302 magic items available

Magic Items

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

Staff of the Woodlands

Staff of the Woodlands

rare Attunement
+2 bonus to spell attack rolls. Has 10 charges for various nature spells. Can plant it to transform into a 60-foot tree.
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Staff of Thunder and Lightning

Staff of Thunder and Lightning

very rare Attunement
+2 quarterstaff. Five special properties: Lightning (once/day), Thunder (once/day), Lightning Strike (once/day), Thunderclap (once/day), Thunder and Lightning (once/day).
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Staff of Withering

Staff of Withering

rare Attunement
Has 3 charges. On a hit, expend 1 charge to deal extra 2d10 necrotic damage. Target must succeed on DC 15 Con save or have Disadvantage on Str checks and saves for 1 hour.
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Stone of Controlling Earth Elementals

Stone of Controlling Earth Elementals

rare
Touch to earth and speak command word to cast Conjure Elemental (earth elemental only). Can't be used again until the next dawn.
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Stone of Good Luck (Luckstone)

Stone of Good Luck (Luckstone)

uncommon Attunement
You gain a +1 bonus to ability checks and saving throws.
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Sun Blade

Sun Blade

rare Attunement
Appears as a longsword hilt. Use Bonus Action to create a blade of radiance. Deals Radiant damage. Extra 1d8 Radiant damage to undead. Sheds bright light in 15-foot radius.
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Sword of Life Stealing

Sword of Life Stealing

rare Attunement
On a roll of 20, target takes extra 3d6 Necrotic damage (not Constructs or Undead). You gain Temporary HP equal to the extra damage.
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Sword of Sharpness

Sword of Sharpness

very rare Attunement
Maximize weapon damage dice vs objects. On a roll of 20, extra 4d6 Slashing damage. Roll another d20; on 20, lop off a limb.
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Sword of Wounding

Sword of Wounding

rare Attunement
HP lost can only be regained through rest. Once per turn on hit, wound the target. Wounded creatures take 1d4 Necrotic damage per wound at start of each turn.
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Talisman of Pure Good

Talisman of Pure Good

legendary Attunement
Has 7 charges. Use an action to target an evil creature on the ground within 120 feet. Opens a flaming fissure. Target must succeed on DC 20 Dex save or be destroyed.
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Talisman of the Sphere

Talisman of the Sphere

legendary Attunement
Gain Advantage on Intelligence (Arcana) checks to control a Sphere of Annihilation. Increase movement of the sphere from 5 feet to 10 feet per round.
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Talisman of Ultimate Evil

Talisman of Ultimate Evil

legendary Attunement
Has 6 charges. Use an action to target a good creature on the ground within 120 feet. Opens a flaming fissure. Target must succeed on DC 20 Dex save or be destroyed.
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