302 magic items available

Magic Items

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

Mithral Armor

Mithral Armor

uncommon
Mithral is a light, flexible metal. If the armor normally imposes Disadvantage on Stealth checks or has a Strength requirement, the mithral version doesn't.
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Necklace of Adaptation

Necklace of Adaptation

uncommon Attunement
You can breathe normally in any environment and have Advantage on saves against harmful gases and vapors.
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Necklace of Fireballs

Necklace of Fireballs

rare
Has 1d6+3 beads. Throw a bead up to 60 feet to cast Fireball (DC 15). Throw multiple beads to increase spell level by 1 per extra bead.
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Necklace of Prayer Beads

Necklace of Prayer Beads

rare Attunement
Has 1d4+2 magic beads. Each bead can cast a specific spell once per long rest: Bless, Cure Wounds, Lesser Restoration, Greater Restoration, Branding Smite, Planar Ally, Wind Walk.
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Nine Lives Stealer

Nine Lives Stealer

very rare Attunement
+2 bonus to attack and damage. Has 1d8+1 charges. On a critical hit vs creature with fewer than 100 HP, DC 15 Con save or be slain instantly.
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Oathbow

Oathbow

very rare Attunement
Speak command phrase to designate a sworn enemy. You have Advantage on attacks against it and deal extra 3d6 Piercing damage. Lasts until enemy dies or 7 days pass.
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Orb of Dragonkind

Orb of Dragonkind

artifact Attunement
Cast Detect Magic, Daylight, Cure Serious Wounds, Death Ward at will. Summon dragons within 40 miles. Charm dragons (DC 18). Cursed: Tiamat can demand service.
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Pearl of Power

Pearl of Power

uncommon Attunement
Use an action to regain one expended spell slot of 3rd level or lower. Usable once per long rest.
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Periapt of Health

Periapt of Health

uncommon
You are immune to contracting any disease. If already diseased, effects are suppressed while wearing the periapt.
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Periapt of Proof Against Poison

Periapt of Proof Against Poison

rare
You are immune to poison damage and the condition.
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Periapt of Wound Closure

Periapt of Wound Closure

uncommon Attunement
Stabilize automatically when dying. When you roll Hit Dice to regain HP, double the number of HP restored.
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Pipes of Haunting

Pipes of Haunting

uncommon
Has 3 charges. Play to force creatures within 30 feet to make DC 15 Wisdom save or be for 1 minute.
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