5e SRD Magic Items
My take on Nimble versions of 5e classics. Some take more creative liberties than others, but the aim is always to ensure an item is never just 'good' - it should be an jnteresting choice for players to think about. Have fun!
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.
While wearing this amulet, you can use an action to name a familiar location on another plane of existence. Make a DC 12 Arcana 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.
+6 Armor when held. Action: Command the shield to float alongside you for 1 minute. This leaves your hands free but reduces its armor bonus to +3.
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.
+22 Armor. (1/encounter) Action: Lock down your armor and end your turn. You are immovable and immune to ALL spells and attacks, but you cannot take any actions until you spend an action to end this effect.
You have resistance to one type of elemental damage (chosen by the GM), but elementals of that type will sense this and hate you for it.
You resist bludgeoning, piercing, or slashing, but you are vulnerable to the other two damage types.
This arrow deals an additional die of damage against a particular creature type. Those creatures may try to kill you first.
A 1d4 Arrow of Slaying is likely to be uncommon; +1d10 or more, legendary.
You can Interpose for an ally targeted by a ranged attack from 2 spaces further. You have +3 bonus armor when defending against a ranged attack, but -3 armor when defending against a melee attack.
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.
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 onceā¦
(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.
This bead explodes into a transparent sphere when thrown (Range 8). Creatures within Reach 2 take 5d4 damage and are trapped for 1 minute (DEX save to dodge). 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.
Wearing this belt grants the following benefits:
- Your STR score increases by 1, to a maximum of 5.
- Treat your ancestry as Dwarf, rather than your normal ancestry.
- Advantage on Influence checks made to interact with dwarves.
- You have a 50 percent chance of growing a full(er) beard each day at dawn.
While wearing this belt, you have +2 STR, -2 INT and you can speak Giant. You also become Large and Taunt enemies on hit.
While wearing this belt. you have +2 Might, -2 Stealth, and you can speak Giant.
While wearing this belt, you have +2 Might, -2 Stealth, and you can speak Giant. You also become Large and Taunt enemies on hit.
While wearing this belt, you have +2 STR, -2 INT and you can speak Giant. You also become Large, Taunt enemies on hit and gain a Fly speed of 3. Action: Once per encounter, you can cast Stormlash.
When Dying, you have an extra action, but the STR save to avoid a Wound is DC 15.
Your steps make no sound and you have advantage on Stealth checks, but your speed is reduced by 1.
Float up to 2 spaces high for 10 minutes. You can drop gently or remain floating, but further movement requires you to use your speed to push yourself horizontally along a surface as if climbing.
Click your heels together to double your speed until the end of your next turn (1/encounter).
Once per round, reduce your speed to zero until the end of your next turn to Interpose for an ally that far away or closer (this still costs an action).
While wearing these fur boots, you gain the following benefits:
- Resistance to cold damage.
- You ignore difficult terrain created by ice or snow.
You gain a +2 bonus to damage on ranged attacks made with the longbow and shortbow, but your melee attacks are made with disadvantage.
While wearing these bracers, you gain a +2 bonus to Armor if you are wearing no armor and using no shield.
While a fire burns in this brass brazier, you can use an action to speak the brazierās command word and summon a fire elemental minion (1d12). The minion has a reach of 2 and does fire damage. The brazier can summon 5 minions per safe rest.
Once per encounter, you may defend for free. You may also reduce the damage to zero, but this will break the brooch until it is repaired by someone with the skill to do so.
Riding this broom gives you a flying speed of 10 (or 5 with a passenger), but a critical hit will knock you from the broom. The broom can be sent alone to a destination and return, but only if you stay within 1 kilometre of each other.
If this candle is blessed by a holy leader such as a high priest, Shepherds and Stormshifters that worship the same deity may light it for one hour. During that time, they may cast tier 1 spells without spending mana, and their spells behave as if upcast 1 level, even if they normally could not do this. The candle may be lit four times before it is fully used up. An unused candle may be burned entirely to cast the Sacrifice spell.
This cape smells faintly of brimstone. You can spend an action to teleport to somewhere you can see in a puff of smoke. Each time you teleport, roll a d6. If you roll a 1, the teleport fails and you take 1d10 fire damage.
Speak the carpetās command word as an action to make the carpet hover and fly (Speed 12). It moves according to your spoken directions, provided that you are within 6 spaces. The carpet can carry two medium creatures, or double that at half speed. Larger carpets can carry more.
While incense is burning in this censer, you can use an action to speak the censerās command word and summon an air elemental minion (1d12). The minion has a reach of 2 and does slashing damage. The brazier can summon 5 minions per safe rest.
Strike the chime and roll a d4. On a 4, the loud ringing sound opens a nearby lock or latch. On a 2 or 3, nothing happens. On a 1, the chime breaks and becomes useless.
While wearing this circlet, you can use an action to cast Flame Dart, but you are Vulnerable to Cold damage.
You have a climb Speed and your crits restrain enemies (STR save). Action: Spread web over a 4x4 area, making it difficult terrain for other creatures. Flying enemies target you first.
This cloak projects an illusion that makes the first attack against you each round have disadvantage if you didn't move on your turn.
This cloak of leaves gives you advantage on Stealth checks made to hide as the cloakās color shifts to camouflage you, but you are Vulnerable to fire damage.
This unusually heavy cloak gives +2 armor but reduces your speed by 1.
While wearing this cloak, you have advantage on Stealth checks at night and you fall slowly, gliding a distance equal to the height of your fall. (1/Safe Rest) Action: Transform into a harmless tiny bat until damaged. Enemy attacks have disadvantage, but are Vicious.
While wearing this cloak, you can breathe underwater and have a Swim speed of 6, but you constantly drip water everywhere.
During Downtime, you can ponder your orb and roll a d10 to receive a Minor Boon for yourself or an ally (your choice) lasting until your next Safe Rest. Rolling a 1 subjects you to a dire omen (roll again and suffer the inverse effect of the Boon).
Refer to the 9 Minor Boons of the GMG.
During downtime, you can ponder your orb and roll a d20 to receive a Major Boon for yourself or an ally (your choice) lasting until your next safe rest. Rolling a 1 subjects you to a curse (roll again and suffer the inverse effect of the Boon).
Refer to the 19 Major Boons listed in the GMG (excluding Ancestry Trait).
Action: Create a 3-space cubic cage of force (Range 6). Choose whether the walls of the cage obstruct all creatures and/or all attacks. A trapped creature may break free with a DC 20 STR save, and the cube cannot trap an enemy larger than Huge. The device has 3 charges, and must be left in a bank vault for 1 month to recharge.
The six sides of the cube are each keyed to a different plane of existence determined by the GM. You may use an action to open a portal to another plane.
Such ease of travel may draw the envy of extraplanar beingsā¦
Action: Coat your dagger with poison. The dagger's next attack inflicts an additional 1d8 damage and Poisoned until the end of the target's next turn (STR save for half damage only).
(1/Safe Rest) Action: For 1 minute, your melee attacks have Reach 8.
This flask can produce a little, a lot or a FLOOD of water. A flood turns a 6x6 area into difficult terrain and knocks creatures prone (DC 10 STR save).
Pull a random card to summon an illusion at a location you can see for 1 round. Roll a d6 to summon:
1 - Your greatest fear - you are Frightened.
2 - Kobold - the closest enemy is Taunted.
3 - Swarm of insects - the closest enemy is Slowed.
4 - Medusa - the closest enemy is Blinded.
5 - Swooping Roc - the closest enemy goes Prone.
6 - Red Dragon - Frighten ALL enemies.
When you crit with this weapon, add the damage to your Armor until the end of your next turn. Until then, you may Defend once without spending an action.
+18 Armor. You can speak Abyssal and your gauntlets deal 1d8 slashing damage. This armor whispers dark secrets to you and you have disadvantage on rolls involving demonic enemies. It can only be removed by an exorcist.
Action: Restrain a Small to Large Incapacitated creature. While Restrained, they are unable to use any method of teleportation. They remain this way until released or they break the shackles (DC 20 STR save).
Flagrant Challenger: This armor was crafted from a slain dragon. You resist that dragon's element and have advantage on checks to avoid becoming Frightened. Dragons target you first.
Make attacks against dragons with advantage and add 1d6 damage. They target you first.
Action: Throw the dust into the air. You and each creature within Reach 2 become invisible for 5 minutes or until making an attack.
Action: Sprinkle a pinch of dust over water. A 3-space cube of water turns into a lightweight marble-sized pellet. Smashing the pellet releases the water.
A water elemental exposed to the dust takes 10d6 necrotic damage (STR save for half).
Action: Scatter this dust to Incapacitate all breathing creatures within Reach 3 (DC 12 STR to resist, healing ends).
You have advantage on Perception checks while underground. Reaction: You ignore the effects of Forced Movement.
Thrown 6. This weapon's ranged attacks deal an extra 1d8 and it returns to your hand. On a miss, the force of the return knocks you Prone.
In addition to your usual ammunition, this quiver can magically compress up to 12 javelins and 4 bows, staves or spears into 1 inventory slot for easy access. However, the extra weight reduces your speed by 2.
Open this painted brass bottle to release the efreeti trapped within. Roll a d4: on a 1, the efreeti is hostile, on a 4, it is grateful and offers one casting of Manifest Reality. Otherwise, its motivations remain mysterious. Why was it trapped to begin with�
Action: Break the gem and summon a Fire/Ice/Air/Earth elemental minion (1d12). The minion has a Reach of 2 and does Fire/Cold/Slashing/ Bludgeoning damage. Other elementals do not appreciate the use of these gemsā¦
This armor is so light it does not use an inventory slot while worn, but enemies can push you twice as far.
Action: Release opaque smoke that Blinds creatures within Reach 2. This reach doubles each round until the bottle is closed again (up to Reach 16). Wind magic undoes this progression by one round.
Action: Expend 1 charge from these eyeglasses to Charm a creature you can see for 1 minute (INT save when damaged). The glasses may be recharged by lending them to a hormonal teenager for a week.
These crystal lenses give you advantage on Examination checks that rely on sight, but you suffer frequent nosebleeds.
These crystal lenses give you advantage on Perception checks that rely on sight, but you have disadvantage on initiative rolls while indoors.
These tokens summon a construct to perform an action:
Anchor: Immobilises a watercraft for 24 hours
Bird: Carries up to 4 creatures, covering a day's travel in 1 hour
Fan: Wafts a sailboat, doubling its speed
Swan boat: Moves up to six creatures over water at walking speed
Tree: Grows up to 10 spaces large
Whip: Floats and inflicts 2d8 slashing damage (Command: 1 action)
Summon the depicted creature (dXX minion, 12 hour duration) Recharge: A druid blesses the figurine.
Figurines lose 1HP when damaged.
- Bronze Griffon (1d8, 2HP): 2-hero mount
- Ebony Giant Fly (1d4): 1-hero mount
- Golden Lions (2 x 1d8)
- Ivory Goats (3 x 1d4): 1-hero mounts, Frighten on crit
- Marble Elephant (d10, 3HP): 4-hero mount
- Obsidian Steed (1d6, 2HP): 1-hero mount, Speed 12
- Onyx Dog (1d8): Senses invisible creatures within Range 8
- Serpentine Owl (1d6): Communicates telepathically
- Silver Raven (1d4): Animal messenger
Action: Cast Enchant Weapon on this sword. Recharge: Dip in the blood of a fire elemental.
This small box can fold out into a sailboat that fits 10 creatures. It can also fold back, leaving any cargo and passengers on the ground.
Deals an extra 1d6 Cold damage and rolls with advantage against Hampered targets. On a miss, the swordās frost Slows you until the end of your next turn.
Your Might increases by 4, but you can only speak Giant.
Casts light up to 9 spaces away. Action: Throw and shatter the prism to Blind all creatures in a 3x3 area until the end of their next turn (Range 6, DEX save).
Action: Expend a charge to see the true form of any invisible or shapeshifted creatures within Range 8 for 10 minutes. Recharge: Hide the gem in a hall of mirrors for 1 week.
On crit, enemies that are Huge or larger take an extra 2d6 damage and fall Prone (STR save for half this damage only).
Action: The armor assumes the illusory appearance of a normal set of clothing or armor of your choosing while worn.
(1/encounter) Defend against a ranged attack for free if one of your hands is already empty.
Climb and swim at full speed, but you make Finesse checks with disadvantage.
Gain advantage on Perception checks at night, but suffer disadvantage for the following day.
This backpack provides 3 inventory slots that can be accessed as a free action. Only one slot can be used per encounter.
This hat allows you to take on the appearance of someone else, but the hat itself will always look the same.
This dazzling helm has 10 gems and glows up to Reach 4. Action: Smash a gem to gain 3 mana or cast a Fire cantrip. If you die while wearing this helm, roll a number of d6s equal to the remaining gems. If you roll a 6, the helm is destroyed and you come back to life with 1 HP and 1 Wound.
This helm allows you to understand the literal meaning of any language you see or hear, though codes and glyphs remain mysterious.
Share thoughts with a humanoid you can see. An unwilling target may make a WIL save to resist, learning something about you on a success.
Expend 1 charge to teleport yourself to a previously visited location. Recharge: the helm must physically travel 100 kilometres in each cardinal direction from its last point of use.
Accept a divine purpose to wield this blade, which deals an additional 2d10 radiant damage against undead and fiends. Allies within Reach 4 have advantage on saves against magic.
Action: Blow this horn to summon 6 warrior spirits (d8/10/12 minions) within 12 spaces for 1 hour. The horn cannot be blown again until songs have been sung of your deeds.
Your horse floats slightly above the ground and doubles its Speed.
Your horseās Speed doubles while wearing these shoes.
Action: Fix the rod in mid-air, where it can support up to 4 tonnes. The rod will not move until reactivated or pushed 2 spaces with a DC 20 Might check.
Action: This metal cube grows into a 6x6 immovable cubic fortress that remains for 24 hours or until dismissed while empty. It has two floors, arrow slits and a door that opens only for you. Creatures that were in the area take 10d10 Bludgeoning (DEX save for half).
Equip the stone to give one skill advantage 2 on all checks, and another disadvantage 2. This stone floats around your head and cannot be unequipped. After you receive 3 Wounds, the stone shatters.
Action: Throw this device at a Huge or smaller creature you can see within Range 8. If it fails a STR save, the creature is Restrained by metal bands until you release it (save repeats on turn). Passing the save breaks the bands.
(1/encounter) Action: Throw the javelin to deal all creatures in Line 12 4d6 Lightning damage (DEX save for half).
Invisible creatures and objects in the light of this lantern become visible (Reach 6).
(1/encounter) Reroll an attack, check or save. You must use the new roll. Action: Cast Manifest Reality, destroying the blade.
Take 1d6 radiant damage to deal twice as much to Undead and Fiends. Your crits against them are Vicious.
Deal an additional 1d8 radiant damage if you have Interposed since the end of your last turn.
Action: All creatures in Reach 6 become Frightened (WIL save). Recharge: Hide the mace in a crypt for 1 week.
You have advantage on saves against magical effects, but magical healing only heals you for the minimum amount.
While you have this book, increase the size of your Hit Dice by 2 increments. You must spend an action at the start of every combat reading from it.
While you have this book, increase your STR by 2. You must spend an action at the start of every combat reading from it.
After reading, this book bursts into flames and summons a golem that obeys your instructions (d12 minion). It has 5 inventory slots and can be reanimated with Lightning magic if it dies. If it misses an attack, it becomes hostile for 1 round.
While you have this book, increase your DEX by 2. You must spend an action at the start of every combat reading from it.
These magical paints can create a harmless, worthless simulacrum of an object that appears real at first glance, or paint a 1-space hole in a flat surface.
Roll a d6 to hear the thoughts of a humanoid you can see. If you roll a 1, they hear your thoughts instead.
An adjacent creature who sees this mirror and fails a DC 12 WIL save is harmlessly trapped within its extradimensional space. Action: Touch the mirror and name a captured creature to release it.
While wearing this necklace, glowing gills grow from your neck and you donāt need to breathe.
Expend 1 charge to cast Flame Dart, 2 charges to cast Ignite, or 4 charges to cast Pyroclasm (action cost remains). Additional charges may be spent to upcast. Recharge: Leave the necklace in a funeral pyre.
Action: Expend a charge to cast a Radiant cantrip, or cast another Radiant spell you know by expending charges equal to the Tier + 1. Recharge: Gain the blessing of a holy leader.
When you kill an enemy, expend a charge and add 1d4 to this weapon's damage permanently. After expending all charges, the sword shatters.
(1/Safe Rest) Action: Choose a sworn enemy. Your shots against them cannot miss and your crits are Vicious. While they live, you make all other attacks with disadvantage.
You are immune to contracting disease, but vermin of all kinds hate you.
You are immune to poison and the Poisoned condition, but you make STR saves with disadvantage.
While wearing this pendant, you can heal 2 wounds per Safe Rest, but you have disadvantage on STR saves to avoid a wound when dying in combat.
Enemies within Range 6 must succeed on a DC 12 WIL save or become Frightened of you for 1 minute (repeat save on turn end). Recharge: Leave the pipes in a graveyard for 1 week.
Action: Summon a swarm of rats. If it fails a WIL save, it follows your instructions for 6 hours, otherwise, it becomes hostile. Recharge: Submerge in a sewer drain for 3 days.
(1/encounter) Action: Phase into the Astral Plane until the start of your next turn. You reappear in a space you can see.
Action: Unfold this 2x2 cloth on the ground to create a hole into an extradimensional space. A creature inside the hole when it is folded back up is trapped with 10 minutes of air (STR save to escape).
Action: Heal 2d8 + 2 HP and end the effects of poison or disease.
You can speak to animals. You can also roll a d6 to Charm or Frighten them (6 - success, 5-2 - nothing happens, 1 - they become hostile).
(1/encounter) Action: Expend a charge to: Command an Elemental of your level or lower (WIL save on turn end). OR: Cast elemental cantrips and you resist this element. Recharge: Take the ring to its home Elemental Plane.
Ring is attuned to Fire, Ice, Lightning, Wind or Earth.
You are always under the effects of Feather Fall, but you make Finesse checks with disadvantage.
Action: Become Invisible and roll a d4. On a 1, you also become Blinded.
Gain 2 speed. When you move, you use all your movement in a single leap.
Creatures attempting to read your mind hear only whistling wind. You make INT saves with disadvantage.
You don't gain a Wound when you drop to 0 HP, but you take 2 fewer Wounds before dying.
Action: Sacrifice 3 Hit Dice to recover 1 Wound. Your speed is 0 until the end of your next turn.
Action: Choose a damage type. Until the end of the encounter, you resist it but are vulnerable to all other damage types.
Action: Expend a charge to deal 2d6 radiant damage, plus an additional d6 per additional charge spent. Recharge: Expose the ring to the light of a meteor shower.
You may cast a spell stored in the ring during a rest (the action cost remains the same). Up to 3 different spells can each be cast once.
When you Defend against a magic attack, expend a charge to roll a d6. On a 6, inflict the damage on the attacker instead. Recharge: Sacrifice 3 mana per charge.
You have a Swim speed of 8, but your webbed feet reduce your walking speed by 2.
You can pick up and interact with items within Reach 4. Action: Knock an enemy Prone and move it 2 spaces in any direction (STR save)
Action: Expend a charge to deal 2d10 to an enemy and push them 2 spaces away from you (Range 6, STR save for half damage only). You can also expend a charge for advantage 2 on a check to push something. Recharge: Feed to a goat.
You may cast Manifest Reality 3 times, at which point this ring becomes non-magical.
You have resistance to cold damage but you are vulnerable to fire. At normal temperatures, you sweat profusely.
You can walk across liquid surfaces, but any underwater predators are drawn towards you.
(1/Safe Rest) Action: You can see through solid matter. Your vision can penetrate up to 1 foot of stone, 1 inch of metal, or up to 3 feet of wood or dirt. Lead remains opaque.
You can see in all directions, you have advantage on Perception checks that rely on sight and can see invisible creatures. You automatically fail saves against becoming Blinded.
Action: Creatures within Reach 3 become Blinded until the end of their next turn (WIL save to resist). If they fail by 5 or more, they also become Dazed.
(1/encounter) Action: Pass into the Astral Plane until your next turn. Upon return, you may upcast a spell without spending extra mana. You are always visible in darkness.
(1/encounter) Action: Pull an item worth 15 gp or less from a pocket, such as a dagger, mirror or bucket. You may also roll a d12 to see what else is in thereā¦
1 - A live snake that attacks you.
2 - A small cart.
3 - A 2-space long pole.
4 - A lost pigeon.
5 - Wooden ladder (4 spaces long).
6 - A riding horse with saddle bags.
7 - A live bomb that will explode for 4d6 damage in a 3x3 area in 3 turns.
8 - A potion of healing.
9 - A rowboat (3x2 spaces long).
10 - Spell scroll for a Tier 1 spell.
11 - A mysterious egg.
12 - A 2x2 square window looking outside which you can place on a vertical surface.
When you Defend against a magical attack, you can absorb it and roll a d6. On a 1, the rod overloads and explodes, dealing double the original damage to you.
You cannot be surprised and you have advantage on initiative rolls, but you make saves against being Frightened with disadvantage.
(1/encounter) Choose any 2-handed melee weapon and any element. The rod acts as that weapon and deals an additional 1d12 of that elemental damage type. You may only repeat a selection after using all others.
(1/encounter) Action: Charm a creature you can see and give it a command. It makes an INT save to resist at the start of its turn, with advantage if the command would cause it harm.
Action: Teleport yourself and up to 6 willing creatures to an idyllic demi-plane of your design to take a Safe Rest before returning to your location. Recharge: Hide the rod in a dragon's horde without it knowing for 1 year.
This rope is 12 spaces long and can hold 1 tonne. Action: Command the rope to float (speed of 2) and tie itself to a specific location. You can climb it at full speed.
Action: Command one end of the rope to restrain or release a creature within Reach 4 (DC 12 STR or DEX save).
You may spend a charge to avoid receiving a Wound. You may also spend 3 charges to cast Sacrifice. Recharge: Wrap in the bandages of a Mummy Lord for 2 weeks.
Your attacks do not suffer the rushed penalty. Take 1d6 damage every time you miss.
You have resistance to ranged weapon attacks, but you must ALWAYS Interpose for allies receiving this kind of damage if possible (does not cost an action).
You can walk at half speed across vertical surfaces or ceilings as if they were flat ground, but you cannot end your turn there.
Action: Apply this glue to any two objects. After 1 minute, this adhesive bond cannot be broken except by Universal Solvent.
When Defending against a spell, roll a d12 and add it to your Armor. If you roll a 1, you are Dazed until the end of your next turn.
Any non-artifact entering this Small sphere is destroyed. Partly entering causes 4d10 damage (DEX save to avoid). A creature within Range 6 can move the sphere INT spaces with a DC 18 Arcana check (this can be contested). Failure draws it 2 spaces towards you.
Action: Expend a charge to Charm a creature (INT save, repeat on turn end). Recharge: Play music to the staff and roll a d20. On a 1, the staff shrivels and becomes non-magical.
You have resistance to fire damage and you can spend charges instead of mana to cast Fire spells (action cost remains the same). Recharge: Place the staff in a furnace and roll a d20. On a 1, the staff crumbles into cinders.
You have resistance to cold damage and you can spend charges instead of mana to cast Ice spells (action cost remains the same). Recharge: Submerge the staff in water, freeze it and roll a d20. On a 1, the staff becomes brittle and shatters.
Roll your Hit Dice with advantage during a Short or Field Rest. You can spend charges instead of mana to cast the Heal spell (action cost remains the same). Recharge: Perform a cleansing ritual on the staff and roll a d20. On a 1, the staff vanishes in a flash of light.
You can spend a single charge instead of mana to cast any spell you know of Tier 6 or lower (the action cost remains the same). Recharge: Roll a d6. On a 1 the staff explodes, dealing d88 damage to all creatures within Reach 3.
When you make a melee attack, you can expend Hit Dice to add INT additional damage for each die spent.
Action: Spend a charge to summon a Bug Swarm with LVL HP. Recharge: Break open a wasp nest and roll a d6. On a 1, the staff breaks and the wasps attack you.
Bug Swarm. Can enter the space of other creatures. When damaged, reduce HP by 1. AoE attacks reduce HP by 2.
- Bites and Stings. (Reach 0, AoE) HPd4.
You can spend a single charge instead of mana to cast any spell you know of Tier 8 or lower (the action cost remains the same). You can also cast each utility spell once per Safe Rest. Recharge: Roll a d12. On a 1, you die and all creatures within Reach 3 take 150 damage.
(1/encounter) Action: Transform the staff into a python (1d10 minion) under your control for 10 minutes. Upon death, it turns back into a staff, which then remains flaccid for 24 hours.
You are immune to the Poisoned condition and you can spend charges instead of mana to cast Earth spells (action cost remains the same). Recharge: Plant the staff in the ground and roll a d20. On a 1, the staff grows into a new tree and can no longer be used.
You have resistance to lightning damage and you can spend charges instead of mana to cast Lightning spells (action cost remains the same). Recharge: Hold the staff aloft in a thunderstom and roll a d20. On a 1, the staff is struck by a thunderbolt, explodes and deals you 3d8 lightning damage.
When you make a melee attack, you can expend Hit Dice to add INT necrotic damage and Slow the target (STR save).
Action: Summon an earth elemental minion (1d12). The minion has a reach of 2 and does Bludgeoning damage (5 minions/Safe Rest).
(1/encounter): Reroll a check or save. You must use the new roll.
Deals radiant instead of slashing damage. Treat Heavy armor as Medium, and Medium as unarmored. Fiends and undead attack you first.
When you crit, gain temp hp equal to the amount rolled on the additional damage die. When you miss, suffer 1d4 damage.
You automatically crit against objects. Treat Heavy armor as Medium, and Medium as unarmored. The third time you miss, the blade cracks and requires repair.
On crit: Inflict Slowed and Prone (STR save ends).
A non-believer touching this holy symbol takes 6d6 radiant damage. Action: Condemn a creature you can see, which must make a DEX save or be dragged down to the underworld. After expending all charges, the talisman dissolves into light.
You make checks to control a sphere of annihilation with advantage, and can move it twice as far when you succeed.
A non-believer touching this profane symbol takes 6d6 necrotic damage. Action: Condemn a creature you can see, which must make a DEX save or be dragged down to the underworld. After expending all charges, the talisman dissolves into ash.
While you have this book, increase your INT by 2. You must spend an action at the start of every combat reading from it.
While you have this book, increase your WIL by 2. You must spend an action at the start of every combat reading from it.
While you have this book, make all Influence checks with advantage 2. You must spend an action at the start of every combat reading from it.
Action: Request aid from an aquatic beast you can see. Hostile beasts may make a WIL save to refuse. Recharge: Submerge in a body of water for 3 days.
This milky liquid instantly dissolves any adhesive, including Sovereign Glue.
If you crit twice in one attack against a Legendary enemy during its Last Stand, you kill it instantly.
You can expend a charge to force a creature to fail any save against the Restrained condition. Recharge: Lend to an escape artist for 1 week.
Action: Expend a charge to know how many creatures are within Reach 12, even if you cannot see them. Recharge: Leave the wand in a cave of bats for 3 days.
Action: Expend a charge to Frighten all creatures in Cone 4 for 1 turn (INT save to resist). Recharge: Roll a d6. On a 1, you summon a hostile spirit.
2 actions: Expend a charge to cast Pyroclasm. Recharge: Place in a barrel of black powder and roll a d12. On a 1, take d66 fire damage and suffer 2 Wounds.
2 actions: Expend a charge to cast Stormlash. Recharge: Submerge in a barrel of electric eels and roll a d12. On a 1, take d66 lightning damage and suffer 2 wounds.
Action: Tap an item with the wand. The tip will glow green in the presence of helpful magic, red in presence of hostile magic, and white if no magic is detected. Recharge: Leave the wand in a top hat for a week before pulling it out.
Action: For each expended charge, deal 1d4 damage to a creature (Range 12). This attack cannot miss or crit. Recharge: Hide the wand in an archery range for 1 week.
Action: Expend a charge to make a contested WIL save against a creature. The loser becomes Incapacitated until the end of its next turn. Recharge: Hide the wand in a nest of venomous insects for 1 month.
Action: Expend a charge to transform a creature into a harmless animal of your choice until the end of its next turn (INT save to resist). The effect ends early if it takes damage. Recharge: The wand must pass through the digestive system of a mimic.
Action: Expend a charge to reveal hidden doors and traps within 12 spaces. Recharge: keep the wand a cool hiding place for 1 week.
Action: Expend a charge to make a 4x4 area difficult terrain, or restrain an enemy until the end of its turn (STR save). Recharge: Hide the wand in a drainpipe until it is washed out by rain.
Action/Reaction: Expend a charge to cast a Tier 2 Fire, Ice or Lightning spell, then roll on the Chaos Table. Recharge: Leave the wand at a magical college for a semester.
(1/Safe Rest) Action: Unfold this black cloth into a Medium portal to another world or plane, determined each time by the GM. It remains until folded up again.
(1/encounter) Action: Roll 1d4 to cast Blustery Gale. If you roll a 1, the spell fails and the fan tears into useless tatters.
You have a Fly speed of 4, but if you end your turn in the air, you must make a DC 10 DEX save or fall down, landing prone.
You have a Fly speed of 6, but taking a critical hit while flying will make you land prone, taking a d6 of damage for each space fallen.