Every adventure holds the promise?but not a guarantee?of finding one or more magic items. Lost Mine of Phandelver contains an assortment of magic items that hints at the wider variety of magic items waiting to be found in the worlds of D&D. See the Dungeon Master’s Guide for many more items.
A magic item’s description explains how the item works. Handling a magic item
is enough to give a character a sense that something is extraordinary about the
item. 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.
Some magic items require a creature to form a bond with them before their
magical properties can be used. This bond is calledattunement,
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.
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, meditation, 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.
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on
you if your Constitution is already 19 or higher.
Armor (light, medium, or heavy), rare (+1), very rare (+2), or legendary
(+3)
You have a bonus to AC while wearing this armor. The bonus is determined by its
rarity.
Wondrous item, uncommon
This bag has an interior space considerably larger than its outside dimensions,
roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to
500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds,
regardless of its contents. Retrieving an item from the bag requires an
action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
its contents are scattered in the Astral Plane. If the bag is turned inside
out, its contents spill forth, unharmed, but the bag must be put right before
it can be used again. Breathing creatures inside the bag can survive up to a
number of minutes equal to 10 divided by the number of creatures (minimum 1
minute), after which time they begin to suffocate.
Placing a bag of holding inside an extradimensional space created by a
Heward’s handy haversack, portable hole, or similar item instantly destroys
both items and opens a gate to the Astral Plane. The gate originates where the
one item was placed inside the other. Any creature within 10 feet of the gate
is sucked through it to a random location on the Astral Plane. The gate then
closes. The gate is one-way only and can’t be reopened.
Wondrous item, uncommon (requires attunement)
While you wear these boots, your walking speed becomes 30 feet, unless your
walking speed is higher, and your speed isn’t reduced if you are encumbered or
wearing heavy armor. In addition, you can jump three times the normal distance,
though you can’t jump farther than your remaining movement would allow.
Wondrous item, uncommon (requires attunement)
While you wear this cloak with its hood up, Wisdom (Perception) checks made to
see you have disadvantage, and you have advantage on Dexterity (Stealth) checks
made to hide, as the cloak’s color shifts to camouflage you. Pulling the hood
up or down requires an action.
Wondrous item, uncommon (requires attunement) Your Strength score is 19 while you wear these gauntlets. They have no effect on you if your Strength is already 19 or higher.
Wondrous item, uncommon (requires attunement)
While wearing these gloves, climbing and swimming don’t cost you extra
movement, and you gain a +5 bonus to Strength (Athletics) checks made to climb
or swim.
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet.
If you already have darkvision, wearing the goggles increases its range by 60
feet.
Wondrous item, uncommon (requires attunement)
Your Intelligence score is 19 while you wear this headband. It has no effect on
you if your Intelligence is already 19 or higher.
Wondrous item, uncommon
This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a thick mixture
that smells faintly of aloe. The jar and its contents weigh ½ pound.
As an action, one dose of the ointment can be swallowed or applied to the
skin. The creature that receives it regains 2d8 + 2 hit points, ceases to be
poisoned, and is cured of any disease.
Potion, very rare
When you drink this potion, you gain a flying speed equal to your walking speed
for 1 hour and can hover. If you’re in the air when the potion wears off, you
fall unless you have some other means of staying aloft. This potion’s clear
liquid floats at the top of its container and has cloudy white impurities
drifting in it.
Potion, very rare
This potion’s container looks empty but feels as though it holds liquid. When
you drink it, you become invisible for 1 hour. Anything you wear or carry is
invisible with you. The effect ends early if you attack or cast a spell.
Potion, very rare When you drink this potion, it removes any exhaustion you are suffering and cures any disease or poison affecting you. For the next 24 hours, you regain the maximum number of hit points for any Hit Die you spend. The potion’s crimson liquid regularly pulses with dull light, calling to mind a heartbeat.
Ring, rare (requires attunement)
This ring has 3 charges, and it regains 1d3 expended charges daily at dawn.
When you fail a Dexterity saving throw while wearing it, you can use your
reaction to expend 1 of its charges to succeed on that saving throw
instead.
Ring, rare (requires attunement)
You gain a +1 bonus to AC and saving throws while wearing this ring.
Ring, rare (requires attunement) You have resistance to one damage type while wearing this ring. The gem in the ring indicates the type, which the DM chooses or determines randomly.
Table;Ring of Resistance
d10 | Damage Type | Gem |
1 | Acid | Pearl |
2 | Cold | Tourmaline |
3 | Fire | Garnet |
4 | Force | Sapphire |
5 | Lightning | Citrine |
6 | Necrotic | Jet |
7 | Poison | Amethyst |
8 | Psychic | Jade |
9 | Radiant | Topaz |
10 | Thunder | Spinel |
Scroll, varies A spell scroll bears the words of a single spell,
written in a mystical cipher. If the spell is on your class’s spell list, you
can use an action to read the scroll and cast its spell without having to
provide any of the spell’s components. Otherwise, the scroll is
unintelligible.
If the spell is on your class’s spell list but of a higher level than you can
normally cast, you must make an ability check using your spellcasting ability
to determine whether you cast it successfully. The DC equals 10 + the spell’s
level. On a failed check, the spell disappears from the scroll with no other
effect.
Once the spell is cast, the words on the scroll fade, and the scroll itself
crumbles to dust.
The level of the spell on the scroll determines the spell’s saving throw DC
and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll
table.
Table:Spell Scroll
Spell Level | Rarity | Save DC | Attack Bonus |
Cantrip | Common | 13 | +5 |
1st | Common | 13 | +5 |
2nd | Uncommon | 13 | +5 |
3rd | Uncommon | 15 | +7 |
4th | Rare | 15 | +7 |
5th | Rare | 17 | +9 |
6th | Very rare | 17 | +9 |
7th | Very rare | 18 | +10 |
8th | Very rare | 18 | +10 |
9th | Legendary | 19 | +11 |
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When a spell is copied from a spell scroll, the copier must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell’s level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
Wand, uncommon
This wand has 3 charges. While holding it, you can expend 1 charge as an action
to cast the detect magic spell from it. The wand regains 1d3 expended charges
daily at dawn.
Wand, uncommon
While you hold this wand, you can use an action to expend 1 to 3 of its 7
charges to cast the magic missile spell without using any components. For 1
charge, you cast the spell as if you used a 1st-level spell slot, and you
increase the spell slot level by one for each additional charge you spend.
The wand regains 1d6 + 1 expended charges each day at dawn. However, if you
expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes
and is destroyed.
Weapon (any), uncommon (+1), rare (+2), or very rare (+3)
You have a bonus to attack and damage rolls made with this magic weapon. The
bonus is determined by the weapon’s rarity.