Magic items are gleaned from the hoards 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.
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.
Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. 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.
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 use the following rules instead:
Magic Item Identification. Players may attempt to identify a magic item without the benefit of the Identify spell, but rather than the default assumption (spending time with the item during a short rest), this is done by making an Arcana check and consulting the following table. If the character is not Proficient in Arcana, the check is made with Disadvantage.
| DC | Result |
| 10 | The character is confident the item is magical, but is unable to ascertain its nature. |
| 15 | The Character is able to guess the rough properties of the item, and may attempt to use it. However they do not know how many charges it has, and may not necessarily be able to work out the command word if it has one. More likely he or she knows what will happen when the command word is uttered, but will need another Arcana roll (once per rest) to correctly guess what it is. |
| 20 | The Character recognizes the item and after a short period of experimentation (a short rest) is able to use its full powers. |
| 25 | The Character recognizes the item and can use its full powers immediately. If the item requires Attunement, they may attune to the item straight away. (Also use this result on a roll of a Natural 20). |
In order for a magic item to function properly it must be worn or wielded as the item intended: feet in boots, hands in gloves, heads under hats or inside helmets, fingers in rings. Magic armors and shields only work when they are donned, weapons have to be wielded, and cloaks fastened around a creature’s shoulders.
Unless noted otherwise, a worn magic item automatically stretches or shrinks to match the size and shape of the creature wearing it. When a nonhumanoid creature attempts to wear a magic item, it’s up to the DM whether it works or not—a merfolk can certainly use rings and amulets, but probably not a pair of enchanted boots.
Most creatures have only two legs and one head so usually a creature can only make use of a single pair of boots and one hat or helmet. Whether or not more than one item can be worn in the same spot is at the DM’s discretion. For example, an ettin (which has two heads) might be able to wear two magic hats, or a half-elven mage may be allowed to wear a magic circlet beneath an enchanted helmet.
When a magic item is described as a pair—boots, bracers, gauntlets, gloves—any properties it grants only function when the full set is worn. For example, an adventurer wearing one half of bracers of defense and one half of bracers of archery doesn’t gain the benefits of wearing either.
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 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. (If the class is a spellcasting class, a monster qualifies if that creature has spell slots and uses that class's spell list.)
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.
There are magic items that require something special to function, like speaking a command word while holding it. Each magic item’s description provides details on how it is activated, otherwise using the following rules.
Note that the Use an Item action does not apply to magic items—any item that requires an action to activate is treated as its own separate action, not the Use an Item action.
Magic items often have charges which must be expended to activate one or more of their properties. How many charges the magic item has is revealed either when a creature attunes to it or after a casting of the identify spell. In addition, when an attuned magic item regains charges the creature attuned to it knows how many charges have been regained.
Command words are specific words or phrases that when spoken cause a magic item to use one of its properties. Magic items that require a command word to be spoken can’t be activated in the area of a silence spell or other circumstance where sound is prevented.
Magic items can also be used up when activated—elixirs and potions have to be swallowed, oils applied to an item or creature’s body, arcane or divine script disappearing as it is read from a spell scroll, and so on. A consumable magic item loses its magic after being used.
Many magic items grant the creature using them the ability to cast one or more spells. Unless stated otherwise, a spell cast from a magic item is cast at the lowest possible spell level, and it requires no components or spell slots. The spell uses its normal rules unless the item describes a change to how the spell functions, and if it requires concentration the creature must maintain concentration on the spell. Some magic items (like potions) simply grant the benefits of a spell, with its usual duration, without requiring the spell be cast or for the creature to concentrate.
When a staff or other magic item requires a creature to use its own spellcasting ability and it has more than one spellcasting ability, it chooses which to use. A creature without a spellcasting ability that uses such an item cannot use its proficiency bonus and it treats its spellcasting ability modifier as +0.
Most magic items are objects of extraordinary artisanship, assembled from the finest materials with meticulous attention to detail. Thanks to this combination of careful crafting and magical reinforcement, a magic item is at least as durable as a regular item of its kind. Most magic items, other than potions and scrolls, have resistance to all damage. Artifacts are practically indestructible, requiring extreme measures to destroy.
You can add distinctiveness to a magic item by thinking about its backstory, in much the same way you would for a location. 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? Considering these questions is useful for turning a generic magic item, such as a +1 longsword or a suit of +1 chain mail, into a more remarkable 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.
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.
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.
For more detailed rules explanations of Sentient Magic Items, see “Creating Sentient Magic Items”.
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.
For more detailed rules about the minor magical properties artifacts can hold--both beneficial and detrimental--see “Artifact Properties”.
For more detailed rules on how to destroy an artifact, see “Destroying Artifacts”.
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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 object. Most potions consist of one ounce of liquid.
Potions are consumable magic items. Drinking a potion or administering a potion 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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Most scrolls are spells stored in written form, while a few bear unique incantations that produce potent wards. 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. Whatever the nature of the magic contained in a scroll, unleashing that magic requires the user 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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
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.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewelry and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catchall category.
Including body wraps, cassocks, corsets, dusters, harnesses, robes, vestments and any other article of clothing.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including goggles, lenses, masks, monocles, spectacles, and other items that can be worn on the face.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including boots, horseshoes, sandals, shoes, slippers, and other items that can be worn on the feet.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including gauntlets, gloves, and other items that can worn on the hands.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including bands, circlets, crowns, hats, headbands, helms, hoods, laurels, phylacteries, and other items that can be worn on the head.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including amulets, brooches, medallions, necklaces, periapts, scarabs, other items that can be worn around the neck.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including capes, cloaks, cords, mantels, pauldrons, shawls, stoles, wings, and other items that can be worn on the shoulders.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including belts and other items that can be worn around the waist.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including armbands, bracelets, bracers, gauntlets, manacles, shackles, vambraces, and other items that can worn over the wrists.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖
Including beads, bags, candles, figurines, instruments, lanterns, tools, and anything else not generally worn on the body.
❖ Common ❖ Uncommon ❖ Rare ❖ Very Rare ❖ Legendary ❖ Artifact ❖