Magic Item Special Features; Magic Item’s Minor Property

Source: Dungeon Master’s Guide (2024) p. 222

Magic Item’s Minor Property

dice: 1d20Minor Property
1–2Beacon. 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.
3Compass. 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.
4Delver. 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.
5–6Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition.
7–8Harmonious. Attuning to this item takes only 1 minute.
9Key. The item is used to unlock a container, chamber, vault, or door.
10Secret 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.
11–12Sentinel. 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.
13Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song.
14–15Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected.
16Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher.
17Unbreakable. The item can’t be broken. Special means must be used to destroy it.
18War 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.
19Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim.
20Roll twice, rerolling any additional 20s.
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