302 magic items available

Magic Items

Discover enchanted weapons, wondrous trinkets, and ancient relics from the D&D 5E SRD

Helm of Comprehending Languages

Helm of Comprehending Languages

uncommon
Cast Comprehend Languages at will while wearing this helm.
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Helm of Telepathy

Helm of Telepathy

uncommon Attunement
Cast Detect Thoughts (DC 13) at will. Focus on one creature to send telepathic messages. Cast Suggestion (DC 13) once per long rest.
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Helm of Teleportation

Helm of Teleportation

rare Attunement
Has 3 charges. Expend 1 charge to cast Teleport.
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Holy Avenger

Holy Avenger

legendary Attunement
+3 bonus to attack and damage. Deals extra 2d10 Radiant damage to fiends and undead. Creates a 10-foot aura granting Advantage on saves against spells.
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Horn of Blasting

Horn of Blasting

rare
Speak command word and blow to create a 30-foot cone. Creatures take 5d6 thunder damage (DC 15 Con save for half) and are for 1 minute.
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Horn of Valhalla (Brass)

Horn of Valhalla (Brass)

rare
Blow to summon 3d4+3 berserker spirits. Requires proficiency with all simple weapons. Usable once per 7 days.
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Horn of Valhalla (Bronze)

Horn of Valhalla (Bronze)

very rare
Blow to summon 4d4+4 berserker spirits. Requires proficiency with all medium armor. Usable once per 7 days.
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Horn of Valhalla (Iron)

Horn of Valhalla (Iron)

legendary
Blow to summon 5d4+5 berserker spirits. Requires proficiency with all martial weapons. Usable once per 7 days.
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Horn of Valhalla (Silver)

Horn of Valhalla (Silver)

rare
Blow to summon 2d4+2 berserker spirits from Ysgard. They fight for you for 1 hour or until they drop to 0 HP. Usable once per 7 days.
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Horseshoes of a Zephyr

Horseshoes of a Zephyr

very rare
A horse wearing these can move normally while floating 4 inches above the ground. Can cross or stand on any liquid surface.
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Horseshoes of Speed

Horseshoes of Speed

rare
A horse wearing these has its walking speed increased by 30 feet.
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Immovable Rod

Immovable Rod

uncommon
Press the button to magically fix the rod in place. It holds up to 8,000 pounds. A creature can use an action to make a DC 30 Strength check to move the rod up to 10 feet.
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