Master Inventory: Magic Items in Faerun | World Anvil
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Master Inventory: Magic Items

Artifacts   Common - 100 GP to 250 GP
  • Amulet/Ring of Magic Detection - Wearer can cast detect magic once per day
  • Consecrated Arrows (3) - Adds 1d6 radiant damage to damage roll (2d6 against undead).
  • Feather Token - The next time the holder takes fall damage, reduce that damage to 0 and destroy this item.
  • Glamerweave [Clothing Type] - Glamerweave clothing is imbued with cosmetic illusions. Traditionally, these patterns are contained within the cloth, but higher-end glamerweave can have more dramatic effects. You could have a gown that appears to bewreathed in flames, or a hat that’s orbited by illusory butterflies. Regardless of the design, these are cosmetic effects and have no impact on combat.
  • Herbalist's Ring - When the wearer of this ring drinks a healing potion, he receives an additional 1d6 HP.
  • Orb of Acid/Cold/Fire/Lightning/Poison/Thunder Shielding - Whenever holder takes damage of the associated type, the damage is reduced by 1d6.
  • Quickening Claw - Grants advantage to initiative rolls.
  • Shiftweave [Clothing Type] - Transmutation magic is woven into the fabric of shiftweave clothing. When a suit of shiftweave is created, up to five different outfits can be embedded into the cloth. While wearing this outfit, you can utter a command word as an action to transform your shiftweave outfit into one of the other designs contained within it. To determine the price of a suit of shiftweave, combine the value of all of the outfits it contains and add 25 GP to that amount.
  • Tankard of Dwarf Speech - The tankard is intended to be filled with ale. Successfully chugging the entire tankard of ale grants the user the ability to read, speak, and understand Dwarvish for 1 hour. To chug the tankard, the user has to succeed two consecutive Constitution checks, one DC 5 then one DC 10. If successful, the user must make a DC Constitution saving throw. On a failed save, the user becomes intoxicated (Poisoned) for 1 hour.
Uncommon - 500 GP to 750 GP
  • Amulet/Ring of Dispel Magic - Wearer can cast Dispel Magic once per day
  • Amulet/Ring of the Elements - Wearer can cast Control Flames, Gust, Mold Earth, or Shape Water once per day.
  • Amulet/Ring of Haste - Wearer can cast Haste once per day.
  • Armor (+1)
  • Assassin's Belt - A dark leather belt that has three loops, each set with a shard of polished bloodstone. One dagger can be attuned to each loop. 6 seconds after removing an attuned dagger, the dagger returns to its loop.
  • Bag of Holding
  • Bag of Tricks - This gray cloth bag appears empty. However, reaching inside the bag reveals the presence of a small, round object. You can use an action to pull the object from the bag and throw it up to 20 feet. When the object lands, it transforms into a creature you determine by rolling a d6. On a 1, it transforms into a Badger; on a 2, a Poisonous Snake; on a 3, a Boar; on a 4, a wolf; on a 5, a Black Bear; and on a 6, a Giant Spider. The creature vanishes the next day or when it is reduced to 0 Hit Points. The creature is friendly to you and your companions, and it acts on your turn. You can use a Bonus Action to Command how the creature moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the creature acts in a fashion appropriate to its nature. Once an object has been pulled from the bag, the bag can't be used again until the next day.
  • Boots of Elvenkind - While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks made to move silently.
  • Boots of Striding - While you wear these boots, your walking speed increased by 10.
  • Book of the Unseen Hand - A book containing spell research on improving Mage Hand. Allows Mage Hand to be cast as a ritual. If casting Mage Hand as a ritual, the spellcaster can make the Mage Hand invisible.
  • Bracers of Power - Increases wearer’s Strength score by 2 (max 20)
  • Cloak of Elvenkind - While you wear this cloak, Wisdom (Perception) checks made to see you have disadvantage, and you have advantage on Dexterity (Stealth) checks made to hide.
  • Cloak of the Triton - While wearing this cloak, you can breath underwater, and you have a swimming speed of 60 feet.
  • Decanter of Endless Water - You can use an action to remove the stopper from the decanter and pour out up to 30 gallons of fresh water or salt water. The water stops pouring out at the start of your next turn. As a Bonus Action, you can direct the water toward a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.
  • Deck of Illusions - A partial deck of 12 cards. You can use an action to draw a card at random from the deck and throw it to the ground at a point within 30 feet of you. An illusory creature forms over the thrown card and remains until dispelled. The illusory creature appears real, of the appropriate size, and behaves as if it were a real creature, except that it can do no harm. While you are within 120 feet of the illusory creature and can see it, you can use an action to move it magically anywhere within 30 feet of its card. Any physical interaction with the illusory creature reveals it to be an Illusion, because Objects pass through it. Someone who uses an action to visually inspect the creature identifies it as illusory with a successful DC 15 Intelligence (Investigation) check. The Illusion lasts until its card is moved or the illusion is dispelled. When the illusion ends, that card can't be used again. Creature options include the following: Goblin, Skeleton, Orc, Imp, Ghoul, Specter, Bugbear, Ogre, Griffon, Spectator (Beholder), Green Hag, Manticore, and Troll.
  • Demon Mask - Wearer can cast Cause Fear once per day
  • Elemental Gem (Diamond - Air, Emerald - Earth, Ruby - Fire, Sapphire - Water) - You can use an action to break the gem and summon the corresponding Elemental, as if you had cast the Conjure Elemental spell. The gem's magic is then lost.
  • Fortified [Armor] - Critical hits against the wearer become normal hits. The normal cost of the armor is added to the cost of the magic item.
  • Gloves of the Cryomancer - Wearer can cast Ice Knife once per day.
  • Gloves of the Hunt - Allow the wearer to cast Hunter's Mark once per day.
  • Goggles of Darkvision - Wearer can see in the dark as though he had darkvision.
  • Jester's Mask - A stark white mask with a broad, unsettling smile. A red line cuts vertically across the right eye, and a blue line cuts vertically across the left. Wearer can cast Hideous Laughter once per day.
  • Lute of Cutting Words - User can cast Vicious Mockery once per day.
  • Nature's Blessing - A wooden ring made to look like interwoven vines. A tiny flower blooms at the top of the ring. Once per day, the wearer can touch another creature and heal that creature 2d4 + 2 HP. After using the ring in this way, the pedals of the flower wither and fall away. The flower blooms again the next day at dawn.
  • Pearl of Power - Once per day, holder can use an action to regain one expended spell slot of 1st, 2nd, or 3rd level.
  • Staff of Spiders - Deals an extra 1d6 poison when used to make a melee attack. Once per day, as an action, you can summon a swarm of spiders (see Swarm of Insects). The swarm vanishes the next day or when it is reduced to 0 Hit Points. The swarm is friendly to you and your companions, and it acts on your turn. You can use a Bonus Action to Command how the swarm moves and what action it takes on its next turn, or to give it general orders, such as to Attack your enemies. In the absence of such orders, the swarm does nothing.
  • Teleportation Arrow - As a bonus action, you can say the command word to activate the arrow. After firing the arrow, the user is teleported wherever the arrow lands.
  • Wand of Magic Missiles - This wand has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the Magic Missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
  • Bloodseeker Bow - Attacks against bloodied targets have advantage.
  • Stone of Earth Tremor - This stone has 7 Charges. While holding it, you can use an action to expend 1 or more of its Charges to cast the earth tremor spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The stone regains 1d4 + 1 expended Charges daily at dawn. If you expend the stone’s last charge, roll a d20. On a 1, the stone crumbles into ashes and is destroyed.
  • Staff of Repulsion - Deals an extra 1d6 force when used to make a melee attack. Once per day, after being hit with a melee attack, the holder can use his reaction to force the attacker to make a Dexterity saving throw. On a failure, the attacker takes 1d6 force damage and is pushed 10 feet away from the holder.
  • Serpent Belt - You can use your action to transform this belt into a constrictor snake. If the snake is reduced to 0 hit points, the belt is destroyed. The snake is friendly to you and your companions, and it acts on your turn. You can use a Bonus Action to command how the snake moves and what action it takes on its next turn, or to give it general orders, such as to attack your enemies. In the absence of such orders, the snake does nothing. You can use a subsequent action to revert the snake into the belt. Once the belt has been transformed, the belt cannot be used again until the next day.
  • Weapon (+1)
Rare - 1000 GP to 2500 GP
  • Amulet/Ring of Health - Wearer gain +2 to Constitution (max 20).
  • Amulet/Cloak/Ring of Protection - Wearer gains +1 to AC and +1 to all saving throws.
  • Arachnid Cloak - It is made of black silk interwoven with faint silvery threads. While wearing it, you gain resistance to poison damage, and you have a climbing speed equal to your walking speed. You can move up, down, and across verticle surfaces and upside down along ceilings, while leaving your hands free. You also cannot be caught in webs, instead moving through them as if they were difficult terrain, and you can cast web (save DC 13) once per day.
  • Armor (+2)
  • [Armor] Bludgeoning/Piercing/Slashing Resistance - Wearer gains resistance to associated damage type.
  • Bracers of Defense - +2 AC*
  • Cloak of Displacement - While you wears this cloak, it projects an illusion that you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the illusion ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
  • Cloak of the Bat - While wearing this cloak in dim light or darkness, you gain a flying speed of 40 feet, and you can use an action once per day to transform into a bat, retaining your Intelligence, Wisdom, and Charisma scores.
  • Cloak of the Rabbit - While wearing this cloak, your movement speed doubles, and you can use an action once per day to transform into a rabbit, retaining your Intelligence, Wisdom, and Charisma scores.
  • Ember Sword - +1 Longsword. Once per day, as a bonus action, you can cause the blade to become searingly hot. This feature remains until an Attack using this weapon hits a creature. That creature takes an additional 2d6 fire damage.
  • Eye of the Fiend - This object has 5 Charges. It regains 1d4 + 1 expended Charges each day. Holder can expend 1 Charge to cast Bane or 3 Charges to cast Bestow Curse. You can increase the spell slot level of Bane by one for each additional charge you expend. If you expend the objects's last charge, roll a d20. On a 1, the object crumbles into ashes and is destroyed.
  • Favor of [God or Goddess] - This object has 5 Charges. It regains 1d4 + 1 expended Charges each day. Holder can expend 1 Charge to cast Bless or 2 Charges to cast Aid. You can increase the spell slot level of either spell by one for each additional charge you expend. If you expend the object's last charge, roll a d20. On a 1, the object crumbles into ashes and is destroyed.
  • Feather of Call Lightning - This feather has 7 Charges. While holding it, you can use an action to expend 3 or more of its Charges to cast the Call Lightning spell from it. For 3 charges, you cast the 3rd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The feather regains 1d6 + 1 expended Charges daily at dawn. If you expend the feather’s last charge, roll a d20. On a 1, the feather crumbles into ashes and is destroyed.
  • Frost Hammer - +1 Warhammer, Once per day, as a bonus action, you can cause the hammer to become frigidly cold. This feature remains until an Attack using this weapon hits a creature. That creature takes an additional 2d6 cold damage.
  • Necklace of Fireballs - 6 beads hang from the necklace. You can use an action to detach a bead and throw it up to 60 feet away. When it lands, the bead detonates as a 3rd level Fireball spell (save DC 15).
  • Phase Dagger - +1 Dagger. Once per day, as a bonus action, you can teleport to the dagger's location, as long as the dagger is within 100 feet.
  • Resplendent Bow - +1 Bow. Once per day, as a bonus action, you can cause the bow to imbue arrows with radiant light. This feature remains until an Attack using this weapon hits a creature. That creature takes an additional 2d6 radiant damage.
  • Ring of Acid/Cold/Fire/Lightning/Poison/Thunder Resistance - Wearer gains resistance to associated damage type
  • Shadow Dagger - +1 Dagger. Once per day, as a bonus action, you can cause black shadows to swirl around the blade. The shadows remain until an Attack using this weapon hits a creature. That creature take an additional 2d6 necrotic damage.
  • Storm Bow - +1 Longbow. Once per day, as a bonus action, you can cause the bow to imbue arrows with the power of a storm. This feature remains until an Attack using this weapon hits a creature. That creature takes an additional 2d6 lightning or thunder damage.
  • Venom Dagger - +1 Dagger. Once per day, as a bonus action, you can cause black poison to coat the blade. The poison remains until an Attack using this weapon hits a creature. That creature takes an additional 2d6 poison damage.
  • Wand of Binding - This wand has 7 Charges. It regains 1d6 + 1 expended Charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. While holding the wand, you can use an action to expend some of its Charges to cast one of the following Spells (save DC 17): Hold Person (2 charges) or Hold Monster (5 charges).
  • Weapon (+2)
Very Rare - 5000 GP to 7500 GP
  • Armor (+3)
  • Ring of Air Elemental Command - Wearer has advantage on attack rolls against air elementals, and air elementals have disadvantage on attack rolls against the wearer. The ring has 5 Charges. It regains 1d4 + 1 expended Charges each day at dawn. Wearer can expend 1 Charge to cast Gust (cantrip) or 2 Charges to cast Dominate Monster on a Water Elemental (save DC 17).
  • Ring of Water Elemental Command - Wearer has advantage on attack rolls against water elementals, and water elementals have disadvantage on attack rolls against the wearer. The ring has 5 Charges. It regains 1d4 + 1 expended Charges each day at dawn. Wearer can expend 1 Charge to cast Shape Water (cantrip) or 2 Charges to cast Dominate Monster on a Water Elemental (save DC 17).
  • Ring of Earth Elemental Command - Wearer has advantage on attack rolls against earth elementals, and earth elementals have disadvantage on attack rolls against the wearer. The ring has 5 Charges. It regains 1d4 + 1 expended Charges each day at dawn. Wearer can expend 1 Charge to cast Mold Earth (cantrip) or 2 Charges to cast Dominate Monster on a Water Elemental (save DC 17).
  • Ring of Fire Elemental Command - Wearer has advantage on attack rolls against fire elementals, and fire elementals have disadvantage on attack rolls against the wearer. The ring has 5 Charges. It regains 1d4 + 1 expended Charges each day at dawn. Wearer can expend 1 Charge to cast Control Flames (cantrip) or 2 Charges to cast Dominate Monster on a Water Elemental (save DC 17).
  • Weapon (+3)
Legendary - 10000 GP   Potions and Oils   Common - 100 GP to 250 GP
  • Oil of Cooling - Must be used on an object. For 1 hour, contact with the object causes 2d8 cold damage.
  • Oil of Growth - Must be used on an object. For 10 minutes, the object's size doubles in all dimensions, and its weight is multiplied by eight.
  • Oil of Heating - Must be used on an object. For 1 hour, contact with the object causes 2d8 fire damage.
  • Oil of Illumination - Must be used on an object. For the next 24 hours, you can will the object to cast bright light in a 20-foot radius and dim light for an additional 20 feet.
  • Oil of Immovability - Must be used on an object. The object becomes immovable for 1 hour, even if it is defying gravity. The object can hold up to 8,000 pounds of weight. More weight causes the object to lose its immovability and fall.
  • Oil of Improved Armament - If applied to armor or a shield, the armor or shield is considered magical and grants +1 AC for 1 hour. If applied to a weapon, the weapon is considered magical, grants +1 to attack rolls, and deals an extra 1d4 damage for 1 hour.
  • Oil of Invisibility - Must be used on an object. The object becomes invisible for 1 hour.
  • Oil of Levitation - Must be used on an object weighing no more than 500 pounds. The object rises vertically, up to 20 feet, and remains suspended there for 1 hour.
  • Oil of Necrosis - Must be used on an objection. For 1 hour, contact with the object causes 2d8 necrotic damage.
  • Oil of Reduction - Must be used on an object. For 10 minutes, the object's size is halved in all dimensions, and its weight is reduced to one-eighth of its normal weight.
  • Oil of Transformation - Must be used on an object. The object turns from wood, stone, iron, copper, silver, or gold into a different one of those materials for 1 hour.
  • Potion of Acid Resistance - Grants resistance to acid damage for 1 hour.
  • Potion of Animal Speech - Grants the ability to communicate telepathically with animals for 1 hour.
  • Potion of Arcane Enhancement - 250 GP - Grants advantage on spell attack rolls for 1 minute. For the duration, creatures also have disadvantage when making saving throws against your spell effects.
  • Potion of Arcane Recovery - Recover a 1st-level spell slot
  • Potion of Healing- Recover 2d4 + 2 HP
  • Potion of Bravery - Grants immunity to becoming frightened for 1 hour.
  • Potion of Cold Resistance - Grants resistance to cold damage for 1 hour.
  • Potion of Darkvision - Grants darkvision for 8 hours.
  • Potion of Deception - Grants +10 to Charisma (Deception) checks for 1 hour.
  • Potion of Enhanced Charisma - Grants advantage on Charisma checks and saving throws for 1 hour.
  • Potion of Enhanced Climbing - Grants a climbing speed equal to your walking speed for 1 hour. For the duration, you are also able to move up, down, and across vertical surfaces and upside down on ceilings while leaving your hands free.
  • Potion of Enhanced Constitution - Grants advantage on Constitution checks and saving throws for 1 hour.
  • Potion of Enhanced Dexterity - Grants advantage on Dexterity checks and saving throws for 1 hour.
  • Potion of Enhanced Intelligence - Grants advantage on Intelligence checks and saving throws for 1 hour.
  • Potion of Enhanced Strength - Grants advantage on Strength checks and saving throws for 1 hour.
  • Potion of Enhanced Swimming - Grants a swimming speed equal to your walking speed for 1 hour. For the duration, you are also able to breath underwater.
  • Potion of Enhanced Wisdom - Grants advantage on Wisdom checks and saving throws for 1 hour.
  • Potion of Evasion - Attack rolls against you have disadvantage for 1 minute.
  • Potion of Fire Resistance - Grants resistance to fire damage for 1 hour.
  • Potion of Focus - Grants immunity to becoming charmed for 1 hour.
  • Potion of Fortitude - Grants +10 temporary hit points.
  • Potion of Growth - Your size increases by one category (medium to large, for example) for 1 minute. For the duration, you have advantage on Strength checks and Strength saving throws. Your weapons also increase in size and deal 1d4 extra damage.
  • Potion of Language Comprehension - Grants the ability to speak and understand any spoken or written language for 1 hour.
  • Potion of Lightning Resistance - Grants resistance to lightning damage for 1 hour.
  • Potion of Perception - Grants +10 to Wisdom (Perception) checks for 1 hour.
  • Potion of Persuasion - Grants +10 to Charisma (Persuasion) checks for 1 hour.
  • Potion of Physical Resistance - Grants resistance to non-magical bludgeoning, piercing, and slashing damage for 1 hour.
  • Potion of Plant Speech - Grants the ability to communicate telepathically with plants for 1 hour.
  • Potion of Poison Resistance - Grants resistance to poison damage for 1 hour.
  • Potion of Precision - Grants advantage on weapon attack rolls for 1 minute.
  • Potion of Readiness - Grants +10 to your initiative for 1 hour.
  • Potion of Reduction - Your size decreases by one category (medium to small, for example) for 1 minute. For the duration, you have disadvantage on Strength checks and Strength saving throws. Your weapons also decrease in size and deal 1d4 less damage (damage cannot be reduce below 1).
  • Potion of Repulsion - For 10 minutes, whenever you take melee damage, the attacker is pushed back 10 feet and takes 1d6 force damage.
  • Potion of Speed - Your speed is doubled for 1 minute.
  • Potion of Stealth - Grants +10 to Dexterity (Stealth) checks for 1 hour.
  • Potion of Thunder Resistance - Grants resistance to thunder damage for 1 hour.
Uncommon - 500 GP to 750 GP
  • Oil of Animating Dead - 375 GP (see spell)
  • Oil of Elemental Infusion - 500 GP - Weapon is magical and deals an extra 1d6 fire, cold, acid, lightning or thunder damage for 1 hour.
  • Oil of Greater Cooler - 250 GP - Contact with object causes 4d6 cold damage 1 hour
  • Oil of Greater Heating - 250 GP - Contact with object causes 4d6 fire damage 1 hour
  • Oil of Greater Improved Armament - If applied to armor or a shield, the armor or shield is considered magical and grants +2 AC for 1 hour. If applied to a weapon, the weapon is considered magical, grants +2 to attack rolls, and deals an extra 1d6 damage for 1 hour.
  • Oil of Greater Necrosis
  • Potion of Arcane Recovery, Greater - Recover a 3rd-level spell slot or lower
  • Potion of Death Warding - 500 GP - The next time you would drop to 0 HP, you drop to 1 HP instead. 8 hrs
  • Potion of Elemental Warding - The first time you take fire, cold, lightning, acid, thunder or poison damage in the next 24 hours, you gain immunity to that damage type for 1 minute, including against the triggering damage.
  • Potion of Flame Shielding - 500 GP - Resistance to Cold; 2d6 fire to melee attackers; 10 minutes
  • Potion of Flying - 375 GP - 10 minutes
  • Potion of Frost Shielding - 500 GP - Resistance to Fire; 2d6 cold to melee attackers; 10 minutes
  • Potion of Greater Fortitude - 375 GP - Grants +20 temporary hit points
  • Potion of Greater Speed - 500 GP- Speed is doubled for 1 minute and additional action on each turn.
  • Potion of Healing, Greater - Recover 4d4 + 4 HP
  • Potion of Invisibility - 500 GP - You become invisible for 1 hour. Anything your are wearing or carrying is invisible as long as it is on your person. Attacking or casting a spell ends the effect.
  • Potion of Luck - 500 GP - Roll an extra d20 for one attack, ability check, or saving throw in the next 24 hours.
  • Potion of Polymorphing - 500 GP - 1 hour
  • Potion of Restoration - Ends the following conditions: Blinded, Deafened, Paralyzed, and Poisoned.
  • Potion of Teleportation (Far Step) - 625 GP
Rare - 1000 GP to 2500 GP
  • Oil of Superior Improved Armament - If applied to armor or a shield, the armor or shield is considered magical and grants +3 AC for 1 hour. If applied to a weapon, the weapon is considered magical, grants +3 to attack rolls, and deals an extra 1d8 damage for 1 hour.
  • Potion of Arcane Recovery, Superior - Recover a 5th-level spell slot or lower
  • Potion of Healing, Superior - Recover 8d4 + 8 HP
  • Potion of Invested Fire
  • Potion of Invested Ice
  • Potion of Invested Stone
  • Potion of Invested Wind
  • Potion of Regeneration (see regenerate spell) - regrow lost limb - instantaneous
  • Potion of Restoration, Greater - Ends the following conditions: Charmed and Petrified. Also ends effects reducing the user's ability scores or hit point maximum.
  • Potion of Superior Fortitude - Grants +30 temporary hit points.
  • Potion of Superior Speed - Speed is tripled, additional action and reaction
    Spell Scrolls   Common
  • Cantrip - 50 GP
  • Level 1 - 100 GP
  • Level 2 - 250 GP
Uncommon
  • Level 3 - 500 GP
  • Level 4 - 750 GP
Rare
  • Level 5 - 1000 GP
  • Level 6 - 2500 GP
Very Rare
  • Level 7 - 5000 GP
  • Level 8 - 7500 GP
Legendary
  • Level 9 - 10000 GP

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