon

These loose robes come with a sash to tie in place, and the fine fabric is difficult to grip. Most are decorated the icons of a particular monastery or place of martial learning. While you wear these robes, you add 1d4 to all checks and saving throws made to avoid being restrained or grappled, as well as on check to escape a grapple.


Sacramental Basin

Wonderous item, common (attunement by a cleric or paladin optional)

This ornately wrought basin has 3 charges and the outer surface depicts important events tied to a particular deity. When filled with water, a creature can expend 1 charge to cast the Ceremony spell using the basin. The basin regains 1d3 charges daily at dawn.

While attuned to the basin, you can expend a spell slot of 2nd level or higher and spend 8 hours tracing magical pathways through the metal (as if casting a spell). At the end of the duration, you can touch the basin, replacing the reliefs on the sides and rededicating it to a deity of your choice.

Scroll of the Beloved Companion

Scroll, uncommon

This scroll bears the mark of a druid and a child. By using an action to read the scroll or spin it quickly, you can cast the resurrection spell.. You must target a CR 0 beast, or nothing happens and the scroll is wasted.

Shortbow of Bird Command

Weapon (shortbow), uncommon (requires attunement)

This shortbow 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 flying speed. The shortbow regains 1d3 expended charges daily at dawn.

Proficiency with a shortbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.

Slaver's Net

Weapon (net), common

Any creature that is restrained by this net and has zero hit points at the start of its turn automatically becomes stable, before making a death saving throw. Any creature stabilized in this manner only regains 1 hit point after 4d4 hours.

Springtime Brooch

Apparel (brooch), common (attunement optional)

1 minute after dawn, this brooch sprouts a fresh flower, which remains in full bloom until the next dawn, upon which the flower wilts away into nothing. If you are attuned to the brooch, you can cause the flower to wilt early as a bonus action, upon which a new flower of your choice will grow over 1 minute.

Staff of the Geyser

Staff, uncommon (attunement optional)

This blue tinged staff is topped with the twisting carving of a geyser dragon. You can strike the staff against a surface as an action, causing a scalding hot geyser to erupt from the surface in a 15 foot cone in a direction of your choice. Creatures caught within the geyser must make a DC 13 Dexterity saving throw, taking 3d8 fire damage on a failed save or half as much on a success. Being underwater doesn't grant resistance against this damage. Once a creature has used this property, it doesn't function again until the next dawn.

While attuned to the staff, you can cause steam, mist, and fog within a 10 foot cube originating from yourself to move at your command, creating or removing obscurement and shapes of your choosing. Once you have arranged the fog it moves again naturally from its new location.

Treefeller Saw

Weapon (club, greatclub), common

This large saw has a long, wide blade for quickly felling trees, and deals slashing damage, rather than the usual damage for a weapon of its type. Whenever you make a check using woodworker's tools, you can use the saw to add a d4 to the result of the check.

When you hit a wooden object or plant creature with this weapon, the object or creature takes an extra 1d6 damage. For the purpose of this weapon, "plant" refers to any creature with the plant type, including kelpies and vegepygmies.

Tripwire Alarm

Wonderous item, common (require attunement)

This metal frame contains many spinning gears of varying size and construction, which can be charged with the spin of a key as an action. For one minute after the alarm is charged, it magically sets off a ringing noise the first time you encounter a trap, pit, unstable ground, or other natural hazard, warning you on the danger and granting you a 1d4 bonus to your AC or saving throw against the trap.

Once used, the alarm cannot be charged again for one hour.

Wand of Billows

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to create one of the following effects:

  • You instantaneously cause an unlocked door or window to fly open or slam shut.
  • You blow up leaves, sand, or other loose materials from the ground in a five foot cube within 30 feet, which lightly obscures the space until the start of your next turn.
  • You push an object within 30 feet and weighing no more than 10 pounds up to 10 feet.
  • You cause clothing, leaves, or other loose material to ripple in a 10 foot cube within 30 feet.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of darkfire.


Wand of Darkfire

Wand, common

This wand has 3 charges. While holding it, you can use an action to cause the wand to glow purplish from the tip for 1 minute. White colored objects, such as silk, bleached cotton, and cave fishers, within a 30 foot cone glow as if in dim light for the duration, even if their surroundings remain in complete darkness.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of loam.

Wand of Drizzles

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to create a light rain. Instantly, water falls as rain in a 20-foot cube within range, extinguishing exposed flames in the area and leaving surfaces covered in light raindrops.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of billows.

Wand of Loam

Wand, common

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to create a fresh fruit or vegetable of any variety you're familiar with, weighing up to 1 pound. Whatever its size the vegetable is tasty, although no more nutritious than a natural plant of its type.

The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand transforms into a wand of drizzles.