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Zendrick’s

Common Magic Items

100 New Common Magic Items for


Dungeons & Dragons 5th Edition
by ERIC DEVEY

With help from Mark Wahl and Maria Baron


Item Illustrations by Juan Pineda

Brown Cover by Dave Zajac


Old Paper Background by Cole Twogood
Treasure Chest and Calligraphic Border artwork created by Freepik
All other graphics and artwork courtesy of OnlyGFX.com

V1.1 – Updated 9/30/19

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, the dragon ampersand, Player’s Handbook, Monster Manual, Dungeon Master’s Guide, D&D Adventurers
League, all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries. All characters and their distinctive
likenesses are property of Wizards of the Coast. This material is protected under the copyright laws of the United States of America. Any reproduction or unauthorized use of the material or
artwork contained herein is prohibited without the express written permission of Wizards of the Coast.

©2016 Wizards of the Coast LLC, PO Box 707, Renton, WA 98057-0707, USA. Manufactured by Hasbro SA, Rue Emile-Boéchat 31, 2800 Delémont, CH. Represented by Hasbro Europe, 4
The Square, Stockley Park, Uxbridge, Middlesex, UB11 1ET, UK

All other original material in this work is copyright 2018 by Eric Devey and published under the Community Content Agreement for Dungeon Masters Guild.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 1
Introduction
“I know of a certain beholder who likes to think he holds
the market when it comes to arcana. A ‘Guide to
Everything’? I don’t see a single word on the topic of
interplanar travel or the effects of wyrmroot on the mind of
a young dragon. How can a creature who sees the world
through a crystal ball possibly know everything? Luckily,
you have me to fill in the gaps.”

– High Wizard Zendrick, to the Neverwinter Academy


graduating class of 1352 DR.

A Search for Knowledge


Zendrick was once a bright-eyed young elf, taken with the
idea of saving villages and plundering the dark depths of a
dragon’s lair. When he came of age, he joined up with an
adventuring party and set out. During the years he spent
exploring the world, he learned secrets that couldn’t be
found in any library on Faerûn.
Realizing his death would mean the end of that
knowledge, Zendrick settled down in Neverwinter and
taught at the Neverwinter Academy. During the
graduation ceremony in1372 DR, the academy was
attacked. When Zendrick ran out of spells to sling, and he
was cornered by his would-be assassins, a spark of magic
ignited within Zendrick. With a flash of blue light, he
found himself transported to an entirely different world.
Zendrick had been given a gift. He had the ability to
travel to worlds that couldn’t be reached by conventional
magic. With endless new worlds to explore, Zendrick set
out on a new search for knowledge.
Within this supplement, you’ll find some of the cool
and strange enchanted items that Zendrick encountered
during his days as an adventurer. Some, he found in a
forgotten desert tomb or an underwater city. Some, he
enchanted himself. But each one is ready for a new owner.

From the Author


If you’re like me, then you have a love for magic items as
strong as a dragon’s love for gold. The items in Xanathar’s
Guide to Everything are unique, silly, and useful if you
know how to get creative. However, it only contained 45
new items, and I wanted more. So, I took it upon myself to
design…a few more.
So, without further ado, I bring to you 100 new common
magic items to use in your campaign. They’ve been
reworked and revised, so these new items can be given
freely as rewards to your players without unbalancing your
carefully crafted world.
Hopefully, your players love them as much as I do.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 2
Random Magic Items 53
54
55
Inked bracers
Joy glove
Key of the keeper
This table can be used to randomly generate common 56 Leash of lashing
magic items from Zendrick’s collection. 57 Lighthouse lantern
58 Lipstick of the fickle
d100 Magic Item 59 Map of destination
1 Alarming hourglass 60 Map of location
2 Alchemist’s loupe 61 Map of revelation
3 Angelic cuirass 62 Mask of the monster
4 Antisocial armor 63 Miniature mimic
5 Arcane locket 64 Mug of clear water
6 Artisanal hammer 65 Nail paints of marking
7 Beetle buzzer 66 Parchment of imitation
8 Berry of the birdwatcher 67 Pearl of illusions
9 Big boy pants 68 Perpetual ink pen
10 Blade of breezes 69 Pidgeon pointer
11 Blade of embers 70 Pop-up tent
12 Blade of frost 71 Pot of purity
13 Blade of stone 72 Prismatic paint
14 Bloodied robes 73 Retuning fork
15 Boots of firm footing 74 Ring of the hunter
16 Bouquet of the grave 75 Ring of the tiger
17 Bracelets of captivity 76 Sarong of drying
18 Breath mint of mimicry 77 Shadow dagger
19 Brooch of buoyancy 78 Singing sword
20 Carpal candle 79 Sleep-tight bathing salts
21 Chain of command 80 Slithering hook
22 Chain of expansion 81 Smuggler’s chair
23 Chained lantern 82 Spectacles of recollection
24 Chalice of incense 83 Staff of moons
25 Chameleon candy 84 Staff of spores
26 Cloak of stiffness 85 Stellar spectacles
27 Collapsible ladder 86 Still-beating heart
28 Concealable cutlery 87 Sword of devotion
29 Conch of the merfolk 88 Thieves’ blade
30 Cozy scarf 89 Tippity tap shoes
31 Dagger of the nightwalker 90 True-seeking dart
32 Demonic cuirass 91 Un-breakable teapot
33 Duplikey 92 Unending scroll
34 Dust of luminescence 93 Wand of bubbles
35 Eavesdropper’s earrings 94 Wand of colors
36 Gibbering skull 95 Wand of subtitles
37 Glasses of far sight 96 Wand of swaying
38 Glove of holding 97 Wand of the magician
39 Gloves of the arsonist 98 Wax seal of protection
40 Hair pin of sight 99 Whistle of the stallion
41 Hair pin of the student 00 Wind-up beacon
42 Hand mirror of retrospection
43 Hat of circling birds
44 Hat of gloom
45 Hat of many forms
46 Hat of rain bane
47 Hat of the horseman
48 Helm of scholarship
49 Heward’s handy coin vault
50 Heward’s handy sandbag
51 Holy greatsword
52 Hood of the elderly

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 3
Magic Items Antisocial Armor

Alarming Hourglass
Wondrous item, common (requires attunement)
This sand-filled hourglass has a dial at the top with
settings between 1 minute and 1 hour. You can use an
action to set the time and turn over the hourglass. A
mental alarm alerts you with a ping in your mind if you are
within 1 mile of the hourglass when the time runs out.

Alchemist’s Loupe
Wondrous item, common
This small jeweler’s eyepiece has 3 charges. While looking
through it, you can use an action to expend one of its Beetle Buzzer
charges and detect transmutation magic for 10 minutes. Wondrous item, common
While this effect is active, objects affected by This small metal beetle has spindly legs and a wind-up key
transmutation magic are outlined in a faint aura when on its back. While holding the beetle, you can use an action
viewed through the loupe. to wind it up and set it down. When you do so, the beetle
The loupe regains 1d3 charged daily at dawn. walks 30 feet in the direction it was pointing when
activated and emits loud noises for 1 minute, audible from
Angelic Cuirass as far away as 300 feet.
Armor (light, medium, or heavy), common
While wearing this armor, you can use an action to cause Berry of the Birdwatcher
two incorporeal feathered wings to sprout from your back Wondrous item, common
for 1 hour or until you use an action to end this effect. You can use an action to hold this berry out to a bird you
Once you have used this property, it can’t be used again can see within 30 feet of you. If the bird is willing, it can
until the next dawn. eat the berry and become your eyes and ears for 10
minutes or until you use an action to shake your head and
Antisocial Armor end this effect. During this time, you are deaf and blind in
Armor (light, medium, or heavy), common your own senses.
While wearing this armor, you can use an action to cause While the bird is within 100 feet of you, you can
threatening spikes to protrude from the breastplate. At the telepathically communicate with it, telling it where to go
end of your turn, if you are being grappled by another and what to do.
creature, that creature takes 1 piercing damage. You can
use an action to cause the spikes to retract. Big Boy Pants
Wondrous item, common
Arcane Locket While wearing these pants, you can speak a command
Wondrous item, common word as an action to make your appearance double in all
While holding this locket, you can speak its command dimensions for 10 minutes. This change is illusory, and
word as a bonus action to cause it to open. A creature can your new form has no substance.
attempt to open the locket without speaking the command A creature that uses its action to examine your form can
word by using an action to make a DC 18 Strength check. determine that it is an illusion with a successful DC 12
On a success, the locket breaks open and becomes Intelligence (Investigation) check.
nonmagical. Once you have used this property, it can’t be used again
until the next dawn.
Artisanal Hammer
Weapon (any hammer), common Blade of Breezes
This hammer has 2 charges. While holding it, you can use Weapon (any dagger or sword), common (requires
an action to expend a charge and cast the mending spell attunement)
from it. The hammer regains all expended charges daily at This weapon has 2 charges. While holding it, you can use
dawn. an action to expend a charge and cast the gust spell (save

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 4
DC 11). The weapon regains all expended charges daily at
dawn.
Blade of Embers
Blade of Embers
Weapon (any dagger or sword), common (requires
attunement)
This weapon has 2 charges. While holding it, you can use
an action to expend a charge and cast the fire bolt spell.
You make the spell’s attack with an attack bonus of +3.
The weapon regains all expended charges daily at dawn.

Blade of Frost
Weapon (any dagger or sword), common (requires
attunement)
This weapon has 2 charges. While holding it, you can use
an action to expend a charge and cast the ray of frost spell
Bracelets of Captivity
Wondrous item, common
(save DC 11). The weapon regains all expended charges
daily at dawn. While holding these bracelets, you can use an action to
speak a command word and turn them into a set of
Blade of Stone manacles. Speaking a second command word as an action
Weapon (any dagger or sword), common (requires turns the manacles back into a pair of bracelets.
attunement) You can use an action to change the command words.
This weapon has 2 charges. While holding it, you can use Doing so requires you to touch the bracelets together,
an action to expend a charge and cast the mold earth spell. followed by speaking the two new command words.
The weapon regains all expended charges daily at dawn.
Breath Mint of Mimicry
Bloodied Robes Wondrous item, common
Wondrous item, common While sucking on this breath mint, you can mimic the
While wearing these white robes, if your hit points drop speech of another person for 1 hour. You must have heard
below half your maximum (rounded down), dark red the person speaking for at least 1 minute.
splotches appear across the fabric. This effect lasts until
your hit points rise above half your maximum. You can use
Brooch of Buoyancy
Wondrous item, common
a bonus action to suppress the effect for 1 hour.
While wearing this brooch underwater, you can use a
Boots of Firm Footing bonus action to twist it and cause it to become a large air
Wondrous item, common bladder. The bladder brings you to the surface at a rate of
While wearing these boots, you can’t be pushed by 60 feet per round. The air bladder turns back into a brooch
nonmagical moving water while you have at least one foot when you reach the surface, or when you use a bonus
on the ground. action to pop it and end the effect.

Bouquet of the Grave Carpal Candle


Wondrous item, common Wondrous item, common
If you place this bouquet of flowers over the buried body of This candle is affixed to the skeletal hand of a dead
a dead creature and leave it there for 24 hours, the necromancer. You can use an action to light the candle.
bouquet becomes magically linked to the body. If the body The candle sheds bright light in a 5-foot radius, and dim
is moved, the creature becomes undead, or the creature is light for an additional 5 feet. The light lasts 1 hour and is
returned to life, the flowers instantly wither away, and the only visible to you.
bouquet becomes nonmagical. Once you have used this property, it can’t be used again
If dispel magic is cast on the body, the effect ends, and until the next dawn.
the bouquet becomes nonmagical, wilting as normal.
Chain of Command
Wondrous item, common (requires attunement)
While holding this short length of chain, you can use an
action to cast the animal friendship spell (save DC 13). If

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 5
the creature fails its save and its size is larger than yours,
you can mount the creature. The chain becomes a bridle
that extends to fit the mouth of the creature and mounting
Concealable Cutlery
it doesn’t cost you any movement.
Once you have used this property, it can’t be used again
until you finish a long rest.

Chain of Expansion
Wondrous item, common
While holding this simple silver necklace, you can speak
its command word as an action to cause it to turn into a
10-foot chain. You can speak the command word again to
turn the chain back into a necklace.

Chained Lantern
Wondrous item, common Collapsible Ladder
Wondrous item, common
This hooded lantern is affixed to the end of a 10-foot chain.
While lit, it burns for 6 hours on 1 pint of oil, shedding While holding this 5-foot ladder, you can use an action to
bright light in a 30-foot radius and dim light for an speak a command word and cause it to become up to 10
additional 30 feet. You can use an action to lower the feet long. The ladder can only elongate as far as the
hood, reducing the light to dim light in a 5-foot radius. surrounding space allows. You can speak a second
If you hold one end of the chain and use an action to command word as an action to cause the ladder to revert
speak the command word, the chain animates. As a bonus to 5 feet long.
action, you can command the other end to move toward a
Concealable Cutlery
destination you choose or cause the chain to stiffen and
Wondrous item, common
move with you.
This item appears to be a piece of simple silver cutlery,
Chalice of Incense stored in a leather case. Different types of concealable
Wondrous item, common cutlery exist, each with a different effect. The DM chooses
This chalice has six buttons around the base. You can use the kind of cutlery or determines it randomly.
an action to press one of the buttons and cause the chalice d100 Type d100 Type
to produce fragrant smoke. You can choose between 01–20 Butter Knife 51–65 Soup Spoon
vanilla, jasmine, lavender, frankincense, sandalwood, and 21–40 Dessert Fork 66–80 Steak Knife
cinnamon. The scent fills a 30-foot radius, originating from 41–50 Salad Fork 81–00 Tea Spoon
the chalice.
You can use an action to press the button again and Butter Knife. While you are holding the butter knife, you
cause the chalice to stop producing smoke. can speak its command word as a bonus action to cause it
to turn into a torch for 1 hour or until you use an action to
Chameleon Candy return it to its case and end this effect. Once you have used
Wondrous item, common this property, it can’t be used again until the next dawn.
This small leather pouch contains 3 pieces of hard candy. Dessert Fork. While you are holding the dessert fork,
When eaten by a creature, the candy tastes like that you can speak its command word as a bonus action to
creature’s favorite food. The candy disappears 1 hour after cause it to turn into a crowbar for 1 hour or until you use
being removed from the pouch. an action to return it to its case and end this effect. Once
The pouch replaces any candy that has been removed you have used this property, it can’t be used again until the
from it daily at dawn. next dawn.
Salad Fork. While you are holding the salad fork, you
Cloak of Stiffness can speak its command word as a bonus action to cause it
Wondrous item, common to turn into a trident for 1 hour or until you use an action
While you wear this cloak, it does not billow in the wind. to return it to its case and end this effect. Once you have
used this property, it can’t be used again until the next
dawn.
Soup Spoon. While you are holding the soup spoon, you
can speak its command word as a bonus action to cause it

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 6
to turn into a shield for 1 hour or until you use an action to
return it to its case and end this effect. Once you have used
this property, it can’t be used again until the next dawn.
Steak Knife. While you are holding the steak knife, you
can speak its command word as a bonus action to cause it
to turn into a longsword for 1 hour or until you use an
action to return it to its case and end this effect. Once you
have used this property, it can’t be used again until the
next dawn.
Tea Spoon. While you are holding the tea spoon, you
can speak its command word as a bonus action to cause it Gibbering Skull
to turn into a shovel for 1 hour or until you use an action to
return it to its case and end this effect. Once you have used
this property, it can’t be used again until the next dawn.

Concealable cutlery can be found individually or in Demonic Cuirass


complete sets. A utility set contains a butter knife, a Armor (light, medium, or heavy), common
dessert fork, and a tea spoon. A warfare set contains a While wearing this armor, you can use an action to cause
salad fork, a soup spoon, and a steak knife. two incorporeal skeletal wings to sprout from your back
for 1 hour or until you use an action to end this effect.
Conch of the Merfolk Once you have used this property, it can’t be used again
Wondrous item, common until the next dawn.
You can use an action to hold this conch to your ear and
gain the ability to understand and speak with fish for 10 Duplikey
minutes. You learn about the fish's experiences over the Wondrous item, common
last day, as well as local places and creatures. While holding this sturdy brass key, you can use an action
If your DM allows, the fish may also complete a small to tap it against another key and cause the duplikey to
task for you, if you can successfully convince it to do so. become an identical copy of it. Once you have used this
Once you have used this property, it can’t be used again property, the duplikey becomes nonmagical.
until the next dawn.
Dust of Luminescence
Cozy Scarf Wondrous item, common
Wondrous item, common This small packet contains 3 pinches of glowing dust. You
While wearing this scarf, you have advantage on can use an action to take a pinch of dust and sprinkle it in
Constitution saving throws made to resist the effects of a cup of water, causing it to glow with golden light for 1
cold weather. hour. The water emits bright light in a 5-foot radius and
dim light for an additional 5 feet.
Dagger of the Nightwalker If you drink the water before it stops glowing, your body
Weapon (dagger), common glows with the same golden light for the remainder of the
This ebony dagger doesn’t make noise when it hits or cuts hour, emitting bright light in a 10-foot radius and dim light
something. for an additional 10 feet.

Defiant Dominoes Eavesdropper’s Earrings


Wondrous item, common Wondrous item, common
This set of dominoes comes with one-hundred white While wearing these earrings, you have advantage on
pieces and one black piece. The dominoes can be placed Wisdom (Perception) checks made to overhear
on any surface, even vertical walls and ceilings, and will conversations held within 30 feet of you.
stay upright until removed or knocked over by another
domino. Gibbering Skull
You can speak the set’s command word as an action to Wondrous item, common
cause the black piece to fall over, triggering a chain This human skull has two crystal eyes, one red and one
reaction that knocks over any dominoes arranged in a row. blue. While holding the skull, you can use an action to
press the red eye and cause the skull to remember
everything it heard in the last minute.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 7
Thereafter, you can use an action to press the blue eye
and cause it to repeat everything it heard in that minute,
Hat of Circling Birds
mimicking the sounds it heard and the voices of any
creature that spoke.

Glasses of Far Sight


Wondrous item, common
While wearing these glasses, you can use an action to twist
a knob and cause everything seen through them to be
magnified to twice their size. You can use an action to
twist the knob again and end this effect.

Glove of Holding
Wondrous item, common
While wearing this glove, you can use an action to hold out
button and cause the mirror to replay everything it
your hand toward a humanoid you can see within 30 feet
captured.
of you. The target must succeed on a DC 10 Charisma
Once the events have played, the mirror forgets what it
saving throw. On a failure, the target is forced to shake
recorded.
your hand and is grappled for 1 minute. The target
automatically succeeds the saving throw if you are fighting Hat of Circling Birds
it, and the effect ends early if someone in your party harms Wondrous item, common (requires attunement)
it. When you drop to 0 hit points while wearing this hat, it
Once you have used this property, it can’t be used again conjures three small birds that chirp while circling your
until the next dawn. head. Each time you fail a death saving throw, one of the
birds disappears. If you are stabilized, the remaining birds
Gloves of the Arsonist
turn into flower blossoms and fall to the ground.
Wondrous item, common
While wearing these gloves, you can use a bonus action to Hat of Gloom
snap your fingers and cause a 3-inch jet of flame to shoot Wondrous item, common
out from your thumb. The flame sheds bright light in a 10- While wearing this hat, you can use a bonus action to
foot radius and dim light for an additional 10 feet. cause it to summon a small illusory raincloud above your
The flame can ignite combustible materials and persists head for 1 minute. The illusion creates the image and
until you use your action to snap your fingers and end this sound of pouring rain, accompanied by thunder and
effect. lightning.
Hair Pin of Sight Hat of Many Forms
Wondrous item, common (requires attunement) Wondrous item, common
This silver hair pin has a bright sapphire eye set into its While wearing this hat, you can use a bonus action to
center. While holding it, you can use an action to see change the style, color, and apparent quality of the
through the eye until you move more than 10 feet away material. The weight of the hat doesn’t change and when
from the hair pin or you use an action to end this effect. removed, the hat becomes a plain, brown cap.
Hair Pin of the Student Hat of Rain Bane
Wondrous item, common (requires attunement) Wondrous item, common
This hair pin has a bronze peacock at the head. While While wearing this hat, falling rain is repelled in a 5-foot
wearing it, you are proficient with improvised weapons radius, centered on yourself. Water on the ground is not
and quarterstaffs. affected, and the hat cannot repel snow, hail, or torrential
rain.
Hand Mirror of Retrospection
Wondrous item, common Hat of the Horseman
While holding this silver hand mirror, you can use a bonus Wondrous item, common
action to press a button on its side to cause it to record While wearing this brightly colored hat, you can speak its
everything reflected on its surface for the next minute. command word as an action and cause both the hat and
Thereafter, you can use a bonus action to press a second

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 8
your head to become invisible until the hat is removed. You
don’t gain any of the benefits from the invisible condition.

Helm of Scholarship
Wondrous item, common Heward’s Handy
While wearing this delicate metal helm, you gain the Coin Vault
following benefits:
 You can read twice as fast as normal. If you are a
wizard, this doesn’t affect the time you must spend to
copy a spell into your spellbook.
 You have advantage on Charisma (Persuasion)
checks to gain access to library archives.

Heward’s Handy Coin Vault


Wondrous item, common
Once you have used this property, it can’t be used again
This small, spring-loaded metal tube attaches to a belt.
until the next dawn.
The interior of the tube is an extradimensional space that
can hold a up to 500 total pieces of platinum, gold, Inked Bracers
electrum, silver, and copper coins. The vault weighs ½ Wondrous item, common
pound, regardless of its contents. When you wear these bracers, they become the color of
While wearing or holding the vault, you can use an action your skin and are indiscernible from the rest of your arms.
to speak an amount you wish to draw from the vault and While wearing them, you can use an action to cause
press the lever on its side. If the vault contains at least that tattoos to appear on their surface. You choose the
many coins, it dispenses them. appearance of the tattoos. When you remove the bracers,
Placing the coin vault inside an extradimensional space their surfaces are wiped clean.
created by a bag of holding, portable hole, or similar item
instantly destroys both items and opens a gate to the Joy Glove
Astral Plane. The gate originates where the one item was Wondrous item, common
placed inside the other. Any creature within 10 feet of the This leather glove has metal bands that circle the fingers
gate is sucked through it and deposited in a random and palm. The glove has 2 charges. While wearing it, you
location on the Astral Plane. The gate then closes. The can use an action to expend a charge and cast the
gate is one-way only and can’t be reopened. shocking grasp spell from it. You make the spell’s attack
with an attack bonus of +3. The glove regains all expended
Heward’s Handy Sandbag
charges daily at dawn.
Wondrous item, common
This small leather pouch appears empty, though sifting Key of the Keeper
sand can be heard from within when shaken. While Wondrous item, common
holding the sandbag, you can use an action to turn over the The teeth of this small brass key constantly change shape.
pouch and cause up to 1 pound of sand to pour from it. You can use an action to insert it into any lock and lock it.
Once a total of 1 pound of sand has been produced, the Once you have used the key, it can’t be used again until the
magic ceases to function until the next dawn. next dawn.

Holy Greatsword Leash of Lashing


Weapon (greatsword), common (requires attunement by a Wondrous item, common
paladin)
This item is composed of a set of two metal hooks. While
The blade of this sword appears to be a stained-glass the hooks are within 30 feet of one another, you can use an
depiction of sacred events. The sword can be used as a action to speak a command word and cause a rope made
spellcasting focus for your paladin spells. of light to appear, linking the hooks in the most direct
route. The rope has the same statistics as silk rope and
Hood of the Elderly
cannot change length once summoned.
Wondrous item, common
The rope lasts for 1 hour or until you use a sharp blade
While wearing this cloak, you can use an action to pull up to cut it.
the hood and magically appear as an elderly version of
yourself for 1 hour or until you lower the hood.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 9
Mask of the Monster
geography in a 10-mile radius appears in the middle of the
map. As you move, the map continues to fill out the area in
a 10-mile radius, centered on itself. The map has enough
space to fill a 100-mile square.

Mask of the Monster


Wondrous item, common
This mask resembles the face of a monstrous humanoid.
You can use an action to place the mask on your face and
take on the guise of the depicted monster as if you had cast
the disguise self spell (Investigation DC 10). The effect
ends early if you remove the mask. The DM chooses the
kind of mask or determines it randomly.

d100 Creature d100 Creature


Lighthouse Lantern 01–25 Drow 67–68 Medusa
Wondrous item, common 26–50 Goblin 69–93 Orc
When affixed to the mast of a ship, this lantern flashes red 51–58 Kobold 94–98 Vampire
when the ship comes within 120 feet of land or rocks that 59–66 Zombie 99–00 Werewolf
break the water’s surface. The lantern can be seen from 60
Once you have used the mask, it can’t be used again until
feet away but produces no light to see by.
the next dawn.
Lipstick of the Fickle Miniature Mimic
Wondrous item, common Wondrous item, common
This lipstick takes 1 minute to apply and lasts 24 hours.
This small chest can hold up to 1 cubic foot of material.
While wearing it, your lips change color once every hour.
You can use an action to speak a command word and
Roll a d6 and consult the chart.
cause the chest to open. If you attempt to open the chest
d6 Color d6 Color without first speaking the command word, the chest grows
1 Red 4 Green teeth and you must make a DC 13 Dexterity saving throw
2 Orange 5 Blue or take 1d4+1 piercing damage, as it attempts to bite your
3 Yellow 6 Violet hand.
Each stick has enough for 10 applications. Mug of Clear Water
Wondrous item, common
Map of Destination
Wondrous item, common Any nonmagical liquid poured into this cup is magically
transformed into clean water.
This map depicts the geography of a 100-mile square. You
can use an action to point at two spots on the map and Nail Paints of Marking
cause it to display the shortest, most direct physical route Wondrous item, common
between the points with a red line. The map then becomes
This small glass bottle contains enough paint for one
nonmagical, but the line remains.
application. Applying the paint takes 10 minutes and the
Map of Location paint lasts 10 days. While your nails are painted,
Wondrous item, common scratching them on any surface leaves behind a trail of
color that lasts for 24 hours.
This map depicts the geography of a 100-mile square. You
can use an action to speak a command word and have your Parchment of Imitation
current location appear on the map as a red dot that Wondrous item, common
persists for 1 minute. Once you have used this property, it
This item is a sheet of parchment with a magical sigil in
can’t be used again until the next dawn.
the center. You can use your action to press it against
Map of Revelation another sheet of parchment and speak a command word to
Wondrous item, common cause it to become an identical copy of that parchment. It
copies any writing and stains but doesn’t duplicate magical
This map initially appears to be a blank parchment, rolled
effects. Once you have used this property, the parchment
and sealed with wax. You can use an action to break the
of imitation becomes nonmagical.
seal and unroll the map. When you do so, the surrounding

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 10
Speaking the command word again causes the tent to
roll back into a bundle, provided that no creatures are
inside. Any objects inside the tent when it collapses are
Prismatic Paint
ejected and remain outside the tent as it folds.

Pot of Purity
Wondrous item, common
When you cook food in this large metal pot, it is purified as
if you had cast the purify food and drink spell.
Once the pot has purified enough food to feed six
creatures, its magic ceases to function until the next dawn.

Prismatic Paint
Wondrous item, common
This small pot holds 1 pint of paint. While holding the pot,
Pearl of Illusions you can use an action and speak the name of a color to
Wondrous item, common (requires attunement)
cause the paint inside to become that color.
This small bead is filled with swirling, purple smoke. You The pot refills with fresh paint daily at dawn.
can use an action to throw the bead at a point you can see
within 30 feet of you. When it hits a surface, you create the Retuning Fork
image of an object that is no larger than a 5-foot cube, Wondrous item, common
centered on the pearl. The image can't create any sensory While holding this tuning fork, you can use an action to tap
effects. Physical interaction with the image reveals it to be it against an instrument and cause it to be instantly tuned.
an illusion.
A creature can use its action to make a DC 10 Ring of the Hunter
Intelligence (Investigation) check on the illusion. If it Ring, common
discerns the illusion for what it is, the illusion becomes This ring has 3 charges. While wearing it, you can use an
faint to it. action to expend a charge conjure a translucent, purple
The image lasts for 1 hour, until you move more than 30 shortbow into your hand for 1 minute. The bow conjures a
feet away from the pearl, or until the pearl is picked up. nocked arrow when you draw the bowstring. The arrows
Once you have used the pearl, it can’t be used again until disappear when they strike something, or when the bow
you finish a long rest. disappears.
If you drop the bow, it disappears early. The ring regains
Perpetual Ink Pen all expended charges daily at dawn.
Wondrous item, common
This elegant quill pen magically supplies its own ink. You Ring of the Tiger
can use an action to speak the name of a color and cause Ring, common (requires attunement by a monk)
the ink in the pen to change color. While wearing this ring, you can use a bonus action to
conjure metal claws from your fist for 1 minute. Your
Pigeon Pointer unarmed strikes deal slashing damage for the duration,
Wondrous item, common and your attacks become magical if they aren’t already.
This small pigeon figurine can balance perfectly on its You can use a bonus action to end this effect early.
beak. While the pigeon is balanced on your finger, you can
speak its command word as an action to cause it to point Sarong of Drying
north until it is removed from your finger. Wondrous item, common
While wearing this sarong, your clothes remain dry even
Pop-up Tent while underwater.
Wondrous item, common
This object appears as a tightly rolled bundle of canvas Shadow Dagger
that measures 1 foot long and 6 inches in diameter. You Weapon (dagger), common
can speak its command word as an action to cause the When thrown, this curved obsidian dagger vanishes in a
bundle to unroll and assemble into a tent that sleeps up to puff of dark smoke, becoming invisible. When it strikes a
two medium creatures. surface, the dagger reappears in a puff of smoke,
becoming visible.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 11
Singing Sword
Weapon (rapier), common
This thin rapier can be used as the bow for a stringed
instrument, such as a fiddle or a viol. When you hit a Staff of Spores
creature with it, you can use a bonus action to cause it to
play music for 1 minute.

Sleep-tight Bathing Salts


Wondrous item, common
This small cloth pouch contains enough fragrant salt for a
single bath. You can use an action to sprinkle the salts into
a tub of hot water, consuming them. If you soak in the
water for 1 hour, the next long rest you begin within 1
hour only takes you 4 hours to finish. Only one creature
can benefit from this effect. Staff of Spores
Staff, common (requires attunement)
Slithering Hook
Wondrous item, common This staff has a large flower set into the top. While holding
the staff, you can use an action to cast the dancing lights
This grappling hook is affixed to a 60-foot-long silk rope.
spell from it at will. When you do this, the flower opens
When the hook is thrown, the rope animates to help affix
until the spell ends, revealing faintly luminescent petals.
the hook. You have advantage on Strength and Dexterity
checks made to throw the hook. Stellar Spectacles
Wondrous item, common
Smuggler’s Chair
Wondrous item, common When looking through these spectacles, the constellations
in the night sky are outlined in white lines. While wearing
This item appears to be a simple wooden chair, but close
the spectacles, you have advantage on Wisdom (Survival)
inspection reveals a hidden compartment when the seat is
checks to navigate using the stars.
lifted. The hidden compartment fills the space between the
chair legs and is concealed by an illusion that makes it Still-beating Heart
appear empty. The compartment has a volume of 1 cubic Wondrous item, common (requires attunement)
foot. This shrunken heart was taken from the body of a troll and
A creature that uses its action to examine the chair can imbued with dark magic. If you fail a death saving throw
determine that it is an illusion with a successful DC 13 while the heart is in your possession, it becomes a success
Investigation check. instead. Once you have used the heart, it crumbles into
Spectacles of Recollection ashes and is destroyed.
Wondrous item, common (requires attunement) Sword of Devotion
While wearing these glasses, you can use an action to Weapon (any sword), common
perfectly recall anything you have seen during a 5-minute This sword has a long, red tassel attached to the pommel.
period within the past month. When you unsheathe the sword, the tassel wraps around
Once you have used this property, it can’t be used again your forearm and you can’t be disarmed. When the sword
until you finish a long rest. is sheathed, the tassel falls limp and releases your arm.
Staff of Moons Thieves’ Blade
Staff, common (requires attunement) Weapon (dagger), common
This staff has a glowing orb set into the top that sheds While holding this dagger, you can speak its command
colored light, creating bright light in a 10-foot radius and word as an action to cause it to transform into a set of
dim light for an additional 10 feet. While holding it, you thieves’ tools, linked by a thin, silver chain. You can use an
can use a bonus action to change the color of the light. action to speak its command word again and cause it to
While holding the staff, you can also use an action to transform back into a dagger.
suppress the light of the staff or cause it to glow.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 12
Tippity Tap Shoes
Wondrous item, common
These pink shoes are made from fine silk and have white
laces tied in an intricate fashion. While wearing the shoes,
you have advantage on Charisma (Performance) checks
made to dance.

True-seeking Dart
Wondrous item, common (requires attunement)
You can use an action to throw this dart at a creature or
object you can see within 60 feet of you. The dart strikes
its target unerringly. If the target is a creature, it takes Wand of Bubbles
1d4+1 piercing damage and the dart becomes nonmagical.

Un-breakable Teapot can see within 30 feet of you to become the color of your
Wondrous item, common choice. The object must be no larger than a 5-foot cube.
This delicate porcelain teapot is painted with intricate This change lasts 1 hour.
flowers and gold leafing. If the teapot is broken, you can The wand regains 1d6 + 1 expended charges daily at
speak its command word as an action to cause the teapot dawn. If you expend the wand’s last charge, roll a d20. On
to magically repair itself. If any pieces are missing, the a 1, the wand erupts in a harmless, multicolored flash and
teapot is repaired with a hole where the piece used to be. is destroyed.

Unending Scroll Wand of Subtitles


Wondrous item, common (requires attunement) Wand, common
This scroll is mounted inside a folding scroll case. When This wand has 3 charges. While holding it, you can use an
opened, the scroll measures 1 foot across. The scroll is of action to expend one of its charges and cause subtitles to
infinite length and can be turned inside its case to reveal appear in front of a creature you can see within 30 feet of
more parchment. you for 10 minutes. Each wand can translate one language
If the scroll case is broken, the scroll crumbles into into Common. The DM chooses the kind of wand or
ashes and is destroyed. determines it randomly.

Wand of Bubbles d100 Language d100 Language


Wand, common 01–02 Abyssal 62–67 Goblin
03–04 Celestial 68–82 Halfling
This wand has 7 charges for the following properties. It
05–09 Draconic 83–84 Infernal
regains 1d6 + 1 charges daily at dawn. If you expend the
10–29 Dwarvish 85–89 Orc
wand’s last charge, roll a d20. On a 1, the wand bursts into
30–49 Elvish 90–91 Primordial
a shower of bubbles and is destroyed.
50–55 Giant 92–95 Sylvan
Colorful. While holding the wand, you can use an action 56–61 Gnomish 96–00 Undercommon
to expend a charge and create a 1-foot sphere bubble in
the color of your choice. The wand regains all expended charges daily at dawn. If
Shaped. While holding the wand, you can use an action you expend the wand’s last charge, roll a d20. On a 1, the
to expend a charge and create a bubble in the shape of an wand crumbles into ashes and is destroyed.
object you have seen. The bubble can be no larger than 3
feet on a side.
Wand of Swaying
Wand, common
Shower. While holding the wand, you can use an action
to expend a charge and cause a shower of small bubbles to This wand has 7 charges. While holding it, you can use an
erupt from the end of the wand until the end of your next action to expend one of its charges and cause plants in a
turn. 30-foot radius, centered on yourself, to sway as if in the
wind.
Wand of Colors The wand regains 1d6 + 1 expended charges daily at
Wand, common dawn. If you expend the wand’s last charge, roll a d20. On
This wand has 7 charges. While holding it, you can use an a 1, the wand crumbles into ashes and is destroyed.
action to expend 1 of its charges and cause one object you

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 13
Wand of the Magician
Wand, common
This wand has 3 charges. While holding it, you can use an
action to expend one of its charges and transform the
wand into a bouquet of flowers of your choice. After 1
minute, the flowers turn back into a wand.
The wand regains all charges daily at dawn. If you
expend the wand’s last charge, roll a d20. On a 1, a cooing
dove can be heard as the wand bursts into a handful of
white feathers and is destroyed.

Wax Seal of Protection


Wondrous item, common
This wax seal is carved with arcane sigils. When used to
seal a letter, that letter cannot be opened by anyone but the
addressed recipient, as if you had cast the arcane lock
spell on it. Once you have used the seal, it can’t be used
again until the next dawn.

Whistle of the Stallion


Wondrous item, common
This ceramic whistle is shaped like a galloping horse.
While holding it, you can use an action to blow the whistle
and summon a riding horse at a point you can see within
10 feet of you that lasts for 1 hour. Once you have used the
whistle, it can’t be used again until the next dawn.

Wind-up Beacon
Wondrous item, common
This item appears to be a small brass dome with a winding
key on the side. You can use an action to turn the key and
set the beacon on the ground. When you do so, the beacon
emits a 100-foot tall pillar of light for 10 minutes, or until
the beacon is moved.
The base of the beacon emits bright light in a 20-foot
radius, and dim light for an additional 20 feet. The pillar of
light can be seen from up to 1 mile away.

Not for resale. Permission granted to print or photocopy this document for personal use only. Common Magic Items 14

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