5e SRD Magic Items

My take on the magic items of the 5e SRD

Rare Wondrous Item

When rolling Hit Dice during a Field Rest, roll with advantage and add 2 x STR. Roll the effect of potions with disadvantage.

While wearing this amulet, you are hidden from divination magic. Your forgettable appearance gives you disadvantage on Influence checks.

Very Rare Wondrous item

While wearing this amulet, you can use an action to name a familiar location on another plane of existence. Make a DC 12 INT check to teleport yourself and up to 8 willing creatures there. A failed check teleports you all somewhere else on that plane. A critical failure could teleport you ANYWHERE.

Legendary Wondrous item

This underwater vehicle is remarkably complicated to use and requires a DC 15 Examination check to use if your INT is less than 4. Two people can fit inside with enough air for 5 hours. The claws can grab and make unarmed attacks. If damaged by a critical hit, the apparatus begins to leak and will flood in 3 turns.

Very Rare Wondrous Item

This bag looks like a bag of holding but is actually the mouth of an extradimensional creature. Each day, it eats 1d4 things placed in the bag and tries to pull in the first person reaching inside (DC 15 STR save to resist or get out of the bag). Someone trapped in the bag takes 1d8 digestion damage per turn.

Uncommon Wondrous Item

This bag is bigger on the inside but always weighs the same, granting you 5 more inventory slots. Retrieving an item from the bag requires an action. Pickpockets find these bags a great way to rob their victims of many items at once…

Uncommon Wondrous Item

(1/Safe Rest) Action: Pull a small friendly creature from this bag (1d6 minion) and give it instructions. Its appearance is decided when you summon it and it disappears after 10 minutes.

Rare Wondrous Item

This small black bead explodes into a transparent sphere of force when thrown (Range 8). Creatures in a 2x2 sphere take 5d4 damage (DC 12 DEX to dodge). Creatures enclosed by the sphere are trapped for 1 minute. The sphere walls are impassable, but a trapped creature can use its action to push the sphere half its speed. The sphere is always light enough to be picked up.