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

Are Magic Items Necessary in a Campaign?[]

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The D&D game is built on the assumption that magic items appear sporadically and that they are always a boon, unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item always makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign's threats. Magic items are truly prizes. Are they useful? Absolutely. Are they necessary? No.

Magic items can go from nice to necessary in the rare group that has no spellcasters, no monk, and no NPCs capable of casting magic weapon. Having no magic makes it extremely difficult for a party to overcome monsters that have resistances or immunity to nonmagical damage. In such a game, you'll want to be generous with magic weapons or else avoid using such monsters.


Each magic item has a rarity: common, uncommon, rare, very rare, or legendary. Common magic items, such as a Potion of Healing, are the most plentiful. Some legendary items, such as the Apparatus of Kwalish, are unique. The game assumes that the secrets of creating the most powerful items arose centuries ago and were then gradually lost as a result of wars, cataclysms, and mishaps. Even uncommon items can't be easily created. Thus, many magic items are well-preserved antiquities.

Rarity provides a rough measure of an item's power relative to other magic items. Each rarity corresponds to character level, as shown in the Magic Item Rarity table. A character doesn't typically find a rare magic item, for example, until around 5th level. That said, rarity shouldn't get in the way of your campaign's story. If you want a ring of invisibility to fall into the hands of a 1st-level character, so be it. No doubt a great story will arise from that event.

If your campaign allows for trade in magic items, rarity can also help you set prices for them. As the DM, you determine the value of an individual magic item based on its rarity. Suggested values are provided in the Magic Item Rarity table. The value of a consumable item, such as a potion or scroll, is typically half the value of a permanent item of the same rarity.

Magic Item Rarity[]

Rarity Character Level Value
Common 1st or higher 50-100 gp
Uncommon 1st or higher 101-500 gp
Rare 5th or higher 501-5,000 gp
Very Rare 11th or higher 5,001-50,000 gp
Legendary 17th or higher 50,001+ gp

Buying and Selling[]

Unless you decide your campaign works otherwise, most magic items are so rare that they aren't available for purchase. Common items, such as a Potion of Healing, can be procured from an alchemist, herbalist, or spellcaster. Doing so is rarely as simple as walking into a shop and selecting an item from a shelf. The seller might ask for a service, rather than coin.

In a large city with an academy of magic or a major temple, buying and selling magic items might be possible, at your discretion. If your world includes a large number of adventurers engaged in retrieving ancient magic items, trade in these items might be more common. Even so, it's likely to remain similar to the market for fine art in the real world, with invitation-only auctions and a tendency to attract thieves.

Selling magic items is difficult in most D&D worlds primarily because of the challenge of finding a buyer. Plenty of people might like to have a magic sword, but few of them can afford it. Those who can afford such an item usually have more practical things to spend on. Refer to Between Adventures for one way to handle selling magic items.

In your campaign, magic items might be prevalent enough that adventurers can buy and sell them. Magic items might be for sale in bazaars or auction houses in fantastical locations, such as the City of Brass, the planar metropolis of Sigil, or in more ordinary cities. Sale of magic items might be regulated, accompanied by a thriving black market. Artificers might craft items for use by military forces or adventurers, as they do in the world of Eberron. You might also allow characters to craft their own magic items, as discussed on the Crafting Page.

Magic Item Formulas[]

A magic item formula explains how to make a particular magic item. Such a formula can be an excellent reward if you allow player characters to craft magic items, as explained on the Crafting Page.

You can award a formula in place of a magic item. Usually written in a book or on a scroll, a formula is one step rarer than the item it allows a character to create. For example, the formula for a common magic item is uncommon. No formulas exist for legendary items.

If the creation of magic items is commonplace in your campaign, a formula can have a rarity that matches the rarity of the item it allows a character to create. Formulas for common and uncommon items might even be for sale, each with a cost double that of its magic item.

Identifying a Magic Item[]

Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items are conspicuously magical. Whatever a magic item's appearance, handling the item is enough to give a character a sense that something is extraordinary about it. Discovering a magic item's properties isn't automatic, however.

The identify spell is the fastest way to reveal an item's properties. Alternatively, a character can focus on one magic item during a short rest, while being in physical contact with the item. At the end of the rest, the character learns the item's properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does.

Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it's a Ring of Feather Falling.

Wearing or experimenting with an item can also offer hints about its properties. For example, if a character puts on a Ring of Jumping, you could say, "Your steps feel strangely springy." Perhaps the character then jumps up and down to see what happens. You then say the character jumps unexpectedly high.

Variant: More Difficult Identification. If you prefer magic items to have a greater mystique, consider removing the ability to identify the properties of a magic item during a short rest, and require the Identify spell, experimentation, or both to reveal what a magic item does.


Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. (If the class is a spellcasting class, a monster qualifies if it has spell slots and uses that class's spell list.) If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like.

Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties.

Attuning to an item requires a creature to spend a short rest focused on only that item while being in physical contact with it (this can't be the same short rest used to learn the item's properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the short rest is interrupted, the attunement attempt fails. Otherwise, at the end of the short rest, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words.

An item can be attuned to only one creature at a time, and a creature can be attuned to no more than three magic items at a time. Any attempt to attune to a fourth item fails; the creature must end its attunement to an item first. Additionally, a creature can't attune to more than one copy of an item. For example, a creature can't attune to more than one ring of protection at a time.

A creature's attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature dies, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another short rest focused on the item, unless the item is cursed.

Cursed Items[]

Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item's description specifies whether the item is cursed. Most methods of identifying items, including the Identify spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item's user when the curse's effects are revealed.

Attunement to a cursed item can't be ended voluntarily unless the curse is broken first, such as with the Remove Curse spell.

Magic Item Categories[]

Each magic item belongs to a category: armor, potions, scrolls, rings, rods, staffs, wands, weapons, or wondrous items.


Unless an armor's description says otherwise, armor must be worn for its magic to function.

Some suits of magic armor specify the type of armor they are, such as chain mail or plate. If a magic armor doesn't specify its armor type, you may choose the type or determine it randomly.


Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or an object. Most potions consist of one ounce of liquid.

Potions are consumable magic items. Drinking a potion or administering it to another character requires an action. Applying an oil might take longer, as specified in its description. Once used, a potion takes effect immediately, and it is used up.

Variant: Mixing Potions. A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.

When a character mixes two potions together, you can roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.

Potion Miscibility[]

d100 Result
01 The mixture creates a magical explosion, dealing 6d10 force damage to the mixer and 1d10 force damage to each creature within 5 feet of the mixer.
02-08 The mixture becomes an ingested poison of the DM's choice.
09-15 Both potions lose their effects.
16-25 One potion loses its effect.
26-35 Both potions work, but with their numerical effects and durations halved. A potion has no effect if it can't be halved in this way.
36-90 Both potions work normally.
91-99 The numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally.
00 Only one potion works, but its effect is permanent. Choose the simplest effect to make permanent, or the one that seems the most fun. For example, a potion of healing might increase the drinker's hit point maximum by 4, or oil of etherealness might permanently trap the user in the Ethereal Plane. At your discretion, an appropriate spell, such as dispel magic or remove curse, might end this lasting effect.


Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring's description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring's magic to function.


A scepter or just a heavy cylinder, a magic rod is typically made of metal, wood, or bone. It's about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds.


The most prevalent type of scroll is the spell scroll, a spell stored in written form, but some scrolls, like the scroll of protection, bear an incantation that isn't a spell. Whatever its contents, a scroll is a roll of paper, sometimes attached to wooden rods, and typically kept safe in a tube of ivory, jade, leather, metal, or wood.

A scroll is a consumable magic item. Unleashing the magic in a scroll requires using an action to read the scroll. When its magic has been invoked, the scroll can't be used again. Its words fade, or it crumbles into dust.

Unless a scroll's description says otherwise, any creature that can understand a written language can read the script on a scroll and attempt to activate it.

Variant: Scroll Mishaps. A creature who tries and fails to cast a spell from a spell scroll must make a DC 10 Intelligence saving throw. If the saving throw fails, roll on the Scroll Mishap table.

Scroll Mishap[]

d6 Result
1 A surge of magical energy deals the caster 1d6 force damage per level of the spell.
2 The spell affects the caster or an ally (determined randomly) instead of the intended target, or it affects a random target nearby if the caster was the intended target.
3 The spell affects a random location within the spell's range.
4 The spell's effect is contrary to its normal one, but neither harmful nor beneficial. For instance, a Fireball might produce an area of harmless cold.
5 The caster suffers a minor but bizarre effect related to the spell. Such effects last only as long as the original spell's duration, or 1d10 minutes for spells that take effect instantaneously. For example, a Fireball might cause smoke to billow from the caster's ears for 1d10 minutes.
6 The spell activates after 1d12 hours. If the caster was the intended target, the spell takes effect normally. If the caster was not the intended target, the spell goes off in the general direction of the intended target, up to the spell's maximum range, if the target has moved away.


A magic staff is about 5 or 6 feet long. Staffs vary widely in appearance: some are of nearly equal diameter throughout and smooth, others are gnarled and twisted, some are made of wood, and others are composed of polished metal or crystal. Depending on the material, a staff weighs between 2 and 7 pounds.

Unless a staff's description says otherwise, a staff can be used as a quarterstaff.


A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.

Variant: Wands that don't Recharge. A typical wand has expendable charges. If you'd like wands to be a limited resource, you can make some of them incapable of regaining charges. Consider increasing the base number of charges in such a wand, to a maximum of 25 charges. These charges are never regained once they're expended.


Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers.

Some magic weapons specify the type of weapon they are in their descriptions, such as a longsword or longbow. If a magic weapon doesn't specify its weapon type, you may choose the type or determine it randomly.

If a magic weapon has the ammunition property, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage.

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 more also fall into this catch-all category.

Wearing and Wielding Items[]

Using a magic item's properties might mean wearing or wielding it. A magic item meant to be worn must be donned in the intended fashion: boots go on the feet, gloves on the hands, hats and helmets on the head, and rings on the finger. Magic armor must be donned, a shield strapped to the arm, a cloak fastened about the shoulders. A weapon must be held.

In most cases, a magic item that's meant to be worn can fit a creature regardless of size or build. Many magic garments are made to be easily adjustable, or they magically adjust themselves to the wearer. Rare exceptions exist. If the story suggests a good reason for an item to fit only creatures of a certain size or shape, you can rule that it doesn't adjust. For example, Drow-made armor might fit elves only. Dwarves might make items usable only by dwarf-sized and dwarf-shaped folk.

When a nonhumanoid tries to wear an item, use your discretion as to whether the item functions as intended. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can't wear boots.

Multiple Items of the Same Kind[]

Use common sense to determine whether more than one of a given kind of magic item can be worn. A character can't normally wear more than one pair of footwear, one pair of gloves or gauntlets, one pair of bracers, one suit of armor, one item of headwear, and one cloak. You can make exceptions; a character might be able to wear a circlet under a helmet, for example, or to layer two cloaks.

Paired Items[]

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

Activating an Item[]

Activating some magic items requires a user to do something special, such as holding the item and uttering a command word. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.

If an item requires an action to activate, that action isn't a function of the Use an Item action, so a feature such as the rogue's Fast Hands can't be used to activate the item.

Command Word[]

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


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


Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell level, doesn't expend any of the user's spell slots, and requires no components, unless the item's description says otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires concentration. Many items, such as potions, bypass the casting of a spell and confer the spell's effects, with their usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.

A magic item, such as certain staffs, may require you to use your own spellcasting ability when you cast a spell from the item. If you have more than one spellcasting ability, you choose which one to use with the item. If you don't have a spellcasting ability -perhaps you're a rogue with the Use Magic Device feature- your spellcasting ability modifier is +0 for the item, and your proficiency bonus does apply.


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

Recharging without a Dawn[]

Some magic items can be used a limited number of times but are recharged by the arrival of dawn. What if you're on a plane of existence that lacks anything resembling dawn? The DM should choose a time every 24 hours when such magic items recharge on that plane of existence.

Even on a world that experiences dawn each day, the DM is free to choose a different time-perhaps noon, sunset, or midnight- when certain magic items recharge.

Magic Item Resilience[]

Most magic items are objects of extraordinary artisanship. Thanks to a combination of careful crafting and magical reinforcement, a magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extraordinary measures to destroy.

Special Features[]

You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made, and how was it originally used? What minor magical quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item, such as a +1 longsword, into a more flavorful discovery.

The tables that follow can help you come up with answers. Roll on as many of these tables as you like. Some of the table entries make more sense for certain items than for others. Some magic items are made only by certain kinds of creatures, for instance; a Cloak of Elvenkind is made by elves, rather than dwarves. If you roll something that doesn't make sense, roll again, choose a more appropriate entry, or use the rolled detail as inspiration to make up your own.

Who Created It or Was Intended to Use It?[]

d20 Creator or Intended User
1 Aberration. The item was created by aberrations in ancient times, possibly for the use of favored humanoid thralls. When seen from the corner of the eye, the item seems to be moving.
2-4 Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten tongue or symbols whose significance is lost to the ages.
5 Celestial. The weapon is half the normal weight and inscribed with feathered wings, suns, and other symbols of good. Fiends find the item's presence repulsive.
6 Dragon. This item is made from scales and talons shed by a dragon. Perhaps it incorporates precious metals and gems from the dragon's hoard. It grows slightly warm when within 120 feet of a dragon.
7 Drow. The item is half the normal weight. It is black and inscribed with spiders and webs in honor of Lolth. It might function poorly, or disintegrate, if exposed to sunlight for 1 minute or more.
8-9 Dwarf. The item is durable and has Dwarven runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls.
10 Elemental Air. The item is half the normal weight and feels hollow. If it's made of fabric, it is diaphanous.
11 Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock.
12 Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Sigils of flames cover its surface. Shades of red and orange are the prominent colors.
13 Elemental Water. Lustrous fish scales replace leather or cloth on this item, and metal portions are instead crafted from seashells and worked coral as hard as any metal.
14-15 Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like.
16 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding dim light in a 5-foot radius. Any metal in the item is silver or mithral, rather than iron or steel.
17 Fiend. The item is made of black iron or horn inscribed with runes, and any cloth or leather components are crafted from the hide of fiends. It is warm to the touch and features leering faces or vile runes engraved on its surface. Celestials find the item's presence repulsive.
18 Giant. The item is larger than normal and was crafted by giants for use by their smaller allies.
19 Gnome. The item is crafted to appear ordinary, and it might look worn. It could also incorporate gears and mechanical components, even if these aren't essential to the item's function.
20 Undead. The item incorporates imagery of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch.

What is a Detail From Its History?[]

d8 History
1 Arcane. This item was created for an ancient order of spellcasters and bears the order's symbol.
2 Bane. This item was created by the foes of a particular culture or kind of creature. If the culture or creatures are still around, they might recognize the item and single out the bearer as an enemy.
3 Heroic. A great hero once wielded this item. Anyone who's familiar with the item's history expects great deeds from the new owner.
4 Ornament. The item was created to honor a special occasion. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface.
5 Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. Someone else who wants to play that role might try to steal the item, or someone who wants to prevent the prophecy from being fulfilled might try to kill the item's bearer
6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbols worked into it. The god's followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity.
7 Sinister. This item is linked to a deed of great evil, such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. Anyone familiar with the item's history is likely to treat it and its owner with suspicion.
8 Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. Its former owner or that person's descendants might desire it, or someone might mistakenly assume its new owner is the item's legitimate inheritor.

What Quirk Does It Have?[]

d12 Quirk
1 Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item's presence.
2 Confident. The item helps its bearer feel self assured.
3 Covetous. The item's bearer becomes obsessed with material wealth.
4 Frail. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
5 Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
6 Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used.
7 Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.
8 Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
9 Painful. The bearer experiences a harmless flash of pain when using the item.
10 Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)
11 Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it.
12 Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.

What Minor Property Does It Have?[]

d20 Minor Property
1 Beacon. The bearer can use a bonus action to cause the item to shed bright light in a 10-foot radius and dim light for an additional 10 feet, or to extinguish the light.
2 Compass. The wielder can use an action to learn which way is north.
3 Conscientious. When the bearer of this item contemplates or undertakes a malevolent act, the item enhances pangs of conscience.
4 Delver. While underground, the bearer of this item always knows the item's depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward.
5 Gleaming. This item never gets dirty.
6 Guardian. The item whispers warnings to its bearer, granting a +2 bonus to initiative if the bearer isn't incapacitated.
7 Harmonious. Attuning to this item takes only 1 minute.
8 Hidden Message. A message is hidden somewhere on the item. It might be visible only at a certain time of the year, under the light of one phase of the moon, or in a specific location.
9 Key. The item is used to unlock a container, chamber, vault, or other entryway.
10 Language. The bearer can speak and understand a language of the DM's choice while the item is on the bearer's person.
11 Sentinel. Choose a kind of creature that is an enemy of the item's creator. This item glows faintly when such creatures are within 120 feet of it.
12 Song Craft. Whenever this item is struck or is used to strike a foe, its bearer hears a fragment of an ancient song.
13 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
14 Temperate. The bearer suffers no harm in temperatures as cold as -20 degrees Fahrenheit or as warm as 120 degrees Fahrenheit.
15 Unbreakable. The item can't be broken. Special means must be used to destroy it.
16 War Leader. The bearer can use an action to cause his or her voice to carry clearly for up to 300 feet until the end of the bearer's next turn.
17 Waterborne. This item floats on water and other liquids. Its bearer has advantage on Strength (Athletics) checks to swim.
18 Wicked. When the bearer is presented with an opportunity to act in a selfish or malevolent way, the item heightens the bearer's urge to do so.
19 Illusion. The item is imbued with illusion magic, allowing its bearer to alter the item's appearance in minor ways. Such alterations don't change how the item is worn, carried, or wielded, and they have no effect on its other magical properties. For example, the wearer could make a red robe appear blue, or make a gold ring look like it's made of ivory. The item reverts to its true appearance when no one is carrying or wearing it.
20 Roll twice, rerolling any additional 20s.

Random Magic Items[]

When you use a Treasure Hoard table to randomly determine the contents of a treasure hoard and your roll indicates the presence of one or more magic items, you can determine the specific magic items by rolling on the appropriate table(s) here.

Magic Item Table A[]

d100 Magic Item
01-50 Potion of Healing
51-60 Spell Scroll (cantrip)
61-70 Potion of Climbing
71-90 Spell Scroll (1st level)
91-94 Spell Scroll (2nd level)
95-98 Potion of Greater Healing
99 Bag of Holding
00 Driftglobe

Magic Item Table B[]

d100 Magic Item
01-15 Potion of Greater Healing
16-22 Potion of Fire Breath
23-29 Potion of Resistance
30-34 Ammunition, +1
35-39 Potion of Animal Friendship
40-44 Potion of Hill Giant Strength
45-49 Potion of Growth
50-54 Potion of Water Breathing
55-59 Spell Scroll (2nd level)
60-64 Spell Scroll (3rd level)
65-67 Bag of Holding
68-70 Keoghtom's Ointment
71-73 Oil of Slipperiness
74-75 Dust of Disappearance
76-77 Dust of Dryness
78-79 Dust of Sneezing and Choking
80-81 Elemental Gem
82-83 Philter of Love
84 Alchemy Jug
85 Cap of Water Breathing
86 Cloak of the Manta Ray
87 Driftglobe
88 Goggles of Night
89 Helm of Comprehending Languages
90 Immovable Rod
91 Lantern of Revealing
92 Mariner's Armor
93 Mithral Armor
94 Potion of Poison
95 Ring of Swimming
96 Robe of Useful Items
97 Rope of Climbing
98 Saddle of the Cavalier
99 Wand of Magic Detection
00 Wand of Secrets

Magic Item Table C[]

d100 Magic Item
01-15 Potion of Superior Healing
16-22 Spell Scroll (4th level)
23-27 Ammunition, +2
28-32 Potion of Clairvoyance
33-37 Potion of Diminution
38-42 Potion of Gaseous Form
43-47 Potion of Frost Giant Strength
48-52 Potion of Stone Giant Strength
53-57 Potion of Heroism
58-62 Potion of Invulnerability
63-67 Potion of Mind Reading
68-72 Spell Scroll (5th level)
73-75 Elixir of Health
76-78 Oil of Etherealness
79-81 Potion of Fire Giant Strength
82-84 Quaal's Feather Token
85-87 Scroll of Protection
88-89 Bag of Beans
90-91 Bead of Force
92 Chime of Opening
93 Decanter of Endless Water
94 Eyes of Minute Seeing
95 Folding Boat
96 Heward's Handy Haversack
97 Horseshoes of Speed
98 Necklace of Fireballs
99 Periapt of Health
00 Sending Stones

Magic Item Table D[]

d100 Magic Item
01-20 Potion of Superior Healing
21-30 Potion of Invisibility
31-40 Potion of Speed
41-50 Spell Scroll (6th level)
51-57 Spell Scroll (7th level)
58-62 Ammunition, +3
63-67 Oil of Sharpness
68-72 Potion of Flying
73-77 Potion of Cloud Giant Strength
78-82 Potion of Longevity
83-92 Potion of Vitality
93-95 Horseshoes of a Zephyr
96-98 Nolzur's Marvelous Pigments
99 Bag of Devouring
00 Portable Hole

Magic Item Table E[]

d100 Magic Item
01-30 Spell Scroll (8th level)
31-55 Potion of Storm Giant Strength
56-70 Potion of Supreme Healing
71-85 Spell Scroll (9th level)
86-93 Universal Solvent
94-98 Arrow of Slaying
99-00 Sovereign Glue

Magic Item Table F[]

d100 Magic Item
01-15 Weapon, +1
16-18 Shield, +1
19-21 Sentinel Shield
22-23 Amulet of Proof against Detection and Location
24-25 Boots of Elvenkind
26-27 Boots of Striding and Springing
28-29 Bracers of Archery
30-31 Brooch of Shielding
32-33 Broom of Flying
34-35 Cloak of Elvenkind
36-37 Cloak of Protection
38-39 Gauntlets of Ogre Power
40-41 Hat of Disguise
42-43 Javelin of Lightning
44-45 Pearl of Power
46-47 Rod of the Pact Keeper, +1
48-49 Slippers of Spider Climbing
50-51 Staff of the Adder
52-53 Staff of the Python
54-55 Sword of Vengeance
56-57 Trident of Fish Command
58-59 Wand of Magic Missiles
60-61 Wand of the War Mage, +1
62-63 Wand of Web
64-65 Weapon of Warning
66 Adamantine Armor (Chain Mail)
67 Adamantine Armor (Chain Shirt)
68 Adamantine Armor (Scale Mail)
69 Bag of Tricks (Gray)
70 Bag of Tricks (Rust)
71 Bag of Tricks (Tan)
72 Boots of the Winterlands
73 Circlet of Blasting
74 Deck of Illusions
75 Eversmoking Bottle
76 Eyes of Charming
77 Eyes of the Eagle
78 Figurine of Wondrous Power (silver raven)
79 Gem of Brightness
80 Gloves of Missile Snaring
81 Gloves of Swimming and Climbing
82 Gloves of Thievery
83 Headband of Intellect
84 Helm of Telepathy
85 Instrument of the Bards (Doss Lute)
86 Instrument of the Bards (Fochlucan Bandore)
87 Instrument of the Bards (Mac-Fuimidh Cittern)
88 Medallion of Thoughts
89 Necklace of Adaptation
90 Periapt of Wound Closure
91 Pipes of Haunting
92 Pipes of the Sewers
93 Ring of Jumping
94 Ring of Mind Shielding
95 Ring of Warmth
96 Ring of Water Walking
97 Quiver of Ehlonna
98 Stone of Good Luck
99 Wind Fan
00 Winged Boots

Magic Item Table G[]

d100 Magic Item
01-11 Weapon, +2
12-14 Figurine of Wondrous Power (roll d8)
  • 1: Bronze griffon
  • 2: Ebony fly
  • 3: Golden lions
  • 4: Ivory goats
  • 5: Marble elephant
  • 6-7: Onyx dog
  • 8: Serpentine owl
15 Adamantine Armor (breastplate)
16 Adamantine Armor (splint)
17 Amulet of Health
18 Armor of Vulnerability
19 Arrow-Catching Shield
20 Belt of Dwarvenkind
21 Belt of Hill Giant Strength
22 Berserker Axe
23 Boots of Levitation
24 Boots of Speed
25 Bowl of Commanding Water Elementals
26 Bracers of Defense
27 Brazier of Commanding Fire Elementals
28 Cape of the Mountebank
29 Censer of Controlling Air Elementals
30 Armor, +1 chain mail
31 Armor of Resistance (chain mail)
32 Armor, +1 chain shirt
33 Armor of Resistance (chain shirt)
34 Cloak of Displacement
35 Cloak of the Bat
36 Cube of Force
37 Daern's Instant Fortress
38 Dagger of Venom
39 Dimensional Shackles
40 Dragon Slayer
41 Elven Chain
42 Flame Tongue
43 Gem of Seeing
44 Giant Slayer
45 Glamoured Studded Leather
46 Helm of Teleportation
47 Horn of Blasting
48 Horn of Valhalla (silver or brass)
49 Instrument of the Bards (Canaith Mandolin)
50 Instrument of the Bards (Cli Lyre)
51 Ioun Stone (awareness)
52 Ioun Stone (protection)
53 Ioun Stone (reserve)
54 Ioun Stone (sustenance)
55 Iron Bands of Bilarro
56 Armor, +1 leather
57 Armor of Resistance (leather)
58 Mace of Disruption
59 Mace of Smiting
60 Mace of Terror
61 Mantle of Spell Resistance
62 Necklace of Prayer Beads
63 Periapt of Proof Against Poison
64 Ring of Animal Influence
65 Ring of Evasion
66 Ring of Feather Falling
67 Ring of Free Action
68 Ring of Protection
69 Ring of Resistance
70 Ring of Spell Storing
71 Ring of the Ram
72 Ring of X-ray Vision
73 Robe of Eyes
74 Rod of Rulership
75 Rod of the Pact Keeper, +2
76 Rope of Entanglement
77 Armor, +1 scale mail
78 Armor of Resistance (scale mail)
79 Shield, +2
80 Shield of Missile Attraction
81 Staff of Charming
82 Staff of Healing
83 Staff of Swarming Insects
84 Staff of the Woodlands
85 Staff of Withering
86 Stone of Controlling Earth Elementals
87 Sun Blade
88 Sword of Life Stealing
89 Sword of Wounding
90 Tentacle Rod
91 Vicious Weapon
92 Wand of Binding
93 Wand of Enemy Detection
94 Wand of Fear
95 Wand of Fireballs
96 Wand of Lightning Bolts
97 Wand of Paralysis
98 Wand of the War Mage, +2
99 Wand of Wonder
00 Wings of Flying

Magic Item Table H[]

d100 Magic Item
01-10 Weapon, +3
11-12 Amulet of the Planes
13-14 Carpet of Flying
15-16 Crystal Ball (very rare version)
17-18 Ring of Regeneration
19-20 Ring of Shooting Stars
21-22 Ring of Telekinesis
23-24 Robe of Scintillating Colors
25-26 Robe of Stars
27-28 Rod of Absorption
29-30 Rod of Alertness
31-32 Rod of Security
33-34 Rod of the Pact Keeper, +3
35-36 Scimitar of Speed
37-38 Shield, +3
39-40 Staff of Fire
41-42 Staff of Frost
43-44 Staff of Power
45-46 Staff of Striking
47-48 Staff of Thunder and Lightning
49-50 Sword of Sharpness
51-52 Wand of Polymorph
53-54 Wand of the War Mage, +3
55 Adamantine Armor (half plate)
56 Adamantine Armor (plate)
57 Animated Shield
58 Belt of Fire Giant Strength
59 Belt of Frost (or Stone) Giant Strength
60 Armor, +1 breastplate
61 Armor of Resistance (breastplate)
62 Candle of Invocation
63 Armor, +2 chain mail
64 Armor, +2 chain shirt
65 Cloak of Arachnida
66 Dancing Sword
67 Demon Armor
68 Dragon Scale Mail
69 Dwarven Plate
70 Dwarven Thrower
71 Efreeti Bottle
72 Figurine of Wondrous Power (obsidian steed)
73 Frost Brand
74 Helm of Brilliance
75 Horn of Valhalla (Bronze)
76 Instrument of the Bards (Anstruth harp)
77 Ioun Stone (Absorption)
78 Ioun Stone (Agility)
79 Ioun Stone (Fortitude)
80 Ioun Stone (Insight)
81 Ioun Stone (Intellect)
82 Ioun Stone (Leadership)
83 Ioun Stone (Strength)
84 Armor, +2 leather
85 Manual of Bodily Health
86 Manual of Gainful Exercise
87 Manual of Golems
88 Manual of Quickness of Action
89 Mirror of Life Trapping
90 Nine Lives Stealer
91 Oathbow
92 Armor, +2 scale mail
93 Spellguard Shield
94 Armor, +1 splint
95 Armor of Resistance (splint)
96 Armor, +1 studded leather
97 Armor of Resistance (studded leather)
98 Tome of Clear Thought
99 Tome of Leadership and Influence
00 Tome of Understanding

Magic Item Table I[]

d100 Magic Item
01-05 Defender
06-10 Hammer of Thunderbolts
11-15 Luck Blade
16-20 Sword of Answering
21-23 Holy Avenger
24-26 Ring of Djinni Summoning
27-29 Ring of Invisibility
30-32 Ring of Spell Turning
33-35 Rod of Lordly Might
36-38 Staff of the Magi
39-41 Vorpal Sword
42-43 Belt of Cloud Giant Strength
44-45 Armor, +2 breastplate
46-47 Armor, +2 chain mail
48-49 Armor, +2 chain shirt
50-51 Cloak of Invisibility
52-53 Crystal Ball (legendary version)
54-55 Armor, +1 half plate
56-57 Iron Flask
58-59 Armor, +3 leather
60-61 Armor, +1 plate
62-63 Robe of the Archmagi
64-65 Rod of Resurrection
66-67 Armor, +1 scale mail
68-69 Scarab of Protection
70-71 Armor, +2 splint
72-73 Armor, +2 studded leather
74-75 Well of Many Worlds
76 Magic Armor (Roll a d12)
  • 1-2: Armor, +2 half plate
  • 3-4: Armor, +2 plate
  • 5-6: Armor, +3 studded leather
  • 7-8: Armor, +3 breastplate
  • 9-10: Armor, +3 splint
  • 11: Armor, +3 half plate
  • 12: Armor, +3 plate
77 Apparatus of Kwalish
78 Armor of Invulnerability
79 Belt of Storm Giant Strength
80 Cubic Gate
81 Deck of Many Things
82 Efreeti Chain
83 Armor of Resistance (half plate)
84 Horn of Valhalla (iron)
85 Instrument of the Bards (Ollamh harp)
86 Ioun Stone (greater absorption)
87 Ioun Stone (mastery)
88 Ioun Stone (regeneration)
89 Plate Armor of Etherealness
90 Plate Armor of Resistance
91 Ring of Air Elemental Command
92 Ring of Earth Elemental Command
93 Ring of Fire Elemental Command
94 Ring of Three Wishes
95 Ring of Water Elemental Command
96 Sphere of Annihilation
97 Talisman of Pure Good
98 Talisman of the Sphere
99 Talisman of Ultimate Evil
00 Tome of the Stilled Tongue

Sentient Magic Items[]

Some magic items possess sentience and personality. Such an item might be possessed, haunted by the spirit of a previous owner, or self-aware thanks to the magic used to create it. In any case, the item behaves like a character, complete with personality quirks, ideals, bonds, and sometimes flaws. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.

Most sentient items are weapons. Other kinds of items can manifest sentience, but consumable items such as potions and scrolls are never sentient.

Sentient magic items function as NPCs under the DM's control. Any activated property of the item is under the item's control, not its wielder's. As long as the wielder maintains a good relationship with the item, the wielder can access those properties normally. If the relationship is strained, the item can suppress its activated properties or even turn them against the wielder.

Creating Sentient Magic Items[]

When you decide to make a magic item sentient, you create the item's persona in the same way you would create an NPC, with a few exceptions described here.


A sentient magic item has Intelligence, Wisdom, and Charisma scores. You can choose the item's abilities or determine them randomly. To determine them randomly, roll 4d6 for each one, dropping the lowest roll and totaling the rest.


A sentient item has some ability to communicate, either by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the following table.

d100 Communication
01-60 The item communicates by transmitting emotion to the creature carrying or wielding it.
61-90 The item can speak, read, and understand one or more languages.
91-00 The item can speak, read, and understand one or more languages. In addition, the item can communicate telepathically with any character that carries or wields it.


With sentience comes awareness. A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the following table.

d4 Senses
1 Hearing and normal vision out to 30 feet.
2 Hearing and normal vision out to 60 feet.
3 Hearing and normal vision out to 120 feet.
4 Hearing and darkvision out to 120 feet.


A sentient magic item has an alignment. Its creator or nature might suggest an alignment. If not, you can pick an alignment or roll on the following table.

d100 Alignment
01-15 Lawful good
16-35 Neutral good
36-50 Chaotic good
51-63 Lawful neutral
64-73 Neutral
74-85 Chaotic neutral
86-89 Lawful evil
90-96 Neutral evil
97-00 Chaotic evil


Use the information on creating NPCs to develop a sentient item's mannerisms, personality traits, ideals, bonds, and flaws.

If you determine these characteristics randomly, ignore or adapt any result that doesn't make sense for an inanimate object. You can reroll until you get a result you like.

Special Purpose[]

You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder's use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item, and could even cause the item to prevent the use of its activated properties. You can pick a special purpose or roll on the following table.

d10 Purpose
1 Aligned: The item seeks to defeat or destroy those of a diametrically opposed alignment. (Such an item is never neutral.)
2 Bane: The item seeks to defeat or destroy creatures of a particular kind, such as fiends, shapechangers, trolls, or wizards.
3 Protector: The item seeks to defend a particular race or kind of creature, such as elves or druids.
4 Crusader: The item seeks to defeat, weaken, or destroy the servants of a particular deity.
5 Templar: The item seeks to defend the servants and interests of a particular deity.
6 Destroyer: The item craves destruction and goads its user to fight arbitrarily.
7 Glory Seeker: The item seeks renown as the greatest magic item in the world, by establishing its user as a famous or notorious figure.
8 Lore Seeker: The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy.
9 Destiny Seeker: The item is convinced that it and its wielder have key roles to play in future events.
10 Creator Seeker: The item seeks its creator and wants to understand why it was created.


A sentient item has a will of its own, shaped by its personality and alignment. If its wielder acts in a manner opposed to the item's alignment or purpose, conflict can arise. When such a conflict occurs, the item makes a Charisma check contested by the wielder's Charisma check. If the item wins the contest, it makes one or more of the following demands:

  • The item insists on being carried or worn at all times.
  • The item demands that its wielder dispose of anything the item finds repugnant.
  • The item demands that its wielder pursue the item's goals to the exclusion of all other goals.
  • The item demands to be given to someone else.

If its wielder refuses to comply with the item's wishes, the item can do any or all of the following:

  • Make it impossible for its wielder to attune to it.
  • Suppress one or more of its activated properties.
  • Attempt to take control of its wielder.

If a sentient item attempts to take control of its wielder, the wielder must make a Charisma saving throw, with a DC equal to 12 + the item's Charisma modifier. On a failed save, the wielder is charmed by the item for 1d12 hours. While charmed, the wielder must try to follow the item's commands. If the wielder takes damage, it can repeat the saving throw, ending the effect on a success. Whether the attempt to control its user succeeds or fails, the item can't use this power again until the next dawn.

Sample Sentient Items[]

The sentient weapons described here have storied histories.


An artifact is a unique magic item of tremendous power, with its own origin and history. An artifact might have been created by gods or mortals of awesome power. It could have been created in the midst of a crisis that threatened a kingdom, a world, or the entire multiverse, and carry the weight of that pivotal moment in history.

Some artifacts appear when they are needed most. For others, the reverse is true; when discovered, the world trembles at the ramifications of the find. In either case, introducing an artifact into a campaign requires forethought. The artifact could be an item that opposing sides are hoping to claim, or it might be something the adventurers need to overcome their greatest challenge.

Characters don't typically find artifacts in the normal course of adventuring. In fact, artifacts only appear when you want them to, for they are as much plot devices as magic items. Tracking down and recovering an artifact is often the main goal of an adventure. Characters must chase down rumors, undergo significant trials, and venture into dangerous, half-forgotten places to find the artifact they seek. Alternatively, a major villain might already have the artifact. Obtaining and destroying the artifact could be the only way to ensure that its power can't be used for evil.

Artifact Properties[]

Each artifact has its own magical properties, as other magic items do, and the properties are often exceptionally powerful. An artifact might have other properties that are either beneficial or detrimental. You can choose such properties from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically change each time an artifact appears in the world.

An artifact can have as many as four minor beneficial properties and two major beneficial properties. It can have as many as four minor detrimental properties and two major detrimental properties.

Minor Beneficial Properties[]

d100 Property
01-20 While attuned to the artifact, you gain proficiency in one skill of the DM's choice.
21-30 While attuned to the artifact, you are immune to disease.
31-40 While attuned to the artifact, you can't be charmed or frightened.
41-50 While attuned to the artifact, you have resistance against one damage type of the DM's choice.
51-60 While attuned to the artifact, you can use an action to cast one cantrip (chosen by the DM) from it.
61-70 While attuned to the artifact, you can use an action to cast one 1st-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
71-80 As 61-70 above, except the spell is 2nd level.
81-90 As 61-70 above, except the spell is 3rd level.
91-00 While attuned to the artifact, you gain a +1 bonus to Armor Class.

Major Beneficial Properties[]

d100 Property
01-20 While attuned to the artifact, one of your ability scores (DM's choice) increases by 2, to a maximum of 24.
21-30 While attuned to the artifact, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.
31-40 When you hit with a weapon attack while attuned to the artifact, the target takes an extra 1d6 damage of the weapon's type.
41-50 While attuned to the artifact, your walking speed increases by 10 feet.
51-60 While attuned to the artifact, you can use an action to cast one 4th-level spell (chosen by the DM) from it. After you cast the spell, roll a d6. On a roll of 1-5, you can't cast it again until the next dawn.
61-70 As 51-60 above, except the spell is 5th level.
71-80 As 51-60 above, except the spell is 6th level.
81-90 As 51-60 above, except the spell is 7th level.
91-00 While attuned to the artifact, you can't be blinded, deafened, petrified, or stunned.

Minor Detrimental Properties[]

d100 Property
01-05 While attuned to the artifact, you have disadvantage on saving throws against spells.
06-10 The first time you touch a gem or piece of jewelry while attuned to this artifact, the value of the gem or jewelry is reduced by half.
11-15 While attuned to the artifact, you are blinded when you are more than 10 feet away from it.
16-20 While attuned to the artifact, you have disadvantage on saving throws against poison.
21-30 While attuned to the artifact, you emit a sour stench noticeable from up to 10 feet away.
31-35 While attuned to the artifact, all holy water within 10 feet of you is destroyed.
36-40 While attuned to the artifact, you are physically ill and have disadvantage on any ability check or saving throw that uses Strength or Constitution.
41-45 While attuned to the artifact, your weight increases by 1d4 × 10 pounds.
46-50 While attuned to the artifact, your appearance changes as the DM decides.
51-55 While attuned to the artifact, you are deafened when you are more than 10 feet away from it.
56-60 While attuned to the artifact, your weight drops by 1d4 × 5 pounds.
61-65 While attuned to the artifact, you can't smell.
66-70 While attuned to the artifact, nonmagical flames are extinguished within 30 feet of you.
71-80 While you are attuned to the artifact, other creatures can't take short or long rests while within 300 feet of you.
81-85 While attuned to the artifact, you deal 1d6 necrotic damage to any plant you touch that isn't a creature.
86-90 While you are attuned to the artifact, animals within 30 feet of you are hostile toward you.
91-95 While attuned to the artifact, you must eat and drink six times the normal amount each day.
96-00 While you are attuned to the artifact, your flaw is amplified in a way determined by the DM.

Major Detrimental Properties[]

d100 Property
01-05 While you are attuned to the artifact, your body rots over the course of four days, after which the rotting stops. You lose your hair by the end of day 1, finger tips and toe tips by the end of day 2, lips and nose by the end of day 3, and ears by the end of day 4. A Regenerate spell restores lost body parts
06-10 While you are attuned to the artifact, you determine your alignment daily at dawn by rolling a d6 twice. On the first roll, a 1-2 indicates lawful, 3-4 neutral, and 5-6 chaotic. On the second roll, a 1-2 indicates good, 3-4 neutral, and 5-6 evil.
11-15 When you first attune to the artifact, it gives you a quest determined by the DM. You must complete this quest as if affected by the Geas spell. Once you complete the quest, you are no longer affected by this property.
16-20 The artifact houses a bodiless life force that is hostile toward you. Each time you use an action to use one of the artifact's properties, there is a 50 percent chance that the life force tries to leave the artifact and enter your body. If you fail a DC 20 Charisma saving throw, it succeeds, and you become an NPC under the DM's control until the intruding life force is banished using magic such as the Dispel Evil and Good spell.
21-25 Creatures with a challenge rating of 0, as well as plants that aren't creatures, drop to 0 hit points when within 10 feet of the artifact.
26-30 The artifact imprisons a death slaad. Each time you use one of the artifact's properties as an action, the slaad has a 10 percent chance of escaping, whereupon it appears within 15 feet of you and attacks you.
31-35 While you are attuned to the artifact, creatures of a particular type other than humanoid (as chosen by the DM) are always hostile toward you.
36-40 The artifact dilutes magic potions within 10 feet of it, rendering them nonmagical.
41-45 The artifact erases magic scrolls within 10 feet of it, rendering them nonmagical.
46-50 Before using one of the artifact's properties as an action, you must use a bonus action to draw blood, either from yourself or from a willing or incapacitated creature within your reach, using a piercing or slashing melee weapon. The subject takes 1d4 damage of the appropriate type.
51-60 When you become attuned to the artifact, you gain a form of long-term madness.
61-65 You take 4d10 psychic damage when you become attuned to the artifact.
66-70 You take 8d10 psychic damage when you become attuned to the artifact.
71-75 Before you can become attuned to the artifact, you must kill a creature of your alignment.
76-80 When you become attuned to the artifact, one of your ability scores is reduced by 2 at random. A Greater Restoration spell restores the ability to normal.
81-85 Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you are instantly transformed into a wight under the DM's control that is sworn to protect the artifact.
86-90 While attuned to the artifact, you lose the ability to speak.
91-95 While attuned to the artifact, you have vulnerability to all damage.
96-00 When you become attuned to the artifact, there is a 10 percent chance that you attract the attention of a god that sends an avatar to wrest the artifact from you. The avatar has the same alignment as its creator and the statistics of an empyrean. Once it obtains the artifact, the avatar vanishes.

Destroying Artifacts[]

An artifact must be destroyed in some special way. Otherwise, it is impervious to damage. Each artifact has a weakness by which its creation can be undone. Learning this weakness might require extensive research or the successful completion of a quest. The DM decides how a particular artifact can be destroyed. Some suggestions are provided here:

  • The artifact must be melted down in the volcano, forge, or crucible in which it was created.
  • The artifact must be dropped into the River Styx.
  • The artifact must be swallowed and digested by the tarrasque or some other ancient creature.
  • The artifact must be bathed in the blood of a god or an angel.
  • The artifact must be struck and shattered by a special weapon crafted for that purpose.
  • The artifact must be pulverized between the titanic gears of Mechanus.
  • The artifact must be returned to its creator, who can destroy it by touch.

Sample Artifacts[]

The artifacts presented here have appeared in one or more of D&D worlds. Use them as guides when creating your own artifacts, or modify them as you see fit.