Ma g ic I t e m s
Chapter 3: MAGIC ITEMS 17
O
n the following pages are descriptions and
statistics for all 48 original magic items featured
in DELVE.
Reading Magic Items
The magic items in this chapter make use of
abbreviations, special actions, and special conditions.
Abbreviations include abilities (Strength = STR, and Carrying, Holding, & Wearing
so on), Proficiency Bonus (PB), and the term D20 Test Unless an item’s description specifically says
(all ability checks, attack rolls, and saves). otherwise, a character can only benefit from a
magic item’s properties when carrying it on their
Special actions include the Magic action and the
person, and must either hold or wear the item
Utilize action, both of which are specific action types
(depending on the item’s type) to use the item’s
in 2024 version of Dungeons & Dragons.
activated abilities.
Special conditions include Bloodied (at or below
half maximum HP), Burning (1d4 Fire damage per
round until extinguished as an action), and Muted
(can’t speak or cast spells with Verbal components).
For a full overview of these abbreviations and
special conditions, see Using this Book, pg. 2.
MAGIC ITEMS BY TYPE & RARITY
Name Type Rarity Name Type Rarity
Bandoleer of Preparation Wondrous Rare Potion of Mirrors Potion Uncommon
Bracers of Utility Wondrous Uncommon Potion of Resonance Potion Varies
Boots of Timejumping Wondrous Uncommon Potion of Temporal Power Potion Very Rare
Crown of Buoyancy Wondrous Uncommon Ring of Trickery Ring Uncommon
Crown of the Magi Wondrous Legendary Shard of the Magi Wondrous Very Rare
Death Rot Staff Staff Very Rare Skullmonger Bola Weapon Common
Dellingr’s Spirit Bowl Wondrous Uncommon Slime Sling Bullet Ammunition Common
Diadem of the Magi Wondrous Rare Solemn Weapon Weapon Rare
Diplomat’s Denture Wondrous Uncommon Staff of Slimebending Staff Very Rare
Dwarfmaid’s Delight Weapon Rare Staff of the Rimebinder Staff Very Rare
Element Stone Wondrous Legendary Sun Shield Shield Rare
Flamespewer Wondrous Uncommon Timekeeper’s Cloak Wondrous Very Rare
Freezing Ring Ring Very Rare Tome of the Shadow Pact Wondrous Very Rare
Green Dragon Blade Weapon Very Rare Trollsteel Armor Armor Uncommon
Hag’s Cauldron Wondrous Very Rare Trollsteel Weapon Weapon Uncommon
Honeycrust Armor Armor Uncommon Wand of the Dryad Wand Rare
Jade Lantern Wondrous Rare Wand of the Watcher Wand Uncommon
Lentic Star Ichor Wondrous Common War Demon Battle Mask Wondrous Rare
Malachite Frog Wondrous Uncommon Warpwart Juice Wondrous Uncommon
Malicious Mallet Weapon Rare Wickfisher Torch Wondrous Uncommon
Necrotic Honeypot Wondrous Very Rare Widowbloom Toxin Wondrous Uncommon
Nightwhisper Flute Wondrous Common Wizard’s Foot Weapon Very Rare
Palette of Prismatic Power Wondrous Very Rare Wood’s Edge Weapon Uncommon
Pendant of Small Blessings Wondrous Uncommon Xylophone of Bones Wondrous Rare
18 Chapter 3: MAGIC ITEMS
Bandoleer of Preparation Bracers of Utility
Wondrous Item, Rare (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
This leather bandoleer holds seven magical Daggers These leather bracers are exquisitely made and fitted
with different-colored hilts. A Dagger that is removed with buckles, springs, and ropes.
from the bandoleer returns at the start of your next
turn, unless you’re holding it. Each Dagger deals an Grappling Hook
extra 1d4 damage on a hit and its blade is made from As a Utilize action, you can shoot a Grappling Hook
a specific metal. The type of damage and metal is trailing a rope from one of the bracers at a railing,
determined by the hilt’s color. ledge, or another catch within 60 feet. The hook
catches on if you succeed on a DC 13 Dexterity
Hilt Color Damage Metal (Acrobatics) check. On each of your turns, you can
Black Fire Silver have the bracers pull in up to 30 feet of rope, either
Blue Cold Steel dragging the hook back to you or, if the hook has
Green Acid Steel caught on, pulling you and anything you’re wearing
or carrying (up to a maximum total of 500 lbs)
Purple Thunder Steel
toward the hook.
Red Necrotic Cold Iron
Yellow Lightning Cold Iron Sticky Palms
White Radiant Silver As a Bonus Action, you can cause the bracers to
secrete a sticky substance for 1 hour, granting you
the following benefits. Once used, this property can’t
Boots of Timejumping be used again until the next dawn.
Wondrous Item, Uncommon (Requires Attunement) ► CLIMB. You gain a Climb Speed equal to your Speed
These leather boots are reinforced with beautifully and can even climb smooth vertical surfaces and
wrought bronze fittings. While wearing them, you upside down as long as you use at least one hand to
have Advantage on Initiative rolls. touch the surface.
► GRAPPLE. Creatures have Disadvantage on checks
Time Step
and saves they make to avoid or escape being
The boots have 3 charges and regain all expended
Grappled by you.
charges daily at dawn. On your turn, you can expend
1 charge and 5 feet of movement to cause one of the ► GRASP. You have Advantage on checks and saves
following effects. you make to hold onto other creatures and objects.
► BACKWARD. You magically teleport to an
unoccupied space you’ve occupied at any point
since the end of your last turn.
► FORWARD. You vanish from existence, reappearing
at the start of your next turn in the space you
disappeared from, or the nearest unoccupied space Bra c e r s
within 5 feet of it.
Of Util it y
Ba n dol e e r
of Pr e pa ra tion
Concept by Nick deJager
Bo ots
Of Tim e j u m ping
Chapter 3: MAGIC ITEMS 19
Crown of Buoyancy Crown of the Magi
Wondrous Item, Uncommon (Requires Attunement) Wondrous Item, Legendary (Requires Attunement)
This magical crown resembles a golden, faintly- This magic crown is crafted from jagged metal and
glowing sprocket. While you’re wearing it, you have rough-cut sapphires that glow with an eerie light.
a Swim Speed equal to your Speed and can walk on While wearing it, you gain the following benefits:
liquid surfaces as if affected by the Water Walk spell.
• You have Truesight with a range of 30 feet.
Torrent • You have Advantage on saves against spells and
As a Magic action, you can force a creature you can other magical effects.
see within 30 feet that is submerged in water to • Your spell save DC and spell attack bonus each
make a DC 13 Strength save. On a failure, the creature increase by 1.
is pushed up to 30 feet in a direction of your choice. If
pushed into a creature, object, or solid surface, both Power of the Magi
take 3d6 Bludgeoning damage. The crown has 3 charges and regains all expended
charges daily at dawn. You can expend 1 charge to
cause one of the following effects.
► CONSUME SPELL. As a Magic action, you can force
a creature you can see within 30 feet to make a DC
17 Constitution save. On a failure, one spell of your
choice of level 5 or lower ends on the creature. The
creature takes 1d8 Force damage per level of the
spell and you gain Temporary Hit Points equal to
the Force damage dealt this way.
► WARP SPELL. When a creature you can see within
Crow n 60 feet casts a spell of level 5 or lower, you can take
a Reaction to force the creature to make a DC 17
of Bu oya ncy
save using its spellcasting ability. On a failure, you
can choose new targets or a new target area for
the spell. If the spell requires Concentration, it lasts
until the end of the caster’s next turn, even if it
doesn’t concentrate on it.
Eldritch Corruption
A creature that touches the crown while it is not
worn by another creature instantly attunes to the
crown and must make a DC 19 Charisma save.
On a failure, the creature is transformed into an
Eldritch Horror and all other equipment it has drops
to the ground within 5 feet of it. The creature retains
its current Hit Points, but its statistics and alignment
become that of the eldritch horror, and it is Hostile
towards all other creatures. The transformation ends
if the creature is reduced to 0 Hit Points or if another
creature grabs the crown off its head by taking an
action and succeeding on a DC 17 Dexterity (Sleight
of Hand) check, ending the creature’s attunement to
the crown.
While attuned to the crown, the creature can touch
Crow n
the crown without triggering this property, but must
of th e Ma g i repeat the save each time it finishes a Long Rest.
20 Chapter 3: MAGIC ITEMS
Death Rot Staff Dellingr’s Spirit Bowl
Staff, Very Rare (Requires Attunement) Wondrous Item, Uncommon
This magic staff is decorated with rotting cloth and This steel bowl is engraved with glowing runes.
sinister effigies. While carrying the staff, you gain the
following benefits: Summon Blink Dog
As a Magic action, you can place a ration of food
• You have Resistance to Necrotic and Poison in the bowl and speak its command word. The
damage. food is consumed and a ghostly dog appears in an
• Whenever an enemy within 30 feet of you is unoccupied space within 5 feet. The dog has the
reduced to 0 Hit Points, you gain 1d8 Temporary Hit statistics of a Blink Dog, except it becomes Invisible
Points and have Advantage on the next D20 Test until the end of its next turn whenever it uses its
you make before the end of your next turn. Teleport action.
The dog is Friendly to you and your allies. It
Curses
understands your languages, obeys your commands,
The staff has 3 charges and regains all expended
and takes its turn immediately after you on your
charges daily at dawn. As a Bonus Action, you can
Initiative count. If you issue no commands, the dog
expend 1 charge to cast one of the following curses
defends itself but takes no other actions. You can
on a creature you can see within 30 feet.
understand simple concepts the dog communicates
► CURSE OF DEATH. The target must succeed on a to you. The dog vanishes after 8 hours, when it drops
DC 15 Charisma save or take 2d8 Psychic damage to 0 Hit Points, or if you dismiss it as a Bonus Action.
and be Cursed for 1 minute. While Cursed in this Once used, this property can’t be used again until
way, attacks against the creature score a Critical Hit the next dawn.
on a roll of 17–20 on the d20.
► CURSE OF ROT. The target must succeed on a DC
15 Constitution save or take 2d8 Necrotic damage
and be Cursed for 1 minute. While Cursed in this
way, the creature can’t regain Hit Points and must
repeat the save at the end of each of its turns,
taking 1d8 Necrotic damage on a failure or ending
De l l ing r’s
the curse on a success.
Spi r it Bowl
Concept by Lee Marshall
De a th Rot
Sta f f
Chapter 3: MAGIC ITEMS 21
Diadem of the Magi Diplomat’s Denture
Wondrous Item, Rare (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
This magic circlet is a simple band of platinum. While This denture is inscribed with tiny glyphs. To attune
wearing it, you can see magical auras as if affected by to it, you must place it in an empty cavity in your
the Detect Magic spell. mouth, where it magically reshapes itself to fit. While
wearing the tooth, you gain the following benefits:
Consume Spell
As a Magic action, you can force a creature you can • You have Advantage on Deception, Insight, and
see within 30 feet to make a DC 15 Constitution save. Persuasion checks.
On a failure, one spell of level 5 or lower of your • You have Advantage against effects that allow
choice ends on the creature. The creature takes 1d8 creatures to read your thoughts, determine
Force damage per level of the spell and you gain whether you are lying, know your alignment, or
Temporary Hit Points equal to the Force damage know your creature type.
dealt this way.
Tooth of Truth
Once used, this property can’t be used again until
As a Magic action, you can cast Zone of Truth (spell
the next dawn.
save DC 13) from the denture, except the spell is
centered on yourself and moves with you. Once used,
this property can’t be used again until the next dawn.
Dwarfmaid’s Delight
Weapon (Warhammer), Rare (Requires Attunement)
This mithral Warhammer is decorated with beautiful
carvings. It has the Finesse and Thrown (20/60 feet)
properties, and it flies back to your hand immediately
Di ploma t’s after you make a ranged attack with it.
De ntu r e
Gleeful Blow
When you score a Critical Hit against an enemy using
the weapon, each of up to three creatures of your
choice within 30 feet (this can include yourself) gains
1d10 Temporary Hit Points and has Advantage on the
next attack it makes before the end of its next turn.
Delightful Strike
The weapon has 3 charges and regains all expended
charges daily at dawn. When you hit a creature with
the hammer, you can expend 1 charge to force it to
make a DC 15 Wisdom save. On a failure, the creature
takes 7 (2d6) Psychic damage and begins laughing
hysterically; it falls Prone and is Incapacitated until
the end of its next turn or until it takes damage.
Dwa rf ma i d’s
De l ig h t
22 Chapter 3: MAGIC ITEMS
Element Stone Flamespewer
Wondrous Item, Legendary (Requires Attunement by a Wondrous Item, Uncommon
Spellcaster) This steel and wood device has a smoldering wick
This fist-sized, scintillating stone is constantly shifting underneath the muzzle. The flamespewer is a Simple
between red, blue, and yellow colors. While carrying Ranged weapon with a range of 60 feet. On a hit, the
the stone, you gain the following benefits: flamespewer deals Fire damage equal to 1d10 + your
Dexterity modifier.
• You have Resistance to Acid, Cold, Fire, Lightning,
and Thunder damage. SPew Flames
• You are unaffected by natural environmental As a Magic action, you can squeeze the
effects such as extreme cold, extreme heat, or flamespewer’s trigger to spew a 10-foot-long, 5-foot-
strong wind, including effects caused by magic wide Line of continuous flames in a direction you
such as the Control Weather or Gust of Wind spells. choose until the start of your next turn or you release
the trigger (no action required). While spewing
Elemental Magic flames, you must expend 2 feet of movement for
You can cast the Control Water, Control Weather, each 1 foot you move. On your turn, you can expend
Fireball, Ice Storm, and Lightning Bolt spells from the 5 feet of movement to change the Line’s direction by
stone using your spellcasting ability and spell save up to 90 degrees.
DC. Once the stone has been used to cast a spell, it
Whenever the Line enters a creature’s space on
can’t be used to cast that spell again until the next
your turn, and whenever a creature enters the Line
dawn.
on its turn or ends its turn there, the creature must
Transform Weather make a DC 13 Dexterity save, taking 3d6 Fire damage
If you use the stone to cast Control Weather just as on a failure or half as much on a success. A creature
the moon is rising, the spell’s area expands to up to makes this save only once per turn.
100 miles and the effect lasts 24 hours. If this is done
every day for 30 consecutive days, choosing the same
Unstable
Each time you make an attack with the flamespewer
weather conditions each time, the effect becomes
or use its Spew Flames property, roll a d20. If the
permanent; only a Wish spell can undo this effect.
result is equal to or less than the number of times the
flamespewer has been used within the last minute, it
explodes and is destroyed, and each creature within
10 feet of it must make a DC 13 Dexterity save, taking
3d6 Fire damage and 3d6 Piercing damage on a
failure, or half as much on a success.
Fl a m e s p e w e r
Just remember to release the trigger before it overheats.
As you can probably tell, the flamespewer is already
becoming quite hot, so I’ll just —
– LAST WO RDS O F EGGARD QUICKSKIP,
GNOME ADVENTU RER & INVENTO R
El e m e nt St on e
Concept by Brandish Gilhelm
“Runehammer”
Chapter 3: MAGIC ITEMS 23
Freezing Ring Hag’s Cauldron
Ring, Very Rare (Requires Attunement) Wondrous Item, Very Rare
This magical ring is made of solid ice. You have This magic cauldron is made from twisted steel and
Resistance to Cold damage while wearing it. painted with green, glowing symbols. Its front forms
an eerily grinning face.
Mistform
As a Magic action, you can use the ring to cast Enhance Potions
Gaseous Form on yourself, except you turn into If you pour a magic potion into the cauldron and
freezing mist; any creature that ends its turn within spend 1 hour stirring it, the potion is enhanced in one
a space you occupy takes 4 (1d8) Cold damage. Once of the following ways of your choice. A potion can
used, this property can’t be used again until the next only benefit from this property once.
dawn.
► EXTEND. The duration of any effects caused by
drinking the potion is doubled.
Green Dragon Blade
► EMPOWER. Any Hit Points or Temporary Hit Points
Weapon (Greatsword), Very Rare (Requires Attunement) gained by drinking the potion are doubled.
This Greatsword is crafted from indestructible jade
► MIX. By pouring another magic potion into the
and deals an extra 2d6 Slashing damage on a hit. You
cauldron, you mix the two potions together,
have Disadvantage on attack rolls with the sword if
creating a single potion that causes both potions’
your Strength score isn’t at least 16.
effects when consumed.
Sword Magic
The sword has 3 charges and regains all expended
charges daily at dawn. You can expend 1 charge to Ha g’s Ca ul dron
cause one of the following effects.
► FORCE BARRIER. As a Bonus Action, you create a
Concept by Antonio Demico
10-foot-tall, 10-foot-long wall of force (as with the “Pointy Hat”
Wall of Force spell) at a point you can see within 30
feet that lasts until the start of your next turn.
► INTERCEPT STRIKE. As a Reaction when you
are hit by an attack roll, you roll a d8 and add the
result to your AC against the attack. If this causes
the attack to miss you, the attacker takes Force
damage equal to the roll of the d8.
► STEEL BREATH. As a Magic action, you make a
melee attack with the sword against each of up to
five creatures you can see within a 30-foot Cone.
You teleport to each target between each attack,
ending in an unoccupied space you can see within 5
feet of one of the targets.
G r e e n Dra g on Bl a d e
Concept by Brandish Gilhelm “Runehammer”
24 Chapter 3: MAGIC ITEMS
Honeycrust Armor Jade Lantern
Armor (Any), Uncommon (Requires Attunement) Wondrous Item, Rare
This magic armor is made from honeycomb and This magic, hooded lantern is crafted from dark steel.
chitin. When lit, it glows with ghostly, green light.
Rejuvenation Jade Light
When you drop to 0 Hit Points while wearing the As a Bonus Action, you can speak the lantern’s
armor, you drop to 1 Hit Point instead. Once used, command word to cause it to shed Bright Light in
this property can’t be used again until the next dawn. a 20-foot radius or dismiss the light. The lantern’s
Bright Light has the following properties.
Buzz
► MAGICAL. The light is magical; it counts as a level
As a Bonus Action, you can cause the armor to
emanate a buzz in a 10-foot radius around you, 3 spell for the purpose of dispelling or suppressing
causing the following effects until the start of your magical Darkness.
next turn: ► REVEALING. Invisible creatures and objects, as well
• When a Hostile creature in the area regains Hit as creatures and objects on the Ethereal Plane, are
Points, it regains only half as many Hit Points. visible while in the lantern’s light.
• Friendly creatures in the area have Advantage on ► PAST ECHOES. As a Magic action, you can cause
Death Saves. the lantern to reveal echoes of the past. For 10
minutes, you can name a specific point in time or
event, causing the lantern to show ghostly echoes
of whatever happened at that time or during that
Hon e yc rust
event within the area illuminated by the lantern’s
A rm o r light. If you don’t name a specific time or event, the
lantern shows you glimpses of the most significant
events that happened in the area, until you choose
something to focus on or end the effect (no action
required). Once used, this property can’t be used
again until the next dawn.
Lentic Star Ichor
Wondrous Item, Common
This flask contains glowing ichor harvested from
lentic starfish.
As a Bonus Action, the ichor can be spread on a
Tiny object, consuming the ichor. For 1 hour, the
object sheds Bright Light in a 20-foot radius and
Dim Light for an additional 20 feet. When a creature
starts its turn within the object’s Bright Light, it must
succeed on a DC 11 Wisdom save or be Stunned until
the start of its next turn. Whether it succeeds or fails,
the creature is immune to this effect for 24 hours.
Ja d e L a nt e r n
Concept by Brandish Gilhelm
“Runehammer”
Chapter 3: MAGIC ITEMS 25
Malachite Frog Necrotic Honeypot
Wondrous Item, Uncommon Wondrous Item, Common
This malachite statuette, carved in the likeness of a This clay pot holds a handful of black-streaked, sticky,
grinning frog, is small enough to fit in a pocket. viscous liquid with a rancid smell.
As a Magic action, you can speak its command When you take the Attack action, you can replace
word and throw it to a point on the ground within one of your attacks with throwing a Necrotic
60 feet, transforming it into a Giant Frog that is Honeypot at one Medium or smaller creature or
Large sized and can be ridden as a mount. The frog object you can see within 20 feet, destroying the pot.
is Friendly to you and your allies. It understands your The target must succeed on a Dexterity Save (DC 8
languages, obeys your commands, and takes its turn + your Dexterity modifier + your Proficiency Bonus)
immediately after you on your Initiative count. If you or take 2d6 Necrotic damage and be Restrained until
issue no commands, the frog defends itself but takes the start of your next turn or until it or a creature
no other actions. within 5 feet of it takes an action to clean off the
After 8 hours, or when the frog drops to 0 Hit Points honey.
or you use an action while touching it to speak its
command word, the frog reverts to its figurine form.
Once it has been used, it can’t be used again until 3
days have passed. In isolation, there’s no doubt that zombees are an
ecological disaster. But, for those of us who are not afraid
Malicious Mallet to experiment a little, the zombees’ necrotic honey has made
Weapon (Mace), Rare (Requires Attunement) reagents such as “Death’s Door Glue” and “Ghoul’s Glow
This magic Mace has a head fashioned from a skull. – Skincare for Liches, Zombies, and other Extra-Alive
Once per turn, when you hit a creature with an
attack using the weapon, you can cause the target
Individuals” possible.
to take an extra 1d6 Psychic damage and become – HALKÂN PALES CALE,
rattled. The target can’t regain Hit Points and has DRAGONBO RN ALCHEMIST
Disadvantage on the next save it makes until the end
of your next turn.
Ma l icious Ma l a chit e
Ma l l e t F rog
26 Chapter 3: MAGIC ITEMS
Nightwhisper Flute Palette of Prismatic Power
Wondrous Item, Common Wondrous Item, Very Rare (Requires Attunement)
This flute is carved from pale chitin, and strands of This magic palette holds an array of colorful paints
shadow swirl around it. that never dry out and cannot be rubbed off, unless
you do so purposefully.
Eerie Whisper The palette holds nine colors of paint, each of
As a Magic action, you can use the flute to create which has 1d2 + 1 doses. As a Magic action, you can
an eerie whisper of any sound or noise that you’ve use the palette’s brush and expend 1 dose of paint
heard before. When you do so, you can choose that to cast a spell from the palette based on the paint’s
only one creature within 120 feet of you can hear that color (spell save DC 15; +7 to hit with spell attacks), as
sound, as with the Message spell. shown in the table below.
Color Spell
Any Polymorph
Black Blindness/Deafness (level 5)
Blue Slow
Green Ray of Sickness (level 5)
Indigo Flesh to Stone
Orange Acid Arrow (level 5)
Red Fireball
Violet Fear
White Greater Invisibility
Yellow Lightning Bolt
Pendant of Small Blessings
Nig h t whis p e r Wondrous Item, Uncommon
Flut e This golden amulet is decorated with multicolored
gems and lacquer.
As a Magic action, you gain one of the following
benefits for 1 hour or until you’re no longer wearing
the pendant. Once used to cause an effect, the
pendant can’t be used to cause that effect again until
the next dawn.
► LIFE. You gain 1d8 Temporary Hit Points.
► LUCK. You have Advantage on the next ability
check, attack roll, or save you make.
► VIGOR. Your Speed increases by 5 feet.
Pa l e t t e of
Prisma tic Pow e r
Chapter 3: MAGIC ITEMS 27
Potion of Mirrors Potion of Temporal Power
Potion, Uncommon Potion, Very Rare
The liquid in this flask has a mirror-like sheen, This ornate, swirled flask holds shimmering golden
perfectly reflecting its surroundings. liquid.
When you drink this potion, you gain the effect of When you drink the potion, you gain the following
the Mirror Image spell for 1 hour. Moreover, whenever benefits for 8 hours.
you are the target of a spell or effect that targets
► LIMITED FORESIGHT. While you’re not
only you, you can roll a d6 for each of your remaining
Incapacitated, you have a +2 bonus to your AC,
duplicates. If any of the d6s roll a 3 or higher, one of
Dexterity saves, and Initiative rolls.
the duplicates is destroyed and the spell has no effect
on you. ► TEMPORAL MANIPULATION. The duration of
other beneficial spells and effects with a duration
Potion of Resonance of 1 minute or longer are doubled for you, and the
duration of harmful spells and effects is halved for
Potion, Rarity Varies you. Beneficial spells and effects that last until the
This potion’s iridescent liquid shimmers and swirls. start of a turn last until the end of that turn for you,
When you drink this potion, you become sensitive and harmful spells and effects that last until the
to magic for 1 hour. While affected in this way, you end of a turn last until the start of that turn for you.
gain Temporary Hit Points whenever you expend a
spell slot to cast a spell, and you gain a bonus to your Ring of Trickery
spell save DC and spell attack rolls determined by the
Ring, Uncommon
potion’s rarity, as shown in the table below.
This ring appears to be a simple band of iron set with
Potion of... Temp HP Bonus Rarity a pale stone. While wearing it, you gain a +2 bonus to
Resonance 1d4 +1 Uncommon Deception checks.
Resonance (Greater) 2d4 +2 Rare
Trickster’s Grasp
Resonance (Superior) 3d4 +3 Very Rare As a Bonus Action, you can cause a Small or smaller
object you’re holding to become Invisible for as long
as you hold it in the hand wearing the ring.
Trickster’s Magic
The ring can be used to cast the following spells
(spell save DC 13): Disguise Self, Mage Hand, and Minor
Illusion. Once used to cast a spell, the ring can’t be
used to cast that spell again until the next dawn.
Potion o f Mi rro r s
Ring o f T r icke ry
Potion of
T e m p o ra l Pow e r
28 Chapter 3: MAGIC ITEMS
Shard of the Magi Slime Sling Bullet
Wondrous Item, Very Rare (Requires Attunement) Ammunition (Bullet), Common
This blue sapphire glows faintly with arcane power. This Sling bullet is made of gooey slime and only
While holding the shard, you have Advantage on barely holds its shape. Once used to make a ranged
saves against spells and other magical effects. attack, it splatters and is destroyed. A creature hit by
the bullet must succeed on a DC 11 Constitution save
Warp Spell or be Blinded until the end of its next turn.
When a creature you can see within 60 feet casts
a spell of level 5 or lower, you can take a Reaction
to force the creature to make a DC 15 save using its
Solemn Weapon
spellcasting ability. On a failure, you can choose new Weapon (Any Melee), Rare (Requires Attunement)
targets for the spell or a new target area for the This ancient weapon is ornate and surrounded by an
spell. If the spell requires Concentration, it lasts until aura of reverence. You gain a +1 bonus to attack and
the end of the spellcaster’s next turn, even if they damage rolls made with it.
don’t concentrate on it.
Once used, this property can’t be used again until Sanctified
the next dawn. Whenever you score a Critical Hit against a creature
using the weapon, your Speed increases by 10 feet
and you gain a +2 bonus to AC and attack rolls until
Skullmonger Bola the end of your next turn.
Weapon (Bola), Common
This magical Bola consists of a grimy rope fastened to Solemn Magic
a set of ancient skulls. It is a Simple Ranged weapon The weapon has 3 charges and regains all expended
that has the Thrown property (30/120 feet). On a hit, charges daily at dawn. When you hit a creature with
the Bola deals 1d4 Bludgeoning damage and, if the the weapon, you can expend 1 charge to cause one of
target is a Large or smaller creature, it must succeed the following effects of your choice.
on a DC 11 Strength save or be knocked Prone. ► CONDEMN. The creature must succeed on a DC
15 Charisma save or have Disadvantage on ability
Dark Whisper checks and saves until the end of its next turn.
When you hit a creature with the Bola you can curse
the creature until the start of your next turn. While ► SANCTION. The creature must succeed on a DC 15
cursed in this way, the creature subtracts a d4 from Wisdom save or have Disadvantage on attack rolls
any D20 Test it makes. against you for 1 minute.
Once used, this property can’t be used again until ► SILENCE. The creature must succeed on a DC 15
the next dawn. Constitution save or be Muted for 1 minute. It can
repeat the save to end the effect at the end of each
of its turns.
Sol e m n
Skul l m ong e r Sickl e
Bol a
Chapter 3: MAGIC ITEMS 29
Staff of Slimebending Staff of the Rimebinder
Staff, Very Rare (Requires Attunement by a Spellcaster) Staff, Very Rare (Requires Attunement by a Spellcaster)
A glob of slime is suspended within the metal center This staff is adorned with colorful beads and has a
of this sleek staff. The staff can be wielded as a magic wyrmling dragon skull attached to its tip. This staff
Quarterstaff with the Finesse property. You gain a +1 can be wielded as a magic Quarterstaff that deals an
bonus to attack and damage rolls made with it. extra 1d8 Cold damage on a hit.
Ooze Form Binding Strike
As a Magic action, you can cast Polymorph on The staff has 3 charges and regains all expended
yourself (no Concentration required), transforming charges daily at dawn. When you hit with a melee
into any Ooze with CR 2 or lower, while retaining attack using it, you can expend 1 charge to have ice
your Intelligence, Wisdom, and Charisma scores. The form around the target. The target is Restrained until
transformation lasts until you’re Incapacitated or you the ice is destroyed (AC 10; HP 5; Vulnerability to Fire;
end it as a Bonus Action. Once used, this property Immunity to Cold, Poison, and Psychic).
can’t be used again until the next dawn.
Winter’s Breath
Oozing Magic As a Magic action, you can conjure a 20-foot-radius
The staff has 7 charges for the following properties Sphere of cold mist centered on a point within 120
and regains all expended charges daily at dawn. feet. The mist lasts for 1 minute or until a strong wind
disperses it. Its area is Heavily Obscured. A creature
► STICKY BLOW. When you hit a creature with the
that starts its turn in the mist or enters it for the first
staff, you can expend 1 charge to deal an extra 1d8
time on a turn takes 13 (3d8) Cold damage and, unless
Acid damage and the target must succeed on a DC
it has Resistance or Immunity to Cold damage, must
15 Strength save or be Restrained until the end of
succeed on a DC 17 Constitution save or it can do only
your next turn.
one of the following on its next turn: move, take an
► SPELLS. You can expend 1 charge per level of the action, or take a Bonus Action.
spell to cast one of the following spells, using your
own spellcasting ability and requiring no material
components: Black Tentacles, Grease, Stinking Cloud,
and Web (appears as slime instead of webbing).
Sta f f of
Sl im e b e n ding
Sta f f o f th e
Rim e bin d e r
30 Chapter 3: MAGIC ITEMS
Sun Shield Timekeeper’s Cloak
Shield, Rare (Requires Attunement) Wondrous Item, Very Rare (Requires Attunement)
This item appears to be a simple leather strap. This magic cloak is stitched with glowing symbols.
While wearing it, you have Advantage on Initiative
Shield of Light rolls.
As a Bonus Action while holding the strap, you can
cause a shield of pure sunlight to form around it, Temporal Magic
or make the shield disappear. The shield has the The cloak has 3 charges for the following properties
following properties. and regains all expended charges daily at dawn.
► LIGHT. The shield emits Bright Light in a 10-foot ► MANIPULATE TIME. As a Magic action, you can
radius and Dim Light for an additional 10 feet. The expend 1 charge to cast Haste or Slow (save DC 15).
light is sunlight.
► REVERT TIME. As a Reaction when another
► HOLY. If a Fiend or Undead misses a melee attack creature within 60 feet ends its turn, you can
against you, it takes 1d8 Radiant damage. expend 1 charge to revert time for yourself to just
before the start of the current turn. You appear
► SUNBEAM. As a Magic action, you can cause a
in the spot you were in when the turn started (or
60-foot long, 5-foot-wide Line of sunlight to shoot
in the nearest unoccupied space, if that space is
from the shield. Each creature in the area must
occupied), you regain any Hit Points you lost during
make a DC 15 Constitution save (Undead, Fiends,
the turn, and any conditions or effects that began
and Oozes have Disadvantage on this save). On a
on you during the turn no longer affect you.
failure, a creature takes 5d8 Radiant damage and
is Blinded until the start of your next turn. On a ► STOP TIME. As a Magic action, you can expend 1 or
success, it takes half damage only. Once used, this more charges to cast Time Stop, except the number
property can’t be used again until the next dawn. of turns time is stopped for is equal to the number
of charges expended.
Sun Shi e l d
Tim e ke e p e r’s
Cloa k
Chapter 3: MAGIC ITEMS 31
Tome of the Shadow Pact Ritual of Shadow Lycanthropy
At the GM’s discretion, the Tome of the Shadow
Wondrous Item, Very Rare (Requires Attunement)
Pact may describe a ritual, in a combination
This ancient, leather-bound book is inscribed with of Abyssal and Sylvan, that promises to make
silver on its cover, depicting a wolf howling at a whoever undertakes it immortal. To perform
shadowed moon. While you are attuned to the tome, the ritual, a creature must gather the following
it can be opened only by you. components:
Raise Shadow • The heart of a Werewolf, taken under a moonlit
As a Magic action, you summon a Shadow from sky while the werewolf was in wolf form.
the corpse of a creature you can see within 30 feet • The ashes of an intelligent Undead creature, like a
that has died within the last minute. The shadow is Lich or a Vampire.
Friendly to you and your allies, obeys your telepathic • A gemstone worth at least 1,000 gp.
commands (no action required), and takes its turn • A goblet filled with the creature’s own blood,
immediately after you on your Initiative count. It willingly given during the ritual.
vanishes when reduced to 0 Hit Points, if you dismiss
The ritual takes 1 hour and must be performed
it as a Bonus Action, or if you use this property again.
during a full moon. Upon completion, the
Once used, this property can’t be used again until components are consumed, and the creature is
the next dawn. transformed into a Chaotic Evil Lupine Deceiver.
This transformation tethers them to eternal
Shadow Magic life, while slowly transitioning them fully into a
The tome has 7 charges and regains all expended
shadowy form. The curse also warps the subject’s
charges daily at dawn. You can cast the following
relationships with other beings, which become
spells from the tome, expending 1 charge per level of
marked by disdain or fear, further isolating them
the spell: Bane, Black Tentacles, Blindness/Deafness,
and making their existence a lonely vigil over a
Darkness, and Fear. The spell save DC is 15 or your
realm that is both prison and sanctuary.
spell save DC, whichever is higher.
Steal Spell
As a Reaction when a creature you can see within 60
feet casts a spell, you magically copy that spell into
the tome for 1 minute. For the next minute, you can
expend the tome’s charges to cast that spell from it
as with the Shadow Magic property. When you do,
the spell vanishes from the tome and you can’t use
this property again until the next dawn.
Some may see my transformation as ignoble or aberrant,
but I assure you that it is no such thing. Quite the opposite,
in fact – as I glide among the shadows, I get to see the
world as it truly is: grim, dark, and brutally beautiful.
Not to mention that you get a whole new appreciation for Tom e of
the smallfolk once you’ve had a little taste of their blood... th e Sha dow Pa ct
– ALBREC GRAVESMARCK,
Concept by Baron de Ropp
NOBLE S CION & LUPINE DECEIVER “Dungeon Masterpiece”
32 Chapter 3: MAGIC ITEMS
Trollsteel Armor Wand of the Dryad
Armor (Any Metal), Uncommon Wand, Rare (Requires Attunement)
This magic armor is made from jagged, rough-cut This wand resembles a roughly hewn stick with a
metal. While Bloodied, you have a +1 bonus to AC. green emerald at its tip. While holding it, you can cast
Druidcraft from the wand.
Trollsteel Weapon Dryad’s Touch
Weapon (Any Melee), Uncommon The wand has 3 charges and regains all expended
This magic weapon is made from jagged, rough-cut charges daily at dawn. As a Bonus Action, you can
metal. While Bloodied, attacks you make with this expend 1 charge to cause one of the following effects
weapon deal an extra 1d6 damage of its type on a hit. of your choice for 1 minute or until you end the effect
(no action required).
► SUPPRESS MAGIC. You suppress the magical
properties of a non-Artifact magic item you can
see within 30 feet. A creature attuned to the magic
item can take an action on its turn to make a DC 15
Charisma save, ending the effect on a success.
► TREE PORTAL. You open a portal in a living tree
within 30 feet. Any creature can spend 5 feet of
movement to step into the tree and appear in an
unoccupied space within 5 feet of a second living
T rol l st e e l tree it can see within 60 feet of the first. Both trees
Br e a st pl a t e must be Large or larger.
► WARD. You gain Advantage against spells and
other magical effects.
Wand of the Watcher
Wand, Uncommon (Requires Attunement)
This wand resembles a monstrous, oversized
eyestalk.
T rol l st e e l
As a Magic action, you can cause the wand to hover
Da g g e r in the air for 1 hour or until you end the effect (no
action required). The effect also ends if the wand
takes any damage. While it hovers, you mentally
receive visual information from the wand, which
can see in every direction and has Darkvision with a
range of 30 feet. As a Bonus Action, you can move
the wand up to 30 feet in any direction.
Once used, this property can’t be used again until
the next dawn.
Wa n d o f th e
Wa tch e r
Chapter 3: MAGIC ITEMS 33
War Demon Battle Mask Wickfisher Torch
Wondrous Item, Rare (Requires Attunement) Wondrous Item, Uncommon (Requires Attunement)
This red war mask is decorated with fangs and horns, This torch appears to be fashioned from chitin.
resembling a demon’s terrible visage. You gain the
following benefits while wearing it: Luring Light
As a Magic action, you can cause the torch to shed
• You have a +1 bonus to your Armor Class. Dim Light in a 5-foot radius or Bright Light in a
• You have Advantage on Intimidation checks. 20-foot radius and Dim Light for an additional 20 feet
• You can cast the Disguise Self spell (save DC 15) at (your choice) for 1 hour or until you end the effect (no
will, except whatever form you appear as is still action required). Once used, this property can’t be
wearing this mask. used again until the next dawn.
While the torch is lit, you can take another Magic
Horrifying Visage action on your turn to force one creature within 30
As a Magic action, you can force each of up to five feet that can see the torch’s light to make a DC 13
creatures of your choice within 30 feet to make Wisdom save. On a failure, the creature is Charmed
a DC 15 Wisdom save. On a failure, the creature is by you until the end of its next turn or until it takes
Frightened of you for 1 minute. While Frightened in damage. While Charmed in this way, the creature
this way, your attacks against the creature score a is Incapacitated and must use all its movement on
Critical Hit on a roll of 18–20 on the d20. At the end its turn moving toward the torch. On a success, the
of each of its turns, the creature repeats the save, creature is immune to this effect for 24 hours.
ending the effect on itself on a success.
Widowbloom Toxin
Warpwart Juice
Wondrous Item, Uncommon
Wondrous Item, Uncommon
This vial contains a pitch black liquid that seems to
This flask contains a foul-smelling, purple liquid. absorb the light around it.
When you take the Attack action, you can replace The vial contains 3 doses of magical poison. As
one of your attacks with throwing the flask at a Bonus Action, you can apply a dose to a weapon
a creature or object you can see within 20 feet, or piece of ammunition. Once applied, the poison
destroying the flask. The target must succeed on a retains its potency for 1 minute or until the poisoned
Dexterity Save (DC 8 + your Dexterity modifier + your item is used to hit a creature. When a creature takes
Proficiency Bonus) or take 2d6 Psychic damage and damage from the poisoned item, it must succeed
have Disadvantage on saves against being Charmed on a DC 15 Constitution save or be Poisoned for 1
or Frightened for 1 hour. A creature that ingests the minute. While Poisoned in this way, attacks against
Warpwart Juice also suffers this effect. the creature score a Critical Hit on a roll of 18–20
on the d20. A creature that ingests a dose of the
Widowbloom Toxin also suffers this effect.
Wickf ish e r
To rch
Wa r De m on Ba t tl e Ma sk
Concept by Brandish Gilhelm “Runehammer”
34 Chapter 3: MAGIC ITEMS
Wizard’s Foot Wood’s Edge
Weapon (Greatclub), Very Rare (Requires Attunement) Weapon (Any), Uncommon (Requires Attunement)
This magic Greatclub appears to be a suspiciously This magic weapon is shaped from gnarled wood and
lifelike, bronzed, sandal-wearing foot and leg. You seems to glow from within.
gain a +1 bonus to attack and damage rolls made Once per turn, when you hit a Medium or smaller
with it. This bonus increases to +3 when you use the creature with the weapon, you can cause the
weapon to attack an object or Construct. creature to be Grappled (escape DC 13) by roots from
the weapon. The grapple ends if you use the weapon
Battering Ram to attack another creature, if you no longer hold
When you strike a door or locked object with the the weapon, or if you release the target (no action
club, you can cast the Knock spell on the object. required). While grappling a creature in this way, you
Once used, this property can’t be used again until gain 5 Temporary Hit Points at the start of each of
the next dawn. your turns.
Seismic Strike
Once per turn, when you hit a target with the
Xylophone of Bones
weapon, you can cause it to emit seismic energy. The Wondrous Item, Rare (Requires Attunement)
target and each creature other than you within 5 feet This magic xylophone is crafted from a humanoid’s
of it take 2d8 Thunder damage and must succeed on ribcage.
a DC 15 Strength save or be knocked Prone. At the The xylophone has 3 charges and regains all
start of your next turn, the weapon emits a delayed expended charges daily at dawn. While playing it, you
boom audible within 300 feet. can take a Magic action and expend 1 charge to cause
one of the following effects.
► ANIMATION. You cast Animate Dead from the
xylophone. The spell ends if you use this property
again to animate another Undead creature.
► DISCORD. You distract up to three other creatures
within 60 feet that can hear you. Each creature has
Disadvantage on the any D20 Test it makes before
Wiz a r d’s the start of your next turn.
F o ot ► HARMONY. You inspire up to three other creatures
within 60 feet that can hear you. Each creature has
Concept by Luke Knecht Advantage on any D20 Test it makes before the
start of your next turn.
Wo od’s E dg e
Sh o rtsw o r d
Xylo ph on e
of Bon e s
Chapter 3: MAGIC ITEMS 35