Chapter 7: Treasure
Source: Dungeon Master’s Guide (2024), p. 213

Adventurers strive for many things, including glory, knowledge, and justice. Many adventurers also seek something more tangible: treasure. This chapter presents treasure in all its forms, from coins to magic items.
Treasure Themes
Monsters have treasure preferences, as explained in the “Monster Manual”. These preferences are expressed as themes, which helps you determine what treasures are found in monsters’ hoards, as summarized in the Treasure Themes table.
For advice on how to “include treasure in an adventure”, see “chapter 4”.
To randomly determine a magic item found as treasure, use the “tables” at the end of this chapter.
Treasure Themes
Treasure Themes
Source: Dungeon Master’s Guide (2024) p. 213
Treasure Themes
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Theme Appropriate Treasure ”Arcana” Gemstones plus magic items of an eldritch or esoteric nature ”Armaments” Coins or trade bars plus magic items that are useful in battle ”Implements” Coins, trade bars, or trade goods plus magic items that focus on utility ”Relics” Art objects plus magic items that have religious origins or purposes ^treasure-themes

Coins
The most basic type of treasure is money, including Copper Pieces (CP), Silver Pieces (SP), Electrum Pieces (EP), Gold Pieces (GP), and Platinum Pieces (PP). See the “Player’s Handbook” for their relative value. Fifty coins of any type weigh 1 pound.
Trade Bars
Because large numbers of coins can be difficult to transport and account for, many merchants prefer to use trade bars—ingots of precious metals and alloys (usually silver). These bars are valued by weight, as shown in the Trade Bars table.
Trade Bars
Trade Bars
Source: Dungeon Master’s Guide (2024) p. 213
Trade Bars
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Bar Value Dimensions 2-pound silver bar 10 GP 5 in. long × 2 in. wide × 1/2 in. thick 5-pound silver bar 25 GP 6 in. long × 2 in. wide × 1 in. thick 5-pound gold bar 250 GP 5 in. long × 2 in. wide × 3/4 in. thick ^trade-bars
Trade Goods
Merchants commonly exchange trade goods without using currency. The Trade Goods table shows the value of commonly exchanged goods.
Trade Goods
Trade Goods
Source: Dungeon Master’s Guide (2024) p. 213
Trade Goods
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Cost Goods 1 CP 1 lb. of wheat 2 CP 2 lb. of flour or one chicken 5 CP 1 lb. of salt 1 SP 1 lb. of iron or 1 sq. yd. of canvas 5 SP 1 lb. of copper or 1 sq. yd. of cotton cloth 1 GP 1 lb. of ginger or one goat 2 GP 1 lb. of cinnamon or pepper, or one sheep 3 GP 1 lb. of cloves or one pig 5 GP 1 lb. of silver or 1 sq. yd. of linen 10 GP 1 lb. of silk or one cow 15 GP 1 lb. of saffron or one ox 50 GP 1 lb. of gold 500 GP 1 lb. of platinum ^trade-goods
Gemstones
Gemstones are small, lightweight, and easily secured compared to their same value in coins.
If a treasure hoard includes gemstones, you can use the following tables to randomly determine the kind of gemstones found, based on their value. You can roll once and assume all the gems are the same or roll multiple times to create mixed collections.
10 GP Gemstones
10 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
10 GP Gemstones
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dice: 1d12 Stone 1 Azurite (mottled deep blue) 2 Banded agate (striped brown, blue, white, or red) 3 Blue quartz (pale blue) 4 Eye agate (circles of gray, white, brown, blue, or green) 5 Hematite (gray black) 6 Lapis lazuli (light and dark blue with yellow flecks) 7 Malachite (striated light and dark green) 8 Moss agate (pink or yellow white with mossy gray or green markings) 9 Obsidian (black) 10 Rhodochrosite (light pink) 11 Tiger eye (brown with golden center) 12 Turquoise (light blue green) ^10-gp-gemstones
50 GP Gemstones
50 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
50 GP Gemstones
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dice: 1d12 Stone 1 Bloodstone (dark gray with red flecks) 2 Carnelian (orange to red brown) 3 Chalcedony (white) 4 Chrysoprase (green) 5 Citrine (pale yellow brown) 6 Jasper (blue, black, or brown) 7 Moonstone (white with pale-blue glow) 8 Onyx (bands of black and white, or pure black or white) 9 Quartz (white, smoky gray, or yellow) 10 Sardonyx (bands of red and white) 11 Star rose quartz (rosy stone with white star-shaped center) 12 Zircon (pale blue green) ^50-gp-gemstones
100 GP Gemstones
100 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
100 GP Gemstones
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dice: 1d10 Stone 1 Amber (watery gold to rich gold) 2 Amethyst (deep purple) 3 Chrysoberyl (yellow green to pale green) 4 Coral (crimson) 5 Garnet (red, brown green, or violet) 6 Jade (light green, deep green, or white) 7 Jet (deep black) 8 Pearl (lustrous white, yellow, or pink) 9 Spinel (red, red brown, or deep green) 10 Tourmaline (pale green, blue, brown, or red) ^100-gp-gemstones
500 GP Gemstones
500 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
500 GP Gemstones
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dice: 1d6 Stone 1 Alexandrite (dark green) 2 Aquamarine (pale blue green) 3 Black pearl (pure black) 4 Blue spinel (deep blue) 5 Peridot (rich olive green) 6 Topaz (golden yellow) ^500-gp-gemstones
1,000 GP Gemstones
1,000 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
1,000 GP Gemstones
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dice: 1d8 Stone 1 Black opal (dark green with black mottling and golden flecks) 2 Blue sapphire (medium blue) 3 Emerald (deep bright green) 4 Fire opal (fiery red) 5 Opal (pale blue with green and golden mottling) 6 Star ruby (ruby with white star-shaped center) 7 Star sapphire (blue sapphire with white star-shaped center) 8 Yellow sapphire (fiery yellow or yellow green) ^1000-gp-gemstones
5,000 GP Gemstones
5,000 GP Gemstones
Source: Dungeon Master’s Guide (2024) p. 214
5,000 GP Gemstones
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dice: 1d4 Stone 1 Black sapphire (lustrous black with glowing highlights) 2 Diamond (blue white, canary, pink, brown, or blue) 3 Jacinth (fiery orange) 4 Ruby (clear red to deep crimson) ^5000-gp-gemstones
Art Objects
Idols cast of solid gold, necklaces studded with precious stones, paintings of ancient kings, bejeweled dishes—art objects include all these and more.
If a treasure hoard includes art objects, you can use the following tables to randomly determine what art objects are found, based on their value. Roll on a table as many times as there are art objects in the treasure hoard. There can be more than one of a given art object.
25 GP Art Objects
25 GP Art Objects
Source: Dungeon Master’s Guide (2024) p. 215
25 GP Art Objects
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250 GP Art Objects
250 GP Art Objects
Source: Dungeon Master’s Guide (2024) p. 215
250 GP Art Objects
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750 GP Art Objects
750 GP Art Objects
Source: Dungeon Master’s Guide (2024) p. 215
750 GP Art Objects
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2,500 GP Art Objects
2,500 GP Art Objects
Source: Dungeon Master’s Guide (2024) p. 215
2,500 GP Art Objects
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7,500 GP Art Objects
7,500 GP Art Objects
Source: Dungeon Master’s Guide (2024) p. 215
7,500 GP Art Objects
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Magic Items
Magic items are gleaned from the hoards of felled 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.
Magic Item Rules
Rules for “identifying”, “attuning to”, and “using” magic items appear in the “Player’s Handbook”. Additional rules are presented below.
Attunement Prerequisites. If a magic item has a class prerequisite, a creature must be a member of that class to attune to the item. If a creature must be a spellcaster to attune to an item, the creature qualifies if it can cast at least one spell using its traits or features, not by using a magic item or the like.
Items Made for Specific Creatures. Magic items that are meant to be worn tend to magically adjust themselves to the wearer. However, you can decide that a magic item doesn’t adjust its size to fit any wearer. For example, a particular armorer might make items usable only by folk who are sized and shaped like dwarves.
Unusual Anatomy. Use your discretion to decide whether a creature can wear an item not made for its anatomy. A ring placed on a tentacle might work, but a yuan-ti with a snakelike tail instead of legs can’t wear magic boots.
Paired Items. You can allow exceptions to the rule that paired items must both be worn. For example, a character with only one arm might be able to use a single Glove of Missile Snaring so long as the matching glove is on their person.
Magic Item Categories
Every magic item belongs to a category. The Magic Item Categories table lists the nine categories and provides examples. Rules for the categories appear after the table.
Magic Item Categories
Magic Item Categories
Source: Dungeon Master’s Guide (2024) p. 216
Magic Item Categories
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Category Examples ”Armor” +1 Leather Armor, +1 Shield ”Potions” Potion of Healing ”Rings” Ring of Invisibility ”Rods” Immovable Rod ”Scrolls” Spell Scroll ”Staffs” Staff of Striking ”Wands” Wand of Fireballs ”Weapons” +1 Ammunition, +1 Longsword ”Wondrous Items” Bag of Holding, Boots of Elvenkind ^magic-item-categories
Armor
An item in the Armor category is typically a magical version of armor from the “Player’s Handbook”. Unless an armor’s description notes otherwise, the 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 Armor. If no type is specified, choose the type or determine it randomly.
Potions
An item in the Potion category might be a magical brew that must be imbibed or an oil that must be applied to a creature or an object. A typical potion consists of 1 ounce of liquid in a vial.
Using a Potion
Potions are consumable items. Drinking a potion or administering it to another creature requires a Bonus Action. Applying an oil might take longer as specified in its description. Once used, a potion takes effect immediately, and it is used up.
Mixing Potions
A character might drink one potion while still under the effects of another or pour several potions into a single container. The strange ingredients used in creating potions can result in unpredictable interactions.
When a character mixes two potions together, roll on the Potion Miscibility table. If more than two are combined, roll again for each subsequent potion, combining the results. Unless the effects are immediately obvious, reveal them only when they become evident.
Mixing Potions; Potion Miscibility
Mixing Potions; Potion Miscibility
Source: Dungeon Master’s Guide (2024) p. 216
Potion Miscibility
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dice: 1d100 Result 01 Both potions lose their effects, and the mixture creates a magical explosion in a 5-foot-radius Sphere centered on itself. Each creature in that area takes 4d10Force damage.02–08 Both potions lose their effects, and the mixture becomes an ingested poison of your choice (see ""Poison"" in “chapter 3”). 09–15 Both potions lose their effects. 16–25 One potion loses its effect. 26–35 Both potions work, but with their numerical effects and durations halved. If a potion has no numerical effect and no duration, it instead loses its effect. 36–90 Both potions work normally. 91–99 Both potions work, but the numerical effects and duration of one potion are doubled. If neither potion has anything to double in this way, they work normally. 00 Only one potion works, but its effects are permanent. Choose the simplest effect to make permanent or the one that seems the most fun. For example, a Potion of Healing might increase the drinker’s Hit Point maximum by 2d4 + 2, or a Potion of Invisibility might give the drinker the Invisible condition indefinitely. At your discretion, a Dispel Magic spell or similar magic might end this lasting effect.^potion-miscibility
Rings
For its magic to function, an item in the Ring category must be worn on a finger or a similar digit unless its description notes otherwise.
Rods
An item in the Rod category is a scepter usually made of metal, wood, or bone. A typical rod weighs 2 to 5 pounds.
Unless its description notes otherwise, a rod can be used as an Arcane Focus.
Scrolls
An item in the Scroll category is a roll of paper or parchment, sometimes attached to wooden rods and typically kept safe in a tube of ivory, jade, leather, metal, or wood. The most prevalent scroll is the Spell Scroll, a spell stored in written form. However, some scrolls, like the Scroll of Protection, bear an incantation that isn’t a spell.
Using a Scroll
Scrolls are consumable items. Unleashing the magic in a scroll 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.
Any creature that can understand a written language can read a scroll and attempt to activate it unless its description notes otherwise.
Staffs
Items in the Staff category 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. A staff weighs between 2 and 7 pounds and serves well as a walking stick or cane.
Unless its description notes otherwise, a staff can be used as a nonmagical Quarterstaff and an Arcane Focus.
Wands
An item in the Wand category is typically 12 to 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material.
Unless its description notes otherwise, a wand can be used as an Arcane Focus.
Weapons
A magic weapon is typically a magical version of a weapon from the “Player’s Handbook”. Some magic weapons specify the type of weapon they are in their descriptions, such as a Longsword or Longbow. If no weapon type is specified, you may choose the type or determine it randomly.
Ammunition
If a magic weapon has the Ammunition property, ammunition fired from it is considered magical for the purpose of any rule that cares whether a weapon is magical or not.
Wondrous Items
Wondrous Items include wearable items such as boots, belts, capes, amulets, brooches, and circlets. Bags, carpets, figurines, horns, musical instruments, and more also fall into this category.
Magic Item Rarity
Every magic item has a rarity, which provides a rough measure of an item’s power relative to other magic items. The rarities are shown in the Magic Item Rarities and Values table.
Common magic items, such as a Potion of Healing, are the most plentiful. Artifacts, such as the Wand of Orcus, are priceless, unique, and difficult to acquire.
Magic Item Values by Rarity
Common magic items can often be bought in a town or city. Uncommon and Rare magic items are usually found only in cities, and rarer magic items might be sold only in wondrous locations, such as the “City of Brass” or “Sigil”. If you allow characters to buy and sell magic items in your campaign, rarity can help you set prices for those items. Gold Piece values are provided in the Magic Item Rarities and Values table, though a seller might ask for a service rather than coin as payment.
If a magic item incorporates an item that has a purchase cost in the “Player’s Handbook” (such as a weapon or a suit of armor), add that item’s cost to the magic item’s value. For example, +1 Armor (Plate Armor) has a value of 5,500 GP, which is the sum of a Rare magic item’s value (4,000 GP) and the cost of Plate Armor (1,500 GP).
Magic Item Values by Rarity; Magic Item Rarities and Values
Magic Item Values by Rarity; Magic Item Rarities and Values
Source: Dungeon Master’s Guide (2024) p. 217
Magic Item Rarities and Values
Rarity Value* Common 100 GP Uncommon 400 GP Rare 4,000 GP Very Rare 40,000 GP Legendary 200,000 GP Artifact Priceless ^magic-item-rarities-and-values *Halve the value for a consumable item other than a Spell Scroll. The value of a Spell Scroll is double what it costs to scribe the scroll (as specified in the “Player’s Handbook”).
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Awarding Magic Items
Awarding magic items is the purview of the DM. You can award a magic item because the story calls for it or the players would be especially pleased to have it. This section helps you to determine which magic items end up in the characters’ possession.
Are Magic Items Necessary?
The D&D game assumes that magic items appear sporadically and that they are a boon unless an item bears a curse. Characters and monsters are built to face each other without the help of magic items, which means that having a magic item makes a character more powerful or versatile than a generic character of the same level. As DM, you never have to worry about awarding magic items just so the characters can keep up with the campaign’s threats. Magic items are truly prizes—desirable but not necessary.
Magic Items Awarded by Level
The Magic Items Awarded by Level table shows the number of magic items a D&D party typically gains during a campaign, totaling one hundred magic items by level 20. The table shows how many items of each rarity are meant to be handed out during each of the four tiers of play.
Artifacts are omitted from the table because they are most often used as plot devices in high-level adventures, and characters rarely have them for long (either because the Artifacts are meant to be destroyed or because the campaign is nearing its end).
Player Wish List
Encourage your players to keep a wish list of magic items they hope their characters will find in the course of the campaign. If you want to award a magic item but don’t have a specific magic item in mind, you can pick an item of the appropriate rarity from your players’ wish list.
Overstocking an Adventure
When creating or modifying an adventure, assume that the characters won’t find all the magic items you place in it. An adventure usually can include a number of items that’s 25 percent higher than the number in the Magic Items Awarded by Level table (round up). For example, an adventure designed to take characters from level 1 to 4 might include fourteen items rather than eleven, in the expectation that three items won’t be found.
Magic Items Awarded by Level
Magic Items Awarded by Level
Source: Dungeon Master’s Guide (2024) p. 218
Magic Items Awarded by Level
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Character Level (Tier of Play) Common Items Uncommon Items Rare Items Very Rare Items Legendary Items All Items 1–4 (tier 1) 6 4 1 0 0 11 5–10 (tier 2) 10 17 6 1 0 34 11–16 (tier 3) 3 7 11 7 2 30 17–20 (tier 4) 0 0 5 11 9 25 Total 19 28 23 19 11 100 ^magic-items-awarded-by-level
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Magic Item Tracker
You can use the Magic Item Tracker sheet to track how many magic items the characters have acquired. Each time the characters get a magic item, put a check mark in one of the empty circles corresponding to the item’s rarity and the current level range of the characters. If the characters gain a magic item of a rarity that has no unchecked circles at the current level range, check off an empty circle from a lower tier. If all lower level ranges also have no circles left, check off an empty circle from a higher level range.
Random Magic Item Rarity
When you decide that a treasure contains magic items, there are two ways to determine the rarity of those items. You can choose an appropriate rarity based on the items you’ve given out already (using the Magic Item Tracker sheet to keep track), or you can roll on the Magic Item Rarities table.
To use the table, find the level of the characters in the top row. Roll 1d100, and read down that column to find your roll. Then read across to the right column to find the rarity of the item.
Random Magic Item Rarity; Magic Item Rarities
Random Magic Item Rarity; Magic Item Rarities
Source: Dungeon Master’s Guide (2024) p. 218
Magic Item Rarities
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01–54 01–30 01–11 — Common 55–91 31–81 12–34 — Uncommon 92–00 82–98 35–70 01–20 Rare — 99–00 71–93 21–64 Very Rare — — 94–00 65–00 Legendary ^magic-item-rarities
Magic Items for Starting Characters
If you’re starting a campaign for characters above level 1, the “Player’s Handbook” offers suggestions for how many magic items such characters should start with and the rarity of those items. Consider these approaches to determining the items each character receives:
- DM Choice. Choose items for each character using your own judgment.
- Player Choice. Let the players choose whatever items they want, within the specified rarity.
- Random Determination. Use the tables at the end of this chapter to randomly determine starting items. Use the “Arcana tables” for Sorcerers, Warlocks, and Wizards. Use the “Armaments tables” for Barbarians, Fighters, Paladins, and Rangers. Use the “Implements tables” for Bards, Monks, and Rogues. Use the “Relics tables” for Clerics and Druids. Feel free to vary the tables you use to give each character a mix of useful items and to match character themes. For example, for a Fighter with the Eldritch Knight subclass, you might choose one item from the “Arcana tables” and the rest of the character’s items from the “Armaments tables”.
Activating a Magic Item
It usually takes a Magic action to activate a magic item. The item’s user might also need to do something special. The description of each item category or individual item details how an item is activated. Certain items use the following rules for their activation.
Command Word
A command word is a word or short phrase that must be spoken or signed for an item to work. Spoken command words must be audible and fail to work in areas where all sound is suppressed, as in the area of the Silence spell.
Consumable Items
Some items are consumed—used up, in other words—when they are activated. A Potion of Healing must be swallowed, for example, while the writing vanishes from a scroll when it is read. Once used, a consumable item loses its magic.
Spells Cast from Items
Some magic items allow the user to cast a spell from the item. The spell is cast at the lowest possible spell and caster level, doesn’t expend any of the user’s spell slots, and requires no components unless the item’s description notes otherwise. The spell uses its normal casting time, range, and duration, and the user of the item must concentrate if the spell requires Concentration. Many items, such as Potions, bypass the casting of a spell and confer the spell’s effects with its usual duration. Certain items make exceptions to these rules, changing the casting time, duration, or other parts of a spell.
A magic item may require the user to use their own spellcasting ability when casting a spell from the item. If the user has more than one spellcasting ability, the user chooses which one to use with the item. If the user doesn’t have a spellcasting ability, their spellcasting ability modifier is +0 for the item, and the user’s Proficiency Bonus applies.
Charges
Some magic items have charges that must be expended to activate their properties. The number of charges an item has remaining is revealed when the Identify spell is cast on it. A creature attuned to an item knows how many charges the item has and how many it regains.
”The Next Dawn”
Magic items often have charges or properties that recharge at the next dawn or some other specified time. If such an item is on a world or plane of existence where the specified event doesn’t occur, the DM determines when the item recharges.
Cursed Items
A magic item’s description specifies whether it bears a curse. Most methods of identifying items, including the Identify spell, fail to reveal such a curse.
Attunement to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with a Remove Curse spell.
Magic Item Resilience
A magic item is at least as durable as a nonmagical item of its kind. Most magic items, other than Potions and Scrolls, have Resistance to all damage.
An Artifact can be destroyed only in some special way. Otherwise, it is impervious to damage. Learning how to destroy an Artifact usually requires research or the completion of a quest.
Crafting Magic Items
The “Player’s Handbook” contains rules on “brewing Potions of Healing” and “scribing Spell Spell Scrolls”. To create other magic items, follow the rules below. In these rules, “you” refers to the character crafting the magic item.
Arcana Proficiency
To craft a magic item, you and any assistants must have proficiency in the Arcana skill.
Tools
The Magic Item Tools table lists which tool is required to make a magic item of each category. You must use the required tool to make an item and have proficiency with that tool. Any assistants must also have proficiency with it. For more “information on the tools”, see the “Player’s Handbook”.
Magic Item Tools
Magic Item Tools
Source: Dungeon Master’s Guide (2024) p. 220
Magic Item Tools
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Item Category Required Tool Armor Leatherworker’s Tools, Smith’s Tools, or Weaver’s Tools depending on the kind of armor as noted in the tools’ descriptions Potion Alchemist’s Supplies or Herbalism Kit Ring Jeweler’s Tools Rod Woodcarver’s Tools Scroll Calligrapher’s Supplies Staff Woodcarver’s Tools Wand Woodcarver’s Tools Weapon Leatherworker’s Tools, Smith’s Tools, or Woodcarver’s Tools depending on the kind of weapon as noted in the tools’ descriptions Wondrous Item Tinker’s Tools or the tool required to make the nonmagical item on which the magic item is based ^magic-item-tools
Spells
If a magic item allows its user to cast any spells from it, you must have all those spells prepared every day you spend crafting the item.
Time and Cost
Crafting a magic item takes an amount of time and money based on the item’s rarity as shown in the Magic Item Crafting Time and Cost table.
Work per Day
For each day of crafting, you must work for 8 hours. If an item requires multiple days, those days needn’t be consecutive.
Assistants
Characters can combine their efforts to shorten the crafting time. Divide the time needed to create an item by the number of characters working on it. Normally, only one other character can assist you, but the DM might allow more assistants.
Raw Materials
The cost in the table represents the raw materials needed to make a magic item. The DM determines whether appropriate raw materials are available. In a city, there is a 75 percent chance that the materials are available, and in any other settlement, that chance is 25 percent. If materials aren’t available, you must wait at least 7 days before checking on the availability again.
If a magic item incorporates an item that has a purchase cost (such as a weapon or a suit of armor), you must also pay that entire cost or craft that item “using the rules” in the “Player’s Handbook”. For example, to make +1 Armor (Plate Armor), you must pay 3,500 GP or pay 2,000 GP and craft the armor.
Magic Item Crafting Time and Cost
Magic Item Crafting Time and Cost
Source: Dungeon Master’s Guide (2024) p. 221
Magic Item Crafting Time and Cost
Item Rarity Time* Cost* Common 5 days 50 GP Uncommon 10 days 200 GP Rare 50 days 2,000 GP Very Rare 125 days 20,000 GP Legendary 250 days 100,000 GP ^magic-item-crafting-time-and-cost *The time and cost are halved for a consumable item other than a Spell Scroll, whose crafting time and cost are given in the “Player’s Handbook”.
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Magic Item Special Features
You can add distinctiveness to a magic item by thinking about its backstory. Who made the item? Is anything unusual about its construction? Why was it made, and how was it used originally? What minor magical quirks set it apart from other items of its kind? Answering these questions can help turn a generic magic item, such as a +1 Longsword, into a more flavorful discovery.
Use the following tables to fill in details about a magic item’s history. Some table entries make more sense for certain items than for others. 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 special feature.
On the Magic Item’s Minor Property table and the Magic Item’s Quirk table, “you” refers to the item’s bearer.
Magic Item Special Features; Magic Item's Creator or Intended User
Magic Item Special Features; Magic Item’s Creator or Intended User
Source: Dungeon Master’s Guide (2024) p. 222
Magic Item’s Creator or Intended User
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dice: 1d20 Creator or Intended User 1 Aberration. The item is ancient. At a glance, it seems to be covered with mucus. 2 Celestial. The item is half the normal weight and inscribed with feathered wings, suns, and stars. Fiends find it repulsive. 3 Devotees of Lolth. The item is half the normal weight. It is inscribed with spiders and webs in honor of Lolth. 4 Dragon. This item incorporates precious metals and gems from a dragon’s hoard. It grows warm when within 120 feet of a Dragon. 5–6 Dwarf. The item is durable and has Dwarvish runes worked into its design. It might be associated with a clan that would like to see it returned to their ancestral halls. 7 Elemental Air. The item is half the normal weight and feels hollow. If it’s made of fabric, it is diaphanous. 8 Elemental Earth. This item might be crafted from stone. Any cloth or leather elements are studded with finely polished rock. 9 Elemental Fire. This item is warm to the touch, and any metal parts are crafted from black iron. Flame imagery covers its surface. 10 Elemental Water. Lustrous fish scales replace leather or cloth on this item, and seashells and worked coral (as hard as any metal) replace metal portions. 11–12 Elf. The item is half the normal weight. It is adorned with symbols of nature: leaves, vines, stars, and the like. 13 Fey. The item is exquisitely crafted from the finest materials and glows with a pale radiance in moonlight, shedding Dim Light in a 5-foot radius. Any metal in the item is silver or mithral rather than iron or steel. 14 Fiend. The item is made of iron or horn, and any cloth or leather components are crafted from the hide of Fiends. Leering faces or vile runes are engraved on its surface. Celestials find it repulsive. 15 Giant. The item is larger than normal and was crafted by Giants for use by their smaller allies. 16 Gnome. The item is crafted to appear ordinary and well used. It could also incorporate gears and mechanical components, even if these aren’t essential to its function. 17–19 Human. The item was created during the heyday of a fallen human kingdom, or it is tied to a human of legend. It might hold writing in a forgotten language or symbols whose significance is lost to the ages. 20 Undead. The item incorporates symbols of death, such as bones and skulls, and it might be crafted from parts of corpses. It feels cold to the touch. ^magic-items-creator-or-intended-user
Magic Item Special Features; Magic Item's History
Magic Item Special Features; Magic Item’s History
Source: Dungeon Master’s Guide (2024) p. 222
Magic Item’s History
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dice: 1d8 History 1 Arcane. This item was created for an ancient order of spellcasters and bears the order’s symbol. 2 Bane. This item was created to oppose creatures of a particular type, such as Aberrations or Dragons. 3 Heroic. A great hero once wielded this item. Anyone who knows the item’s history expects great deeds from the new owner. 4 Ornament. The item honors a special event. Inset gemstones, gold or platinum inlays, and gold or silver filigree adorn its surface. 5 Prophecy. The item features in a prophecy: its bearer is destined to play a key role in future events. 6 Religious. This item was used in religious ceremonies dedicated to a particular deity. It has religious symbols worked into it. 7 Sinister. This item is linked to a deed of great evil, such as a massacre or an assassination. It might have a name or be closely associated with a villain who used it. 8 Symbol of Power. This item was once used as part of royal regalia or as a badge of high office. ^magic-items-history
Magic Item Special Features; Magic Item's Minor Property
Magic Item Special Features; Magic Item’s Minor Property
Source: Dungeon Master’s Guide (2024) p. 222
Magic Item’s Minor Property
Link to original
dice: 1d20 Minor Property 1–2 Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. 3 Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. 4 Delver. While underground, you always know the item’s depth below the surface and the direction to the nearest staircase, ramp, or other path leading upward. 5–6 Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. 7–8 Harmonious. Attuning to this item takes only 1 minute. 9 Key. The item is used to unlock a container, chamber, vault, or door. 10 Secret Message. A message is hidden somewhere on the item. It might be visible only at a certain time, under the light of one phase of the moon, or in a specific location. 11–12 Sentinel. The DM chooses a kind of creature, such as mind flayers or trolls. This item glows faintly when such creatures are within 120 feet of it. 13 Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. 14–15 Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. 16 Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. 17 Unbreakable. The item can’t be broken. Special means must be used to destroy it. 18 War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. 19 Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. 20 Roll twice, rerolling any additional 20s. ^magic-items-minor-property
Magic Item Special Features; Magic Item's Quirk
Magic Item Special Features; Magic Item’s Quirk
Source: Dungeon Master’s Guide (2024) p. 222
Magic Item’s Quirk
Link to original
dice: 1d8 Quirk 1 Blissful. You feel fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item’s presence. 2 Confident. The item helps you feel self-assured. 3 Covetous. You become obsessed with material wealth. 4 Fragile. The item crumbles, frays, chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties. 5 Loud. The item makes a loud noise—such as a clang, a shout, or a resonating gong—when used. 6 Metamorphic. The item periodically alters its appearance in slight ways. You have no control over these minor alterations, which have no effect on the item’s use. 7 Painful. You experience a harmless flash of pain when using the item. 8 Repulsive. You feel a sense of distaste when in contact with the item and continue to experience discomfort while bearing it. ^magic-items-quirk
Artifacts

An Artifact is a unique, singularly powerful magic item with its own origin and history. 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 these Artifacts are discovered, the world trembles at the ramifications of the find. In either case, introducing an Artifact into a campaign requires forethought. It 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 appear only 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.
Artifact Properties
In addition to its defined properties, an Artifact might have other properties that are either beneficial or detrimental. You can choose such properties from the tables in this section or determine them randomly. You can also invent new beneficial and detrimental properties. These properties typically change each time an Artifact appears in the world.
An Artifact can have as many as four minor beneficial properties and two major beneficial properties. It can have as many as four minor detrimental properties and two major detrimental properties.
Artifact Properties; Minor Beneficial Properties
Artifact Properties; Minor Beneficial Properties
Source: Dungeon Master’s Guide (2024) p. 224
Minor Beneficial Properties
Link to original
dice: 1d100 Property 01–20 While attuned to the Artifact, you gain proficiency in one skill of the DM’s choice. 21–30 While attuned to the Artifact, you have Immunity to the Poisoned condition. 31–40 While attuned to the Artifact, you have Immunity to the Charmed and Frightened conditions. 41–50 While attuned to the Artifact, you have Resistance to one damage type of the DM’s choice. 51–60 While attuned to the Artifact, you can cast one cantrip (chosen by the DM) from it. 61–70 While attuned to the Artifact, you can cast one level 1 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you can’t cast it again in this way until the next dawn.71–80 As 61–70 above, except the spell is level 2. 81–90 As 61–70 above, except the spell is level 3. 91–00 While attuned to the Artifact, you gain a +1 bonus to Armor Class. ^minor-beneficial-properties
Artifact Properties; Major Beneficial Properties
Artifact Properties; Major Beneficial Properties
Source: Dungeon Master’s Guide (2024) p. 224
Major Beneficial Properties
Link to original
dice: 1d100 Property 01–20 While attuned to the Artifact, one of your ability scores (DM’s choice) increases by 2, to a maximum of 24. 21–30 While attuned to the Artifact, you regain 1d6Hit Points at the start of each of your turns if you have at least 1 Hit Point.31–40 When you hit with an attack roll while attuned to the Artifact, the target takes an extra 1d6Force damage.41–50 While you’re attuned to the Artifact, your Speed increases by 10 feet. 51–60 While attuned to the Artifact, you can cast one level 4 spell (chosen by the DM) from it. After you cast the spell, roll 1d6. On a roll of 1–5, you can’t cast it again in this way until the next dawn.61–70 As 51–60 above, except the spell is level 5. 71–80 As 51–60 above, except the spell is level 6. 81–90 As 51–60 above, except the spell is level 7. 91–00 While attuned to the Artifact, you have Immunity to the Blinded, Deafened, Petrified, and Stunned conditions. ^major-beneficial-properties
Artifact Properties; Minor Detrimental Properties
Artifact Properties; Minor Detrimental Properties
Source: Dungeon Master’s Guide (2024) p. 224
Minor Detrimental Properties
Link to original
dice: 1d100 Property 01–08 While attuned to the Artifact, you have Disadvantage on any ability check or saving throw that uses Strength or Constitution. 09–16 While attuned to the Artifact, you have Disadvantage on Intelligence, Wisdom, and Charisma saving throws. 17–24 While attuned to the Artifact, you have Vulnerability to Poison damage. 25–32 While attuned to the Artifact, you have the Blinded condition when you’re more than 10 feet away from it. 33–40 While attuned to the Artifact, you have the Deafened condition when you’re more than 10 feet away from it. 41–48 While attuned to the Artifact, you lose all sense of smell. 49–66 While you’re attuned to the Artifact, your appearance changes as the DM decides. 67–72 While attuned to the Artifact, you emit a sour stench noticeable from up to 10 feet away. 73–76 Whenever you touch a nonmagical gem or an art object while attuned to this Artifact, the value of the gem or art object is reduced by half. This affects a particular object only once. 77–80 While you’re attuned to the Artifact, all Holy Water within 10 feet of you is destroyed. 81–84 While you’re attuned to the Artifact, nonmagical flames are extinguished within 30 feet of you. 85–88 While you’re attuned to the Artifact, other creatures can’t take Short or Long Rests while within 300 feet of you. 89–92 While attuned to the Artifact, you kill any nonmagical vegetation you touch that isn’t a creature. 93–00 While you’re attuned to the Artifact, Beasts within 30 feet of you that have a Challenge Rating of 6 or lower are Hostile toward you. ^minor-detrimental-properties
Artifact Properties; Major Detrimental Properties
Artifact Properties; Major Detrimental Properties
Source: Dungeon Master’s Guide (2024) p. 224
Major Detrimental Properties
Link to original
dice: 1d100 Property 01–09 You can’t attune to other magic items while you’re attuned to the Artifact. When you become attuned to the Artifact, your Attunement to other magic items ends immediately. 10–18 When you become attuned to the Artifact, a random one of your ability scores is reduced by 2, to a minimum of 3. A Greater Restoration spell restores the ability. 19–27 When you become attuned to the Artifact, you take 8d10Psychic damage.28–36 The first time you become attuned to the Artifact, it gives you a quest determined by the DM. You can’t use any of the Artifact’s properties until you complete the quest. 37–45 Each time you become attuned to the Artifact, there is a 10 percent chance that you attract the attention of a god who sends an avatar to wrest the Artifact from you. The avatar has the same alignment as its creator and uses the Empyrean stat block. Once it obtains the Artifact, the avatar vanishes. 46–54 Each time you become attuned to the Artifact, you must succeed on a DC 10 Constitution saving throw or die from the shock. If you die, you’re instantly transformed into a Wight under the DM’s control that must protect the Artifact. 55–63 The Artifact dilutes potions within 10 feet of itself, rendering them nonmagical. 64–72 The Artifact erases scrolls within 10 feet of itself, rendering them nonmagical. 73–81 While you’re attuned to the Artifact, creatures of a particular type other than Humanoid (chosen by the DM) are always Hostile toward you. 82–90 While attuned to the Artifact, you have Vulnerability to all damage. 91–96 The Artifact imprisons a Death Slaad. Each time you become attuned to the Artifact, the slaad has a 10 percent chance of escaping, whereupon it appears in an unoccupied space as close to you as possible and attacks you. 97–00 While attuned to the Artifact, you can’t spend Hit Point Dice or regain Hit Points. ^major-detrimental-properties
Sentient Magic Items
Some magic items have 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. A sentient item might be a cherished ally to its wielder or a continual thorn in the side.
Most sentient items are weapons, but other kinds of items can manifest sentience. Single-use items such as potions and scrolls are never sentient.
The DM controls sentient magic items and their activated properties. A bearer who maintains a good relationship with the item can access those properties. If the relationship is strained, a conflict can ensue (see ""Conflict"" below).
Sentient Magic Item Traits
When you make a sentient magic item, you create the item’s persona much as you would create an NPC (as described in the ""Nonplayer Characters"" section of “chapter 3”), with these exceptions.
Abilities
A sentient magic item has Intelligence, Wisdom, and Charisma scores. Choose the item’s abilities, or determine them randomly as follows: roll 4d6 for each one, dropping the lowest roll and totaling the rest.
Alignment
A sentient magic item has an alignment. Its creator or nature might suggest an alignment. Otherwise, pick an alignment or roll on the Sentient Item’s Alignment table.
Communication
A sentient item communicates by sharing its emotions, broadcasting its thoughts telepathically, or speaking aloud. You can choose how it communicates or roll on the Sentient Item’s Communication table.
Senses
A sentient item can perceive its surroundings out to a limited range. You can choose its senses or roll on the Sentient Item’s Senses table.
Special Purpose
You can give a sentient item an objective it pursues, perhaps to the exclusion of all else. As long as the wielder’s use of the item aligns with that special purpose, the item remains cooperative. Deviating from this course might cause conflict between the wielder and the item (see ""Conflict"" below). You can pick a special purpose or roll on the Sentient Item’s Special Purpose table.
Special Purpose; Sentient Item's Alignment
Special Purpose; Sentient Item’s Alignment
Source: Dungeon Master’s Guide (2024) p. 226
Sentient Item’s Alignment
Link to original
dice: 1d100 Alignment 01–15 Lawful Good 16–35 Neutral Good 36–50 Chaotic Good 51–63 Lawful Neutral 64–73 Neutral 74–85 Chaotic Neutral 86–89 Lawful Evil 90–96 Neutral Evil 97–00 Chaotic Evil ^sentient-items-alignment
Special Purpose; Sentient Item's Communication
Special Purpose; Sentient Item’s Communication
Source: Dungeon Master’s Guide (2024) p. 226
Sentient Item’s Communication
Link to original
dice: 1d10 Communication 1–6 The item communicates by transmitting emotion to the creature carrying or wielding it. 7–9 The item speaks one or more languages. 10 The item speaks one or more languages. In addition, the item can communicate telepathically with any creature that carries or wields it. ^sentient-items-communication
Special Purpose; Sentient Item's Senses
Special Purpose; Sentient Item’s Senses
Source: Dungeon Master’s Guide (2024) p. 226
Sentient Item’s Senses
Link to original
dice: 1d4 Senses 1 Hearing and standard vision out to 30 feet 2 Hearing and standard vision out to 60 feet 3 Hearing and standard vision out to 120 feet 4 Hearing and Darkvision out to 120 feet ^sentient-items-senses
Sentient Item's Special Purpose
Sentient Item’s Special Purpose
Source: Dungeon Master’s Guide (2024) p. 226
Sentient Item’s Special Purpose
Link to original
dice: 1d10 Special Purpose 1 Aligned. The item seeks to defeat or destroy those of a diametrically opposed alignment. Such an item is never Neutral. 2 Bane. The item seeks to thwart or destroy creatures of a particular type, such as Constructs, Fiends, or Undead. 3 Creator Seeker. The item seeks its creator and wants to understand why it was created. 4 Destiny Seeker. The item believes it and its bearer have key roles to play in future events. 5 Destroyer. The item craves destruction and goads its user to fight arbitrarily. 6 Glory Seeker. The item seeks renown as the greatest magic item in the world by winning fame or notoriety for its user. 7 Lore Seeker. The item craves knowledge or is determined to solve a mystery, learn a secret, or unravel a cryptic prophecy. 8 Protector. The item seeks to defend a particular kind of creature, such as elves or werewolves. 9 Soulmate Seeker. The item seeks another sentient magic item, perhaps one that is similar to itself. 10 Templar. The item seeks to defend the servants and interests of a particular deity. ^sentient-items-special-purpose
Conflict
When the bearer of a sentient item acts in a manner opposed to the item’s alignment or purpose, conflict can arise. When such a conflict occurs, the item’s bearer makes a Charisma saving throw (DC 12 plus the item’s Charisma modifier). On a failed save, the item makes one or more of the following demands:
- Chase My Dreams. The item demands that its bearer pursue the item’s goals to the exclusion of all other goals.
- Get Rid of It. The item demands that its bearer dispose of anything the item finds repugnant.
- It’s Time for a Change. The item demands to be given to someone else.
- Keep Me Close. The item insists on being carried or worn at all times.
If its bearer refuses to comply with the item’s demands, the item can do any of the following:
- Make it impossible for its bearer to attune to it.
- Suppress one or more of its activated properties.
- Attempt to take control of its bearer, whereupon the bearer makes a Charisma saving throw (DC 12 plus the item’s Charisma modifier). On a failed save, the bearer has the Charmed condition for
1d12hours. While Charmed in this way, the bearer must try to follow the item’s commands. If the bearer takes damage, it repeats the save, ending the effect on a success. Whether or not the attempt to control its bearer succeeds, the item can’t use this power again until the next dawn.
Magic Items A-Z
Magic items are presented in alphabetical order.
If a magic item description capitalizes a creature’s name and presents it in bold type, that’s a visual cue pointing you to the creature’s stat block. Unless the text states otherwise, the stat block is in the “Monster Manual”. How to read and use a stat block is explained in the “Monster Manual” and to a lesser degree in the “Player’s Handbook”.
- Adamantine Armor
- Adamantine Weapon
- Alchemy Jug
- +1 Ammunition
- +2 Ammunition
- +3 Ammunition
- Ammunition of Slaying
- Amulet of Health
- Amulet of Proof Against Detection and Location
- Amulet of the Planes
- Animated Shield
- Apparatus of Kwalish
- +1 Armor
- +2 Armor
- +3 Armor
- Armor of Gleaming
- Armor of Invulnerability
- Armor of Resistance
- Armor of Vulnerability
- Arrow-Catching Shield
- Axe of the Dwarvish Lords
- Baba Yaga’s Dancing Broom
- Bag of Beans
- Bag of Devouring
- Bag of Holding
- Bag of Tricks
- Bead of Force
- Bead of Nourishment
- Bead of Refreshment
- Belt of Dwarvenkind
- Belt of Giant Strength
- Berserker Axe
- Blackrazor
- Book of Exalted Deeds
- Book of Vile Darkness
- Boots of Elvenkind
- Boots of False Tracks
- Boots of Levitation
- Boots of Speed
- Boots of Striding and Springing
- Boots of the Winterlands
- Bowl of Commanding Water Elementals
- Bracers of Archery
- Bracers of Defense
- Brazier of Commanding Fire Elementals
- Brooch of Shielding
- Broom of Flying
- Candle of Invocation
- Candle of the Deep
- Cape of the Mountebank
- Cap of Water Breathing
- Carpet of Flying
- Cast-Off Armor
- Cauldron of Rebirth
- Censer of Controlling Air Elementals
- Charlatan’s Die
- Chime of Opening
- Circlet of Blasting
- Cloak of Arachnida
- Cloak of Billowing
- Cloak of Displacement
- Cloak of Elvenkind
- Cloak of Invisibility
- Cloak of Many Fashions
- Cloak of Protection
- Cloak of the Bat
- Cloak of the Manta Ray
- Clockwork Amulet
- Clothes of Mending
- Crystal Ball
- Cube of Force
- Cube of Summoning
- Cubic Gate
- Daern’s Instant Fortress
- Dagger of Venom
- Dancing Sword
- Dark Shard Amulet
- Decanter of Endless Water
- Deck of Illusions
- Deck of Many Things
- Defender
- Demon Armor
- Demonomicon of Iggwilv
- Dimensional Shackles
- Dragon Scale Mail
- Dragon Slayer
- Dread Helm
- Driftglobe
- Dust of Disappearance
- Dust of Dryness
- Dust of Sneezing and Choking
- Dwarven Plate
- Dwarven Thrower
- Ear Horn of Hearing
- Efreeti Bottle
- Efreeti Chain
- Elemental Gem
- Elixir of Health
- Elven Chain
- Enduring Spellbook
- Energy Bow
- Enspelled Armor
- Enspelled Staff
- Enspelled Weapon
- Ersatz Eye
- Eversmoking Bottle
- Executioner’s Axe
- Eye and Hand of Vecna
- Eyes of Charming
- Eyes of Minute Seeing
- Eyes of the Eagle
- Figurine of Wondrous Power
- Flame Tongue
- Folding Boat
- Frost Brand
- Gauntlets of Ogre Power
- Gem of Brightness
- Gem of Seeing
- Giant Slayer
- Glamoured Studded Leather
- Gloves of Missile Snaring
- Gloves of Swimming and Climbing
- Gloves of Thievery
- Goggles of Night
- Hag Eye
- Hammer of Thunderbolts
- Hat of Disguise
- Hat of Many Spells
- Hat of Vermin
- Hat of Wizardry
- Headband of Intellect
- Helm of Brilliance
- Helm of Comprehending Languages
- Helm of Telepathy
- Helm of Teleportation
- Heward’s Handy Haversack
- Heward’s Handy Spice Pouch
- Holy Avenger
- Horn of Blasting
- Horn of Silent Alarm
- Horn of Valhalla
- Horseshoes of a Zephyr
- Horseshoes of Speed
- Immovable Rod
- Instrument of Illusions
- Instrument of Scribing
- Instrument of the Bards
- Ioun Stone
- Iron Bands of Bilarro
- Iron Flask
- Javelin of Lightning
- Keoghtom’s Ointment
- Lantern of Revealing
- Lock of Trickery
- Luck Blade
- Lute of Thunderous Thumping
- Mace of Disruption
- Mace of Smiting
- Mace of Terror
- Mantle of Spell Resistance
- Manual of Bodily Health
- Manual of Gainful Exercise
- Manual of Golems
- Manual of Quickness of Action
- Mariner’s Armor
- Medallion of Thoughts
- Mirror of Life Trapping
- Mithral Armor
- Moonblade
- Moon-Touched Sword
- Mystery Key
- Nature’s Mantle
- Necklace of Adaptation
- Necklace of Fireballs
- Necklace of Prayer Beads
- Nine Lives Stealer
- Nolzur’s Marvelous Pigments
- Oathbow
- Oil of Etherealness
- Oil of Sharpness
- Oil of Slipperiness
- Orb of Direction
- Orb of Dragonkind
- Orb of Time
- Pearl of Power
- Perfume of Bewitching
- Periapt of Health
- Periapt of Proof Against Poison
- Periapt of Wound Closure
- Philter of Love
- Pipe of Smoke Monsters
- Pipes of Haunting
- Pipes of the Sewers
- Plate Armor of Etherealness
- Pole of Angling
- Pole of Collapsing
- Portable Hole
- Potion of Animal Friendship
- Potion of Clairvoyance
- Potion of Climbing
- Potion of Comprehension
- Potion of Diminution
- Potion of Fire Breath
- Potion of Flying
- Potion of Gaseous Form
- Potion of Giant Strength
- Potion of Greater Invisibility
- Potion of Growth
- Potion of Healing
- Potion of Heroism
- Potion of Invisibility
- Potion of Invulnerability
- Potion of Longevity
- Potion of Mind Reading
- Potion of Poison
- Potion of Pugilism
- Potion of Resistance
- Potion of Speed
- Potion of Vitality
- Potion of Water Breathing
- Pot of Awakening
- Prosthetic Limb
- Quaal’s Feather Token
- Quarterstaff of the Acrobat
- Quiver of Ehlonna
- Ring of Animal Influence
- Ring of Djinni Summoning
- Ring of Elemental Command
- Ring of Evasion
- Ring of Feather Falling
- Ring of Free Action
- Ring of Invisibility
- Ring of Jumping
- Ring of Mind Shielding
- Ring of Protection
- Ring of Regeneration
- Ring of Resistance
- Ring of Shooting Stars
- Ring of Spell Storing
- Ring of Spell Turning
- Ring of Swimming
- Ring of Telekinesis
- Ring of the Ram
- Ring of Three Wishes
- Ring of Warmth
- Ring of Water Walking
- Ring of X-Ray Vision
- Rival Coin
- Robe of Eyes
- Robe of Scintillating Colors
- Robe of Stars
- Robe of the Archmagi
- Robe of Useful Items
- Rod of Absorption
- Rod of Alertness
- Rod of Lordly Might
- Rod of Resurrection
- Rod of Rulership
- Rod of Security
- Rod of the Pact Keeper
- Rope of Climbing
- Rope of Entanglement
- Rope of Mending
- Ruby of the War Mage
- Saddle of the Cavalier
- Scarab of Protection
- Scimitar of Speed
- Scroll of Protection
- Scroll of Titan Summoning
- Sending Stones
- Sentinel Shield
- +1 Shield
- +2 Shield
- +3 Shield
- Shield of Expression
- Shield of Missile Attraction
- Shield of the Cavalier
- Silvered Weapon
- Slippers of Spider Climbing
- Smoldering Armor
- Sovereign Glue
- Spellguard Shield
- Spell Scroll
- Sphere of Annihilation
- Spirit Board
- Staff of Adornment
- Staff of Birdcalls
- Staff of Charming
- Staff of Fire
- Staff of Flowers
- Staff of Frost
- Staff of Healing
- Staff of Power
- Staff of Striking
- Staff of Swarming Insects
- Staff of the Adder
- Staff of the Magi
- Staff of the Python
- Staff of the Woodlands
- Staff of Thunder and Lightning
- Staff of Withering
- Stone of Controlling Earth Elementals
- Stone of Good Luck
- Sun Blade
- Sword of Answering
- Sword of Kas
- Sword of Life Stealing
- Sword of Sharpness
- Sword of Vengeance
- Sword of Wounding
- Sylvan Talon
- Talisman of Pure Good
- Talisman of the Sphere
- Talisman of Ultimate Evil
- Talking Doll
- Tankard of Sobriety
- Tentacle Rod
- Thunderous Greatclub
- Tome of Clear Thought
- Tome of Leadership and Influence
- Tome of the Stilled Tongue
- Tome of Understanding
- Trident of Fish Command
- Universal Solvent
- Veteran’s Cane
- Vicious Weapon
- Vorpal Sword
- Walloping Ammunition
- Wand of Binding
- Wand of Conducting
- Wand of Enemy Detection
- Wand of Fear
- Wand of Fireballs
- Wand of Lightning Bolts
- Wand of Magic Detection
- Wand of Magic Missiles
- Wand of Orcus
- Wand of Paralysis
- Wand of Polymorph
- Wand of Pyrotechnics
- Wand of Secrets
- Wand of the War Mage
- Wand of Web
- Wand of Wonder
- Wave
- +1 Weapon
- +2 Weapon
- +3 Weapon
- Weapon of Warning
- Well of Many Worlds
- Whelm
- Wind Fan
- Winged Boots
- Wings of Flying
- Wraps of Unarmed Power
Random Magic Items
Use the tables in this section to randomly determine magic items the characters find in your adventures. The tables are sorted first by treasure theme (as described in the “Monster Manual”), and then by item rarity. If an item isn’t associated with a theme, roll 1d4 to decide which table to roll on next: on a 1, roll on the “Arcana tables”; on a 2, “Armaments”; on a 3, “Implements”; and on a 4, “Relics”.
Arcana Tables
Arcana - Common
Arcana - Common
Source: Dungeon Master’s Guide (2024) p. 326
Arcana - Common
Link to original
dice: 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–07 Candle of the Deep 08–10 Cloak of Billowing 11–13 Cloak of Many Fashions 14–15 Clothes of Mending 16–17 Dark Shard Amulet 18–19 Enduring Spellbook 20–21 Ersatz Eye 22–24 Hat of Vermin 25–27 Hat of Wizardry 28–29 Heward’s Handy Spice Pouch 30–31 Horn of Silent Alarm 32–33 Instrument of Illusions 34–35 Instrument of Scribing 36–37 Lock of Trickery 38–40 Mystery Key 41–42 Orb of Direction 43–44 Orb of Time 45–46 Perfume of Bewitching 47–49 Pipe of Smoke Monsters 50–52 Potion of Climbing 53–55 Potion of Comprehension 56–58 Pot of Awakening 59–60 Prosthetic Limb 61–64 Rival Coin 65–66 Rope of Mending 67–68 Ruby of the War Mage 69–82 Spell Scroll (cantrip or level 1 spell) 83–84 Staff of Adornment 85–86 Staff of Birdcalls 87–89 Staff of Flowers 90–92 Talking Doll 93–94 Tankard of Sobriety 95–97 Wand of Conducting 98–00 Wand of Pyrotechnics ^arcana-common
Arcana - Uncommon
Arcana - Uncommon
Source: Dungeon Master’s Guide (2024) p. 326
Arcana - Uncommon
Link to original
Arcana - Rare
Arcana - Rare
Source: Dungeon Master’s Guide (2024) p. 326
Arcana - Rare
Link to original
Arcana - Very Rare
Arcana - Very Rare
Source: Dungeon Master’s Guide (2024) p. 326
Arcana - Very Rare
Link to original
Arcana - Legendary
Arcana - Legendary
Source: Dungeon Master’s Guide (2024) p. 326
Arcana - Legendary
Link to original
dice: 1d100 Item 01–04 Apparatus of Kwalish 05–08 Cloak of Invisibility 09–12 Crystal Ball of Mind Reading 13–16 Crystal Ball of Telepathy 17–20 Crystal Ball of True Seeing 21–22 Cubic Gate 23 Deck of Many Things 24–27 Enspelled Staff (level 6, 7, or 8 spell) 28–31 Ioun Stone (greater absorption, mastery, or regeneration) 32–33 Iron Flask 34–41 Potion of Storm Giant Strength (storm) 42–45 Ring of Djinni Summoning 46–49 Ring of Elemental Command (air, earth, fire, or water) 50–53 Ring of Invisibility 54–57 Ring of Spell Turning 58 Ring of Three Wishes 59 Robe of the Archmagi 60–61 Scroll of Titan Summoning 62–65 Sovereign Glue 66–83 Spell Scroll (level 9 spell) 84 Sphere of Annihilation 85 Staff of the Magi 86–88 Talisman of the Sphere 89–92 Tome of the Stilled Tongue 93–96 Universal Solvent 97–00 Well of Many Worlds ^arcana-legendary
Armaments Tables
Armaments - Common
Armaments - Common
Source: Dungeon Master’s Guide (2024) p. 328
Armaments - Common
Link to original
dice: 1d100 Item 01–10 Armor of Gleaming 11–20 Cast-Off Armor 21–30 Dread Helm 31–40 Moon-Touched Sword 41–50 Shield of Expression 51–60 Silvered Weapon 61–70 Smoldering Armor 71–80 Sylvan Talon 81–90 Veteran’s Cane 91–00 Walloping Ammunition ^armaments-common
Armaments - Uncommon
Armaments - Uncommon
Source: Dungeon Master’s Guide (2024) p. 328
Armaments - Uncommon
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dice: 1d100 Item 01–04 Adamantine Armor 05–08 Adamantine Weapon 09–13 Ammunition, +1 14–18 Bracers of Archery 19–23 Enspelled Armor (cantrip or level 1 spell) 24–28 Enspelled Weapon (cantrip or level 1 spell) 29–33 Gauntlets of Ogre Power 34–38 Javelin of Lightning 39–43 Mariner’s Armor 44–48 Mithral Armor 49–53 Potion of Giant Strength (hill) 54–58 Potion of Pugilism 59–62 Quiver of Ehlonna 63–66 Saddle of the Cavalier 67–71 Sentinel Shield 72–76 Shield, +1 77–81 Sword of Vengeance 82–85 Trident of Fish Command 86–90 Weapon, +1 91–95 Weapon of Warning 96–00 Wraps of Unarmed Power, +1 ^armaments-uncommon
Armaments - Rare
Armaments - Rare
Source: Dungeon Master’s Guide (2024) p. 328
Armaments - Rare
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dice: 1d100 Item 01–03 Ammunition, +2 04–07 Armor, +1 08–10 Armor of Resistance 11–13 Armor of Vulnerability 14–15 Arrow-Catching Shield 16–18 Belt of Giant Strength (hill) 19–20 Berserker Axe 21–22 Daern’s Instant Fortress 23–25 Dagger of Venom 26–28 Dragon Slayer 29–31 Elven Chain 32–34 Enspelled Armor (level 2 or 3 spell) 35–37 Enspelled Weapon (level 2 or 3 spell) 38–40 Flame Tongue 41–43 Giant Slayer 44–46 Horn of Blasting 47–48 Horn of Valhalla (brass or silver) 49–51 Ioun Stone (protection) 52–54 Mace of Disruption 55–57 Mace of Smiting 58–60 Mace of Terror 61–63 Potion of Giant Strength (fire) 64–66 Potion of Giant Strength (frost or stone) 67–69 Potion of Heroism 70–72 Potion of Invulnerability 73–75 Ring of Protection 76–78 Ring of the Ram 79–81 Shield, +2 82–84 Shield of Missile Attraction 85–86 Sun Blade 87–88 Sword of Life Stealing 89–90 Sword of Wounding 91–92 Tentacle Rod 93–94 Vicious Weapon 95–97 Weapon, +2 98–00 Wraps of Unarmed Power, +2 ^armaments-rare
Armaments - Very Rare
Armaments - Very Rare
Source: Dungeon Master’s Guide (2024) p. 328
Armaments - Very Rare
Link to original
dice: 1d100 Item 01–03 Ammunition, +3 04–06 Ammunition of Slaying 07–09 Animated Shield 10–12 Armor, +2 13–14 Belt of Giant Strength (fire) 15–17 Belt of Giant Strength (frost or stone) 18–19 Dancing Sword 20–22 Demon Armor 23–25 Dragon Scale Mail 26–28 Dwarven Plate 29–31 Dwarven Thrower 32–34 Energy Bow 35–37 Enspelled Armor (level 4 or 5 spell) 38–40 Enspelled Weapon (level 4 or 5 spell) 41–43 Executioner’s Axe 44–46 Frost Brand 47–49 Horn of Valhalla (bronze) 50–52 Ioun Stone (strength) 53–55 Lute of Thunderous Thumping 56–58 Manual of Gainful Exercise 59–61 Nine Lives Stealer 62–64 Oathbow 65–68 Oil of Sharpness 69–72 Potion of Giant Strength (cloud) 73–75 Quarterstaff of the Acrobat 76–78 Scimitar of Speed 79–82 Shield, +3 83–85 Shield of the Cavalier 86–88 Spellguard Shield 89–91 Sword of Sharpness 92–94 Thunderous Greatclub 95–97 Weapon, +3 98–00 Wraps of Unarmed Power, +3 ^armaments-very-rare
Armaments - Legendary
Armaments - Legendary
Source: Dungeon Master’s Guide (2024) p. 328
Armaments - Legendary
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dice: 1d100 Item 01–06 Armor, +3 07–12 Armor of Invulnerability 13–18 Belt of Giant Strength (cloud) 19–21 Belt of Giant Strength (storm) 22–27 Defender 28–33 Efreeti Chain 34–39 Enspelled Armor (level 6, 7, or 8 spell) 40–45 Enspelled Weapon (level 6, 7, or 8 spell) 46–51 Hammer of Thunderbolts 52–56 Holy Avenger 57–62 Horn of Valhalla (iron) 63–68 Luck Blade 69–72 Moonblade 73–78 Plate Armor of Etherealness 79–87 Potion of Giant Strength (storm) 88–90 Rod of Lordly Might 91–95 Sword of Answering 96–00 Vorpal Sword ^armaments-legendary
Implements Tables
Implements - Common
Implements - Common
Source: Dungeon Master’s Guide (2024) p. 329
Implements - Common
Link to original
dice: 1d100 Item 01–02 Bead of Nourishment 03–04 Bead of Refreshment 05–06 Boots of False Tracks 07–08 Candle of the Deep 09–10 Charlatan’s Die 11–13 Cloak of Many Fashions 14–15 Clockwork Amulet 16–17 Ear Horn of Hearing 18–19 Ersatz Eye 20–21 Heward’s Handy Spice Pouch 22–23 Horn of Silent Alarm 24–25 Instrument of Illusions 26–27 Instrument of Scribing 28–29 Lock of Trickery 30–32 Moon-Touched Sword 33–34 Mystery Key 35–36 Orb of Direction 37–38 Orb of Time 39–40 Perfume of Bewitching 41–42 Pipe of Smoke Monsters 43–44 Pole of Angling 45–46 Pole of Collapsing 47–52 Potion of Climbing 53–58 Potion of Comprehension 59–74 Potion of Healing 75–76 Prosthetic Limb 77–78 Rope of Mending 79–80 Staff of Birdcalls 81–82 Sylvan Talon 83–84 Talking Doll 85–86 Tankard of Sobriety 87–90 Veteran’s Cane 91–92 Walloping Ammunition 93–94 Wand of Conducting 95–97 Wand of Enemy Detection 98–00 Wand of Pyrotechnics ^implements-common
Implements - Uncommon
Implements - Uncommon
Source: Dungeon Master’s Guide (2024) p. 329
Implements - Uncommon
Link to original
Implements - Rare
Implements - Rare
Source: Dungeon Master’s Guide (2024) p. 329
Implements - Rare
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dice: 1d100 Item 01–04 Ammunition, +2 05–08 Bag of Beans 09–12 Belt of Dwarvenkind 13–16 Boots of Levitation 17–20 Boots of Speed 21–24 Chime of Opening 25–28 Dimensional Shackles 29–32 Enspelled Weapon (level 2 or 3 spell) 33–36 Folding Boat 37–40 Glamoured Studded Leather 41–44 Heward’s Handy Haversack 45–48 Horseshoes of Speed 49–52 Instrument of the Bards (Canaith mandolin or Cli lyre) 53–56 Ioun Stone (awareness) 57–60 Portable Hole 61–64 Potion of Diminution 65–68 Potion of Gaseous Form 69–76 Potion of Healing (superior) 77–80 Quaal’s Feather Token (bird, swan boat, or whip) 81–84 Ring of Evasion 85–88 Ring of Free Action 89–92 Rope of Entanglement 93–96 Staff of Healing 97–00 Wand of Enemy Detection ^implements-rare
Implements - Very Rare
Implements - Very Rare
Source: Dungeon Master’s Guide (2024) p. 329
Implements - Very Rare
Link to original
dice: 1d100 Item 01–07 Ammunition, +3 08–14 Bag of Devouring 15–21 Carpet of Flying 22–28 Enspelled Weapon (level 4 or 5 spell) 29–35 Horseshoes of a Zephyr 36–42 Instrument of the Bards (Anstruth harp) 43–49 Ioun Stone (agility) 50–56 Lute of Thunderous Thumping 57–63 Manual of Quickness of Action 64–70 Nolzur’s Marvelous Pigments 71–77 Potion of Flying 78–86 Potion of Healing (supreme) 87–93 Potion of Speed 94–00 Tome of Leadership and Influence ^implements-very-rare
Implements - Legendary
Implements - Legendary
Source: Dungeon Master’s Guide (2024) p. 329
Implements - Legendary
Link to original
dice: 1d100 Item 01–17 Enspelled Weapon (level 6, 7, or 8 spell) 18–34 Instrument of the Bards (Ollamh harp) 35–54 Sovereign Glue 55–70 Sphere of Annihilation 71–83 Talisman of the Sphere 84–00 Universal Solvent ^implements-legendary
Relics Tables
Relics - Common
Relics - Common
Source: Dungeon Master’s Guide (2024) p. 330
Relics - Common
Link to original
dice: 1d100 Item 01–08 Ear Horn of Hearing 09–28 Potion of Healing 29–36 Pot of Awakening 37–44 Ruby of the War Mage 45–52 Shield of Expression 53–60 Smoldering Armor 61–80 Spell Scroll (cantrip or level 1 spell) 81–90 Staff of Adornment 91–00 Staff of Flowers ^relics-common
Relics - Uncommon
Relics - Uncommon
Source: Dungeon Master’s Guide (2024) p. 330
Relics - Uncommon
Link to original
dice: 1d100 Item 01–05 Enspelled Staff (cantrip or level 1 spell) 06–10 Keoghtom’s Ointment 11–15 Mariner’s Armor 16–20 Nature’s Mantle 21–25 Pearl of Power 26–30 Periapt of Health 31–35 Periapt of Wound Closure 36–40 Potion of Animal Friendship 41–55 Potion of Healing (greater) 56–60 Potion of Resistance 61–65 Ring of Water Walking 66–70 Sending Stones 71–80 Spell Scroll (level 2 or level 3 spell) 81–85 Staff of the Adder 86–90 Staff of the Python 91–95 Wand of Magic Detection 96–00 Wand of the War Mage, +1 ^relics-uncommon
Relics - Rare
Relics - Rare
Source: Dungeon Master’s Guide (2024) p. 330
Relics - Rare
Link to original
dice: 1d100 Item 01–03 Amulet of Health 04–07 Armor, +1 08–09 Bowl of Commanding Water Elementals 10–11 Brazier of Commanding Fire Elementals 12–13 Censer of Controlling Air Elementals 14–16 Elixir of Health 17–19 Enspelled Staff (level 2 or 3 spell) 20–22 Horn of Blasting 23–25 Horn of Valhalla (brass or silver) 26–28 Ioun Stone (reserve or sustenance) 29–31 Mace of Disruption 32–34 Mace of Smiting 35–37 Mace of Terror 38–40 Necklace of Prayer Beads 41–43 Periapt of Proof against Poison 44–51 Potion of Healing (superior) 52–54 Ring of Animal Influence 55–58 Ring of Resistance 59–61 Ring of Spell Storing 62–65 Scroll of Protection 66–73 Spell Scroll (level 4 or level 5 spell) 74–76 Staff of Charming 77–79 Staff of Healing 80–82 Staff of Swarming Insects 83–85 Staff of the Woodlands 86–88 Staff of Withering 89–90 Stone of Controlling Earth Elementals 91–93 Tentacle Rod 94–96 Wand of Paralysis 97–00 Wand of the War Mage, +2 ^relics-rare
Relics - Very Rare
Relics - Very Rare
Source: Dungeon Master’s Guide (2024) p. 330
Relics - Very Rare
Link to original
dice: 1d100 Item 01–05 Armor, +2 06–10 Candle of Invocation 11–15 Cauldron of Rebirth 16–20 Enspelled Staff (level 4 or 5 spell) 21–25 Horn of Valhalla (bronze) 26–30 Ioun Stone (insight) 31–35 Manual of Bodily Health 36–43 Potion of Healing (supreme) 44–50 Potion of Vitality 51–55 Rod of Alertness 56–65 Spell Scroll (level 6, level 7, or level 8 spell) 66–70 Spirit Board 71–75 Staff of Fire 76–80 Staff of Frost 81–85 Staff of Striking 86–90 Staff of Thunder and Lightning 91–95 Tome of Understanding 96–00 Wand of the War Mage, +3 ^relics-very-rare
Relics - Legendary
Relics - Legendary
Source: Dungeon Master’s Guide (2024) p. 330
Relics - Legendary
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dice: 1d100 Item 01–08 Armor of Invulnerability 09–18 Armor, +3 19–27 Enspelled Staff (level 6, 7, or 8 spell) 28–36 Holy Avenger 37–45 Horn of Valhalla (iron) 46–54 Rod of Resurrection 55–63 Scarab of Protection 64–72 Scroll of Titan Summoning 73–80 Spell Scroll (level 9 spell) 81–90 Talisman of Pure Good 91–00 Talisman of Ultimate Evil ^relics-legendary