Template:Magic Wondrous items 5E
Contents
- 1 Wondrous items
- 1.1 bag of bounty
- 1.2 bag of holding
- 1.3 bag of tricks
- 1.4 band of loyalty
- 1.5 boots of elvenkind
- 1.6 boots of false tracks
- 1.7 boots of levitation
- 1.8 boots of speed
- 1.9 boots of striding and springing
- 1.10 boots of the asperii
- 1.11 boots of the winterlands
- 1.12 boots, winged
- 1.13 bracers of archery
- 1.14 candle of invocation
- 1.15 cape of the mountebank
- 1.16 circlet of blasting
- 1.17 cleansing stone
- 1.18 cloak of arachnida
- 1.19 cloak of billowing
- 1.20 cloak of displacement
- 1.21 cloak of elvenkind
- 1.22 cloak of invisibility
- 1.23 cloak of many fashions
- 1.24 cloak of protection
- 1.25 cloak of the bat
- 1.26 cloak of the hell hound
- 1.27 cloak of the manta ray
- 1.28 clothes of mending
- 1.29 dragonmark focus items
- 1.30 efficient quiver
- 1.31 enduring spellbook
- 1.32 everbright lantern
- 1.33 Falataer’s collegiate case
- 1.34 feather token
- 1.35 figurine of wondrous power
- 1.35.1 black ____ spider
- 1.35.2 blue quartz eagle
- 1.35.3 bronze griffon
- 1.35.4 coral dolphin
- 1.35.5 ebony fly
- 1.35.6 golden lions
- 1.35.7 ivory goats
- 1.35.8 jasper spider
- 1.35.9 marble elephant
- 1.35.10 obsidian Steed
- 1.35.11 onyx dog
- 1.35.12 onyx panther
- 1.35.13 red ____ boar
- 1.35.14 sardonyx stone flyer
- 1.35.15 serpentine owl
- 1.35.16 silver raven
- 1.36 glamerweave
- 1.37 handy haversack
- 1.38 handy spice pouch
- 1.39 Harper pin, lessor
- 1.40 inquisitive’s goggles
- 1.41 instant fortress
- 1.42 instant shelter
- 1.43 keycharm
- 1.44 mantle of spell resistance
- 1.45 orb of shielding
- 1.46 piwafwi
- 1.47 piwafwi of fire resistance
- 1.48 portable hole
- 1.49 scribe’s pen
- 1.50 shiftweave
- 1.51 slippers of spider climbing
- 1.52 spellshard
- 1.53 wheel of wind and water
- 1.54 Missing
Wondrous items
Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch-all category.
- Errata
[1.0] Amulet of Health (p. 150) The last sentence now reads as follows: It has no effect on you if your Constitution is 19 or higher without it.
[1.0] Bag of Tricks (p. 154) The second paragraph ends with a new sentence: The creature vanishes at the next dawn or when it is reduced to 0 hit points.
[1.0] Belt of Giant Strength (p. 155) The last sentence of the first paragraph now reads as follows: The item has no effect on you if your Strength without the belt is equal to or greater than the belt’s score.
[1.0] Gauntlets of Ogre Power (p. 171) The last sentence now reads as follows: They have no effect on you if your Strength is 19 or higher without them.
[1.0] Headband of Intellect (p. 173) The last sentence now reads as follows: It has no effect on you if your Intelligence is 19 or higher without it.
[2.0] Instrument of the Bards (p. 176) The final paragraph is replaced with the following: You can play the instrument while casting a spell that causes any of its targets to be charmed on a failed saving throw, thereby imposing disadvantage on the save. This effect applies only if the spell has a somatic or a material component.
[1.0] Pearl of Power (p. 184) The first sentence is now two sentences: While this pearl is on your person, you can use an action to speak its command word and regain one expended spell slot. If the expended slot was of 4th level or higher, the new slot is 3rd level.
bag of bounty
| Quality | Difficulty |
|---|---|
| Poor | — |
| Modest | 10 |
| Comfortable | 13 |
| Wealthy | 15 |
| Aristocratic | 18 |
Wondrous item, common (WGE-116)
This is a sturdy leather sack with tiny Siberys shards embedded into the lining. If you have the Mark of Hospitality you can use an action to cast create food and water, drawing a feast from within the bag. You shape this meal with your thoughts.
You can create the standard bland fare without requiring any sort of check, but you can attempt to create finer food by making a Charisma check; if you’re proficient with cook’s utensils, add your bonus to this check. A failed check results in a sour and squalid meal.
A bag of bounty can be used up to three times over the course of a day. After that, the bag can’t be used again until the next dawn.
bag of holding
Wondrous item, uncommon (DMG-153)
This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
bag of tricks
| d8 | Gray bag | Rust bag | Tan bag |
|---|---|---|---|
| 1 | Badger | Bear (brown) | Ape |
| 2 | Badger (giant) | Boar (giant) | Axe Beak |
| 3 | Boar | Goat | Baboon |
| 4 | Elk (giant) | Goat (giant) | Bear (black) |
| 5 | Panther | Lion | Hyena (giant) |
| 6 | Rat (giant) | Mastiff | Jackal |
| 7 | Weasel | Owl | Tiger |
| 8 | Wolf (dire) | Rat | Weasel (giant) |
Wondrous item, uncommon (DMG)
This ordinary bag, made from gray, rust, or tan cloth, appears empty. Reaching inside the bag, however, reveals the presence of a small, fuzzy object. The bag weighs ½ pound.
You can use an action to pull the fuzzy object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d8 and consulting the table that corresponds to the bag’s color. The creature vanishes at the next dawn or when it is reduced to 0 Hit Points.
The creature is friendly to you and your companions, and it acts on Your Turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its Nature.
Once three fuzzy Objects have been pulled from the bag, it can’t be used again until the next dawn.
band of loyalty
Wondrous item, common (WGE-115)
If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.
boots of elvenkind
Wondrous item, uncommon (DMG-155)
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
boots of false tracks
Wondrous item, common (XGE-136)
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
boots of levitation
Wondrous item, rare (requires attunement) (DMG-155)
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
boots of speed
Wondrous item, rare (requires attunement) (DMG-155)
While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
boots of striding and springing
Wondrous item, uncommon (requires attunement) (DMG-156)
While you wear these boots, your walking speed becomes 30 feet, unless your walking speed is higher, and your speed isn’t reduced if you are encumbered or wearing heavy armor. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
boots of the asperii
Wondrous item, rare (requires attunement) (Silvesti)
These dun camlet boots with a white fringe are snug and feel quite warm. While you wear them, you gain the following benefits:
- Resistance to cold damage.
- Ignore difficult terrain created by ice, snow, wind, or mountainous terrain.
- Tolerate temperatures as low as −50°F without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100°F.
- A flying speed equal to your walking speed. You can use the boots to fly for up to 240 minutes, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The boots regain 10 minutes of flight time for every hour they aren’t use for flying.
boots of the winterlands
Wondrous item, uncommon (requires attunement) (DMG-156)
These furred boots are snug and feel quite warm. While you wear them, you gain the following benefits:
- Resistance to cold damage.
- Ignore difficult terrain created by ice or snow.
- Tolerate temperatures as low as −50°F without any additional protection. If you wear heavy clothes, you can tolerate temperatures as low as −100°F.
boots, winged
Wondrous item, uncommon (requires attunement) (DMG-214)
While you wear these boots, you have a flying speed equal to your walking speed. You can use the boots to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land.
The boots regain 1 hour of flying capability for every 6 hours they aren’t in use.
bracers of archery
Wondrous item, uncommon (requires attunement) (DMG-156)
While wearing these bracers, you have proficiency with the longbow and shortbow, and you gain a +2 bonus to damage rolls on ranged attacks made with such weapons.
candle of invocation
wondrous item, very rare (requires attunement) (DMG-157)
| d20 | Alignment |
|---|---|
| 1, 2 | Chaotic evil |
| 3, 4 | Chaotic neutral |
| 5–7 | Chaotic good |
| 8, 9 | Neutral evil |
| 10, 11 | Neutral |
| 12, 13 | Neutral good |
| 14, 15 | Lawful evil |
| 16, 17 | Lawful neutral |
| 18–20 | Lawful good |
This slender taper is dedicated to a deity and shares that deity’s alignment. The candle’s alignment can be detected with the detect evil and good spell. The DM chooses the god and associated alignment or determines the alignment randomly.
The candle’s magic is activated when the candle is lit, which requires an action. After burning for 4 hours, the candle is destroyed. You can snuff it out early for use at a later time. Deduct the time it burned in increments of 1 minute from the candle’s total burn time.
While lit, the candle sheds dim light in a 30-foot radius. Any creature within that light whose alignment matches that of the candle makes attack rolls, saving throws, and ability checks with advantage. In addition, a cleric or druid in the light whose alignment matches the candle’s can cast 1st-level spells they have prepared without expending spell slots, though the spell’s effect is as if cast with a 1st-level slot.
Alternatively, when you light the candle for the first time, you can cast the gate spell with it. Doing so destroys the candle.
cape of the mountebank
wondrous item, rare (DMG-157)
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again until the next dawn.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
circlet of blasting
Wondrous item, uncommon (DMG-158)
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an attack bonus of +5. The circlet can’t be used this way again until the next dawn.
cleansing stone
Wondrous item, common (WGE-115)
A cleansing stone is a stone sphere one foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Cleansing stones are often embedded into pedestals in public squares in Aundair or found in high-end Ghallanda inns.
cloak of arachnida
Wondrous item, very rare (requires attunement) (DMG-158)
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
- Resistance to poison damage.
- A climbing speed equal to your walking speed.
- Can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
- Can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
- Can use an action to cast the web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used again until the next dawn.
cloak of billowing
Wondrous item, common (XGE)
While wearing this cloak, you can use a bonus action to make it billow dramatically.
cloak of displacement
Wondrous item, rare (requires attunement) (DMG-158)
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
cloak of elvenkind
Wondrous item, uncommon (requires attunement) (DMG-158)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide, as the cloak's color shifts to camouflage you. Pulling the hood up or down requires an action.
cloak of invisibility
Wondrous item, legendary (requires attunement) (DMG-158)
While wearing this cloak, you can pull its hood over your head to cause yourself to become invisible. While you are invisible, anything you are carrying or wearing is invisible with you. You become visible when you cease wearing the hood. Pulling the hood up or down requires an action.
Deduct the time you are invisible, in increments of 1 minute, from the cloak’s maximum duration of 2 hours. After 2 hours of use, the cloak ceases to function. For every uninterrupted period of 12 hours the cloak goes unused, it regains 1 hour of duration.
cloak of many fashions
Wondrous item, common (XGE-136)
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
cloak of protection
Wondrous item, uncommon (requires attunement) (DMG-159)
You gain a +1 bonus to AC and saving throws while you wear this cloak.
cloak of the bat
Wondrous item, rare (requires attunement) (DMG-159)
While wearing this cloak, you have advantage on Dexterity (Stealth) checks. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. While you are in the form of the bat, you retain your Intelligence, Wisdom, and Charisma scores. The cloak can’t be used this way again until the next dawn.
cloak of the hell hound
Wondrous item, rare (TYP)
Let’s you transform into a hellhound for up to 1 hour as per the polymorph spell. This dark cloak is made of cured hell hound hide. As an action, you can command the cloak to transform you into a hellhound for up to 1 hour. The transformation otherwise functions as a polymorph spell, but you can use a bonus action to revert to your normal form.
cloak of the manta ray
Wondrous item, uncommon (DMG-159)
While wearing this cloak with its hood up, you can breathe underwater, and you have a swimming speed of 60 feet. Pulling the hood up or down requires an action.
clothes of mending
| Clothes | gp | lb |
|---|---|---|
| Common | ½ | 3 |
| Traveler’s | 2 | 4 |
| mending | 60 | 4 |
| Costume | 5 | 4 |
| Vestments | 10 | 5 |
| Fine | 15 | 6 |
Wondrous item, common (XGE-137)
This elegant outfit of traveler’s clothes magically mends itself to counteract daily wear and tear. Pieces of the outfit that are destroyed can’t be repaired in this way.
dragonmark focus items
Wondrous item, common (WGE-116)
These items harness and expand the powers of a dragonmark, allowing the dragonmarked houses to provide a wide range of useful services. You must possess a particular dragonmark in order to use or attune to a dragonmark focus item.
Many dragonmark focus items have unique effects related to their marks, as described in this section. Alternately, a dragonmark focus item can duplicate the power of an existing magic item with a power closely related to the mark. For example:
- A cape of the mountebank or boots of speed tied to the Mark of Passage, or horseshoes of speed that only function if the rider has the Mark of Passage.
- A cloak of elvenkind or deck of illusions tied to the Mark of Shadows.
- Dimensional shackles that can only be activated by someone with the Mark of Warding.
- A gem of seeing that requires the Mark of Detection.
It’s easier to produce an item that amplifies an existing power than one that generates it on its own, and generally a focus item costs half as much as the standard version of that item. However, the Siberys shards required to make focus items are rare, and it’s always up to the DM to decide what focus items are available in the world.
efficient quiver
Wondrous item, uncommon (DMG-189)
Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to sixty arrows, bolts, wands, or similar objects. The midsize compartment holds up to eighteen javelins, rods, or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, staffs, or spears.
You can draw any item the quiver contains as if doing so from a regular quiver or scabbard.
Known as a quiver of Ehlonna on Oerth, a quiver of Mielikki on Faerûn, and a quiver of Ehlenestra among elves.
efficient scroll case
Wondrous item, uncommon (Silvesti-MJB)
Functionally the same item as an efficient quiver—but looking like a regular scroll case rather than a quiver. The shortest compartment can hold up to sixty paper scrolls, wands, or similar sized objects. The midsize compartment holds up to eighteen parchment scrolls, rods, or similar sized objects. The longest compartment holds up to six staffs or similar sized objects.
You can withdraw any item the case contains as part of the same action you use, to use the item withdrawn.
Known as a scroll case of Boccob on Oerth, a scroll case of Azuth on Faerûn, a scroll case of Oghma among bards, and a scroll case of Alathrien among elves.
enduring spellbook
Wondrous item, common (XGE-137)
This spellbook, along with anything written on its pages, can’t be damaged by fire or immersion in water. In addition, the spellbook doesn’t deteriorate with age.
everbright lantern
Wondrous item, common (WGE-115)
An everbright lantern contains a small gem imbued with the effect of a continual flame spell. This bright light is mounted inside a normal bullseye lantern, allowing the light to be shuttered off. An everbright lantern provides clear illumination in a 60-foot cone and shadowy illumination in a 120-foot cone, just like a mundane bullseye lantern, but its flame never goes out.
Falataer’s collegiate case
Wondrous item, rare (Silvesti-MJB)
This rugged musical instrument case is crafted from duskwood with mithral hardware. From the outside the case looks to be sized for a large lute. When opened, the extradimensional space revealed is big enough to hold any one large portable instrument, or a rack of seven small instruments (such as flutes), as desired by the opener. There are actually 14 such extradimensional spaces, and a 15th space which holds a folding stool, music stand, and up to 60 scrolls (sheet music, etc.). The case always weighs 7 pounds, regardless of its contents.
Placing an instrument in the case follows the normal rules for interacting with objects. Retrieving an item from the case requires you to use an action. When you open the case, it magically opens to the space holding the item desired. If something other than a musical instrument (or musical accoutrement) is placed in one of the extradimensional spaces, the item in question appears lying on the ground when the case is picked up.
feather token
Wondrous item, common (WGE-115)
This small metal disk is inscribed with the image of a feather. While the token is in your possession, you can cast feather fall as a bonus action. A feather token only holds sufficient charge for a single use, after which it loses its power. While it’s an expensive form of insurance, frequent airship travelers and citizens of Sharn often appreciate the security it provides.
figurine of wondrous power
A figurine of wondrous power is a statuette of a beast small enough to fit in a pocket. If you use an action to speak the command word and throw the figurine to a point on the ground within 60 feet of you, the figurine becomes a living creature. If the space where the creature would appear is occupied by other creatures or objects, or if there isn’t enough space for the creature, the figurine doesn’t become a creature.
The creature is friendly to you and your companions. It understands your languages and obeys your spoken commands. If you issue no commands, the creature defends itself but takes no other actions.
The creature exists for a duration specific to each figurine. At the end of the duration, the creature reverts to its figurine form. It reverts to a figurine early if it drops to 0 hit points or if you use an action to speak the command word again while touching it. When the creature becomes a figurine again, its property can’t be used again until a certain amount of time has passed, as specified in the figurine’s description.
black ____ spider
Wondrous item, ?? • Baldur’s Gate II
It can become a giant green spider, called Kitthix, for up to 5 minutes, once per day.
blue quartz eagle
Wondrous item, ?? • citation needed
This blue quartz statuette can become an eagle for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. It regains 3 hours of usage time per day.
bronze griffon
Wondrous item, Rare • Dungeon Master’s Guide, p.169
This bronze statuette is of a griffon rampant. It can become a griffon for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. It regains 1 hour of usage time per day.
coral dolphin
Wondrous item, ?? • citation needed
It can become an especially intelligent dolphin for up to 6 hours. Once it has been used, it can’t be used again until 5 days have passed. It regains 1 hour of usage time per day.
ebony fly
Wondrous item, Rare • Dungeon Master’s Guide, p.169
This ebony statuette is carved in the likeness of a horsefly. It can become a giant fly for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. It regains 6 hours of usage time per day.
golden lions
Wondrous item, Rare • Dungeon Master’s Guide, p.169
These gold statuettes of lions are always created in pairs. You can use one figurine or both simultaneously. Each can become a lion for up to 1 hour. Once a lion has been used, it can’t be used again until 7 days have passed. They regain 10 minutes of usage time per day.
ivory goats
Wondrous item, Rare • Dungeon Master’s Guide, p.169
These ivory statuettes of goats are always created in sets of three. Each goat looks unique and functions differently from the others. Their properties are as follows:
- The goat of traveling can become a Large goat with the same statistics as a riding horse. It has 24 charges, and each hour or portion thereof it spends in beast form costs 1 charge. While it has charges, you can use it as often as you wish. When it runs out of charges, it reverts to a figurine.
and can’t be used again until 7 days have passed, when it regains all its charges.It regains 3 charges per day. - The goat of travail becomes a giant goat for up to 3 hours.
Once it has been used, it can’t be used again until 30 days have passed.It regains 6 minutes of usage time per day. - The goat of terror becomes a giant goat for up to 3 hours. The goat can’t attack, but you can remove its horns and use them as weapons. One horn becomes a +1 lance, and the other becomes a +2 longsword. Removing a horn requires an action, and the weapons disappear and the horns return when the goat reverts to figurine form. In addition, the goat radiates a 30′-radius aura of terror while you are riding it. Any creature hostile to you that starts its turn in the aura must succeed on a DC 15 Wisdom saving throw or be frightened of the goat for 1 minute, or until the goat reverts to figurine form. The frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. Once it successfully saves against the effect, a creature is immune to the goat’s aura for the next 24 hours.
Once the figurine has been used, it can’t be used again until 15 days have passed.It regains 1½ hours of usage time per day.
jasper spider
Wondrous item, Rare • Underdark (2003) p.74
This jasper statuette is carved in the likeness of a spider. It can become a giant spider for up to 12 hours and can be ridden as a mount. Once it has been used, it can’t be used again until 2 days have passed. It regains 6 hours of usage time per day.
marble elephant
Wondrous item, Rare • Dungeon Master’s Guide, p.170
Wondrous item, rare
This marble statuette is about 4″ high and long. It can become an elephant for up to 24 hours. Once it has been used, it can’t be used again until 7 days have passed. It regains 3 hours of usage time per day.
obsidian Steed
Wondrous item, Very rare • Dungeon Master’s Guide, p.170
This polished obsidian horse can become a nightmare for up to 24 hours. The nightmare fights only to defend itself. Once it has been used, it can’t be used again until 5 days have passed. It regains 5 hours of usage time per day.
If you have a good alignment, the figurine has a 10% chance each time you use it to ignore your orders, including a command to revert to figurine form. If you mount the nightmare while it is ignoring your orders, you and the nightmare are instantly transported to a random location on the plane of Hades, where the nightmare reverts to figurine form.
onyx dog
Wondrous item, Rare • Dungeon Master’s Guide, p.170
This onyx statuette of a dog can become a mastiff for up to 6 hours. The mastiff has an Intelligence of 8 and can speak Common. It also has dark vision out to a range of 60′ and can see invisible creatures and objects within that range. Once it has been used, it can’t be used again until 7 days have passed. It regains 1 hour of usage time per day.
onyx panther
Wondrous item, Very rare • citation needed
red ____ boar
Wondrous item, Rare • citation needed
This red ____ statuette of a boar can become an infernal boar for up to __ hours. It ma be used as war mount. It regains __ hours of usage time per day.
sardonyx stone flyer
Wondrous item, Rare • Underdark (2003), p.74
This sardonyx statuette of a stone flyer can become an adult stone flyer for up to 1 hour, once per day. It can be ridden.
serpentine owl
Wondrous item, Rare • Dungeon Master’s Guide, p.170
This serpentine statuette of an owl can become a giant owl for up to 8 hours. The owl can telepathically communicate with you at any range if you and it are on the same plane of existence. Once it has been used, it can’t be used again until 2 days have passed. It regains 4 hours of usage time per day.
silver raven
Wondrous item, Uncommon • Dungeon Master’s Guide, p.170
This silver statuette of a raven can become a raven for up to 12 hours. While in raven form, the figurine allows you to cast the animal messenger spell on it at will. Once it has been used, it can’t be used again until 2 days have passed. It regains 6 hours of usage time per day.
glamerweave
Wondrous item, common (WGE-115)
Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to be wreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat.
handy haversack
Wondrous item, rare (Heward’s) (DMG-174)
This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 20 pounds of material, not exceeding a volume of 2 cubic feet. The large central pouch can hold up to 8 cubic feet or 80 pounds of material. The backpack always weighs 5 pounds, regardless of its contents.
Placing an object in the haversack follows the normal rules for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The haversack has a few limitations. If it is overloaded, or if a sharp object pierces it or tears it, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth, unharmed, and the haversack must be put right before it can be used again. If a breathing creature is placed within the haversack, the creature can survive for up to 10 minutes, after which time it begins to suffocate.
Placing the haversack inside an extradimensional space created by a bag of holding, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10-feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
handy spice pouch
Wondrous item, common (Heward’s) (XGE-137)
This belt pouch appears empty and has 10 charges. While holding the pouch, you can use an action to expend 1 of its charges, speak the name of any nonmagical food seasoning (such as salt, pepper, saffron, or cilantro), and remove a pinch of the desired seasoning from the pouch. A pinch is enough to season a single meal. The pouch regains 1d6 + 4 expended charges daily at dawn.
Harper pin, lessor
“Fashioned of silver and given to new members of the Harpers. Functions identically to a ring of mind shielding.” (MoF-159)
Wondrous item, rare(DMG-191)
While wearing this pin, you are immune to magic that allows other creatures to read your thoughts, determine whether you are lying, know your alignment, or know your creature type. Creatures can telepathically communicate with you only if you allow it.
You can use an action to cause the pin to become invisible until you use another action to make it visible, until you remove the pin, or until you die.
If you die while wearing the pin, your soul enters it, unless it already houses a soul. You can remain in the pin or depart for the afterlife. As long as your soul is in the pin, you can telepathically communicate with any creature wearing it. A wearer can't prevent this telepathic communication.
inquisitive’s goggles
Wondrous item, common (WGE-116)
The lenses of these goggles are carved from Siberys dragonshards. While garish in appearance, these goggles are a boon to any Tharashk inquisitive. To attune to the goggles, you must possess the Mark of Finding. As long as this condition is met, you gain the following benefits:
- You can add your Intuition die from the Hunter’s Intuition trait of the mark when you make Wisdom (Insight) checks.
- When you examine an object, you can make a Wisdom (Perception) check to identify the aura of the last living creature to touch the object. The DC is 13 + the number of days since the last contact occurred. If the check is successful, you learn the species of the creature and you can immediately use your Imprint Prey ability to target this creature.
instant fortress
Wondrous item, rare (Daern’s) (DMG-160)
You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it. which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors. with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren’t being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
instant shelter
Wondrous item, rare (Daern’s) (Sil)
You can use an action to place this small statue—of a howdah equipped riding lizard—on the ground and speak its command word. A 10-foot-radius immobile dome of force springs into existence around and above the statue and remains until you use an action to speak the command word that dismisses it. Once deactivated, the statue may not be activated again until after the next sunrise or sunset
Ten creatures of Medium size or smaller can fit inside the dome. Creatures and objects within the dome when it came into existence can move through it freely. All other creatures and objects are barred from passing through it. Spells and other magical effects can’t extend through the dome or be cast through it. The atmosphere inside the space is comfortable and dry, regardless of the weather outside. You can command the interior to become dimly lit or dark. The dome is opaque from the outside, of any color you choose, but it is transparent from the inside.
keycharm
Wondrous item, common (WGE-116)
This simple object plays a vital role in the work of House Kundarak. If you possess the Mark of Warding, when you cast alarm, arcane lock, glyph of warding, or similar adjuration effects, you can tie the effect to the keycharm. Whoever holds the keycharm is considered to the owner of this enchantment; they receive the notification from alarm, they can safely avoid a glyph, and they can deactivate any associated effect.
mantle of spell resistance
Wondrous item, rare (requires attunement) (DMG)
You have advantage on saving throws against spells while you wear this cloak.
orb of shielding
Wondrous item, common (requires attunement) (WGE-114)
An orb of shielding is made from crystal or stone aligned to one of the planes. While you are holding the orb, it shields you from a particular type of energy. Any time you take damage of that type, reduce it by 1d4. The materials and their associated damage types are listed below.
- Fernian basalt: Fire damage
- Irian quartz: Radiant damage
- Kythrian skarn: Acid or poison damage
- Lamannian flint: Lightning or thunder damage
- Mabaran obsidian: Necrotic damage
- Quori celestine, Xorian marble: Psychic damage
- Risian shale: Cold damage
- Shavaran chert: Force damage
piwafwi
Wondrous item, Drowcraft, uncommon (requires attunement) (OOA)
piwafwi of fire resistance
Wondrous item, Drowcraft, rare (requires attunement) (OOA)
portable hole
Wondrous item (DMG)
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can use an action to unfold a portable hole and place it on or against a solid surface, whereupon the portable hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane, so it can’t be used to create open passages. Any creature inside an open portable hole can exit the hole by climbing out of it.
You can use an action to close a portable hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can use an action to make a DC 10 Strength check. On a successful check, the creature forces its way out and appears within 5 feet of the portable hole or the creature carrying it. A breathing creature within a closed portable hole can survive for up to 10 minutes, after which time it begins to suffocate.
Placing a portable hole inside an extradimensional space created by a bag of holding, handy haversack, or similar item instantly destroys both items and opens a gate to the Astral plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral plane. The gate then closes. The gate is one-way only and can’t be reopened.
scribe’s pen
Wondrous item, common (WGE-117)
If you possess the Mark of Scribing, you can use this quill to write on any surface. This can be visible—traced in glowing mystical lines—or invisible to any creature without the Mark of Scribing. Invisible writing will be revealed by detect magic, see invisibility, or true seeing. Any creature with the Mark of Scribing can also reveal your writing or make it invisible as an action. If you mark a living creature, the mark will fade within a week.
shiftweave
Wondrous item, common (WGE-115)
Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. By taking an action and uttering a command word, you can transform your shiftweave cloth into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all the outfits it contains and add 25 gp to that amount.
slippers of spider climbing
Wondrous item, uncommon (requires attunement) (DMG-200)
While you wear these light shoes, you can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed. However, the slippers don’t allow you to move this way on a slippery surface, such as one covered by ice or oil.
spellshard
Wondrous item, common (WGE-115)
A spellshard is a polished Eberron dragonshard, sized to fit in the palm of your hand, The shard is imbued with a particular work of literature. By holding the shard and concentrating, you can see its pages in your mind’s eye. Thinking of a particular phrase or topic will draw you to the first section that addresses it, and a simple ritual allows you to add content to the shard.
An arcane caster can use a spellshard instead of a spellbook; the spellshard costs 1 gp per “page” in the shard, and otherwise functions as a mundane spellbook. Spellshards can also be used as diaries or journals. More advanced (and uncommon) shards can require a particular mental passphrase to access the contents of the shard.
wheel of wind and water
Wondrous item, common (WGE-117)
When mounted at the helm of an elemental galleon or airship, this allows a character who possesses the Mark of Storm to telepathically control the elemental bound into the vessel.
If a wheel of wind and water is mounted on a mundane sailing ship, a character with the Mark of Storm can create an area of ideal conditions around the vessel, increasing its speed by 5 miles per hour.
Missing
- belt of many pockets (3.5 CA)
- This broad belt seems to be nothing more than a well-made article of clothing, but closer examination reveals eight small pouches along its inner front. In fact, a total of sixty-four extradimensional pouches exist in the belt, with seven more "behind" each of the eight readily apparent ones. Each pouch is similar to a miniature bag of holding, able to contain up to 1 cubic foot of material weighing as much as 10 pounds. In addition, if the wearer has a familiar, any pouch can hold it no matter what its size or weight. The familiar has no need for food, water, or air while inside the pouch, but any other living creature of suitable size placed within a pocket has enough air for only 1 minute, after which it suffocates.
- Anything stored in the belt's pockets is effectively weightless and doesn't affect the wearer's carrying capacity so long as the belt is worn around the waist. If removed, the belt weighs one-tenth of the total weight of all the items stored within it.
- While worn around the waist, the belt responds to its wearer's desire to extract something (by opening the correct pouch) or store something (by opening an empty pouch). Retrieving a specific item from the pouch is a move action, but doesn't provoke the attacks of opportunity that retrieving a stored item usually does.
- Moderate conjuration; CL 9th; Craft Wondrous Item, familiar pocket, secret chest, locate object; Price 11,000 gp; Weight 1 lb.
- girdle of many pouches (AD&D DMG)
- This broad waistbelt seems to be nothing more than a well-made article of dress. However, if magic is detected for, the item will radiate strong enchantment along with a fainter aura of alteration.
- Examination will reveal that the girdle has eight small pouches on its inner front surface. In fact, there are a total of 64 magical pouches in the girdle, seven others behind each of the eight apparent ones. Each of these pouches is similar to a miniature bag of holding, able to contain up to one cubic foot of material weighing as much as 10 pounds. The girdle responds to the thoughts of its wearer by providing a full pouch (to extract something from) or an empty one (to put something in) as desired. Naturally, this item is greatly prized by spellcasters, for it will hold components for many spells and make them readily available.