Additionally, you can use an action to speak the armor's command word. This causes a pair of white angel wings to sprout from the back of the armor for 1 hour or until you repeat the command word as an action. The wings give you a flying speed of 60 feet. When they disappear, you can't use them again until the next dawn.

While wearing this armor, you gain a +2 bonus to AC. The armor can be worn under normal clothes, and does not impose disadvantage on Dexterity (Stealth) checks or have a Strength requirement.

While wearing this armor, you gain a +1 bonus to AC. When a creature that you can see hits you with an attack, you can use your reaction to force that creature to reroll. The creature must use the new roll. This property of the armor can't be used again until the next dawn.

While wearing this armor, you gain a +1 bonus to AC. When you use your Wild Shape class feature while wearing the armor, your AC is 13 + Dex modifier (max 2) or the beast's AC, whichever is higher. The armor still merges with your form when you transform, and cannot be seen.

This armor has 5 charges. While wearing the armor, you gain a +1 bonus to AC. In addition, you can use your action to expend 1 or more charges to assert control over zombies and skeletons as if you had cast the animate dead spell, except the undead do not have to have been animated by you. For 1 charge, 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 armor regains all expended charges daily at midnight.

While wearing this armor, you have advantage on saving throws against spells, and spell attacks have disadvantage against you.

This armor is coated at all times with a slightly greasy oil. While wearing it, you have advantage on ability checks made to resist or escape a grapple.

While holding this shield, you can use your reaction to cause a spell that targets only you (not in an area of effect) to have no effect on you and instead target the caster, using the slot level, spell save DC, attack bonus, and spellcasting ability of the caster. This property of the shield can't be used again until the next dawn.

This shield has 3 charges. While holding it, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You can use your action to expend 1 of its charges to cause the shield to flash with a blinding light in a 20-foot cone. Each creature in the area must succeed on a DC 13 Constitution saving throw or become blinded for 1 minute. A creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. The shield regains 1d3 expended charges daily at dawn.

While holding this shield, you can attack with it as if it were a melee weapon with the Light property, dealing 1d6 damage on a hit. You are proficient with this attack if you are proficient with all simple or martial melee weapons.

When a ranged weapon attack hits you while you're holding this shield, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier.

This guide is a conversion of various magical items from the 3.5e Dungeon Master's Guide that, as of the writing of this guide, have not been officially updated to 5e. Magical items in 3.5e have much greater variety and customization than they do in 5e, so a certain amount of standardization was necessary.

While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You can speak the shield's command word as an action to make the shield hover and fly until you are more than 30 feet away from the shield or repeat the command word as an action. It moves according to your telepathic commands, provided you are within 30 feet of it. It has a flying speed of 60 feet. It can carry up to 300 pounds, but its flying speed becomes 40 feet while carrying over 150 pounds.

This shield has three outward-facing spines. As an action, you can speak the shield's command word, causing the shield to fire one of its magical spines. Make a ranged weapon attack for the spine, which has a range of 80/320 feet and deals 1d6 piercing damage plus your Dexterity modifier. You are proficient in this attack. The shield regrows 1d3 fired spines daily at dawn.

While holding this shield, you gain a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. As a bonus action, you can expend 1 of 3 charges to speak the shield's command word, causing it to make a melee weapon attack against a creature within 5 feet. You have a +5 bonus to hit with this attack, which deals 2d6 piercing damage. The shield regains 1d3 expended charges daily at dawn.

Darkwood is as hard as normal wood but very light. You are considered proficient with this shield even if you lack proficiency with shields.

This shield has a small leather strip on the back on which a spellcaster can inscribe a single spell of 3rd level or lower, as on a scroll (see Xanathar's Guide to Everything page 133 for rules on scribing scrolls). A scroll scribed in this way has half the normal cost. There is a chance that the shield already contains an inscribed spell, as shown in the following table:

While holding this shield, you gain a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. You are considered proficient with this shield even if you lack proficiency with shields.

While holding this shield, you can use your action to touch it to a target. The target must succeed on a DC 17 Dexterity saving throw or take 8d10 force damage. If this damage reduces the target to 0 hit points, it is disintegrated. This property of the shield can't be used again until the next dawn.

While wearing this armor, you gain a +1 bonus to AC. Additionally, once per turn when you move at least 20 feet towards a target and hit it with a melee weapon attack on the same turn, you deal an additional 2d8 damage. The target must succeed on a DC 15 Strength saving throw or be knocked prone.

While wearing this armor, you gain a +1 bonus to AC. Additionally, you have a swim speed equal to your walking speed, and can breathe underwater. You can communicate with any creature that knows a language and can breathe water.

While wearing this armor, you gain a +2 bonus to AC. It does not have a Strength requirement. Additionally, at the start of each of your turns, you can choose to expend 1 of 10 charges to act with extraordinary haste until the start of your next turn. While hasted in this manner, your speed is doubled, you gain an additional +2 bonus to AC, you have advantage on Dexterity saving throws, and you gain an additional action on each of your turns that can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. The armor regains all charges daily at dawn.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you attack a creature with this weapon and roll a 20 on the attack roll, that target takes an extra 1d8 thunder damage, and must succeed on a DC 15 Constitution saving throw or become deafened for 1 minute.

When you hit a creature with this weapon, you can choose to cast the stored spell as part of the attack, with the target of the attack as the target of the spell. The spell uses the slot level, spell save DC, spell attack bonus, and spellcasting ability of the original caster, but is otherwise treated as if you cast the spell. The spell cast from the ring is no longer stored in it, freeing up space.

Any creature can cast a spell into the weapon by touching the weapon as the spell is cast. The spell must be of 1st through 5th level, require an action to cast, and target only one creature. The spell has no effect, other than to be stored in the weapon. If the weapon can't hold the spell, the spell is expended without effect.

This weapon can store a spell cast into it, holding it until the wielder releases it against a target hit by the weapon.

You gain a +1 bonus to attack and damage rolls with this magic weapon. You do not have disadvantage on attack rolls against creatures you can't see.

After you use this magic weapon to make a ranged weapon attack, it returns to your hand at the start of your next turn if you aren't incapacitated and have a free hand to catch it. If you can't catch the weapon, it falls to the ground at your feet.

Once per turn, when you reduce a creature to 0 hit points with this magic weapon, you can immediately make an attack against another creature within range.

When you reduce a creature to 0 hit points with this weapon, they are unconscious but stable.

You gain +2 bonus to attack and damage rolls made with this magic weapon, which you are automatically considered proficient with. It is also considered a monk weapon for you.

For a weapon that is especially powerful against a single creature type, use the dragon slayer but change the creature type to the desired type. A bane weapon does not have to be a sword.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. In addition, you score a critical hit on a roll of 19 or 20 on attacks made with this weapon.

In addition, the weapon emits bright light in a 20-foot radius and dim light for an additional 20 feet. This light can be covered, but it can't be turned off.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. The weapon's significant portion (such as a blade, axe head, or arrowhead) is made of light and deals radiant damage. The light ignores nonliving matter. You have advantage on attack rolls with this weapon against creatures wearing armor. Your attacks with this weapon are ineffective against undead, constructs, and objects.

When you hit a fiend (for a holy weapon), aberration (for an axiomatic weapon), construct (for an anarchic weapon), or celestial (for an unholy weapon) with the weapon, you deal an additional 1d6 radiant or necrotic damage.

Each aligned weapon is associated with a particular alignment: good (holy), law (axiomatic), chaos (anarchic), or evil (unholy). When you hit a creature that has an alignment opposed to that of the weapon (for example, when you hit an evil creature with a holy weapon), the creature takes an additional 1d6 damage. This damage is radiant for holy and axiomatic weapons, and necrotic for anarchic and unholy weapons.

While holding this magic weapon, you can use your action to point it in a direction to detect aquatic predators. You learn the species and location of each aquatic predator in a 600-foot cone.

You gain a +2 bonus on attack and damage rolls made with this magic weapon. When used outdoors in a temperate climate, you deal an extra 1d6 damage of the weapon's type when you hit with it. When you reduce a creature to 0 hit points with this weapon on your turn, you can use your bonus action to make an attack against another creature within range.

You gain a +3 bonus on attack and damage rolls made with this magic weapon if the attack is a sneak attack.

You gain a bonus to attack and damage rolls with this magic weapon depending on the plane you are currently occupying and the native plane of the target creature. If the target creature is native to a plane other than the one you are currently occupying, use the higher bonus.

When you hit a creature with this piece of magic ammunition, it must succeed on a DC 13 Wisdom saving throw or fall unconscious. If the damage dealt by the arrow reduces the creature to 0 hit points, it falls unconscious but is stable. A creature that fails their Wisdom saving throw and falls unconscious but is not at 0 hit points wakes up if they take any damage, or if another creature uses their action to shake them awake.

This blades of this magic weapon are silvered. When you hit a shapechanger with this weapon, it takes an extra 2d6 damage. Additionally, when you hit a creature that is in a form other than its original one, it must succeed on a DC 15 Wisdom saving throw or return to its original form.

When you roll a 20 on your attack roll with a vicious weapon and deal the extra 7 damage, you take 3 necrotic damage. This damage ignores resistance and immunity.

When fired, each creature within 20 feet of the path of the bolt must succeed on a DC 15 Wisdom saving throw or become frightened for 1 minute. The target can repeat the save at the end of each of its turns, ending the effect on itself on a success.

You gain a +1 bonus to attack and damage rolls with this magic weapon, which has all the properties of a sword of wounding. In addition, you can expend 1 of 3 charges as part of an attack to sap the target's vitality. The target must succeed on a DC 17 Constitution saving throw or have its hit point maximum reduced by an amount equal to the damage dealt by the weapon. The sword regains 1d3 expended charges daily at dawn.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit a creature with this weapon, both you and it must make a DC 17 Constitution saving throw, taking 2d6 necrotic damage on a failed save, or half as much damage on a successful one. A creature that fails the save has its hit point maximum reduced by an amount equal to the necrotic damage taken. Undead and constructs are immune to the necrotic damage.

You gain a +1 bonus to attack and damage rolls made with this magic weapon. When you score a critical hit with this weapon against a surprised creature, you can reroll a number of dice equal to your Intelligence modifier. In addition, when you hit a creature with this weapon and use your Death Strike class feature, the target has disadvantage on their saving throw.

This oil can coat one club or quarterstaff. Applying the oil takes 1 minute. For 1 minute, you can use your Wisdom modifier instead of Strength for the attack and damage rolls of melee attacks using the coated weapon, and the weapon's damage die becomes a d8. The weapon also becomes magical, if it isn't already.

When you drink this potion, you gain a +2 bonus to AC for the next 10 minutes as you are surrounded by a shimmering field.

If the drinker makes an attack or casts a harmful spell that affects an enemy creature, the effect ends.

When you drink this potion, any creature who targets you with an attack or harmful spell in the next minute must make a Wisdom saving throw. On a failed save, the creature must choose a new target or lose the attack or spell. This potion doesn't protect the drinker from area effects, such as the explosion of a fireball.

When you drink this potion, you become immune to being Frightened for 1 hour. If you are Frightened when you drink the potion, you are no longer Frightened.

When you drink this potion, you gain the effect of the protection from evil and good spell for 1 hour (no concentration required).

When you drink this potion, you gain a +10 bonus to Dexterity (stealth) checks and cannot be tracked except by magical means. You leave behind no tracks or other traces of your passage.

This oil can coat up to three small stones. Applying the oil takes an action. For 1 hour, the coated stones become magical and gain a +1 bonus on attack and damage rolls made with them. They can be slung from a sling as magical ammunition, or can be thrown. If thrown, they have the Thrown property, a range of 20/60 feet, and deal 1d4 damage. All creatures are considered proficient when throwing the stones.

Some oils of sharpness aren't as powerful as others, and grant enhancement bonuses less than +3.

When you drink this potion, your unarmed strikes and natural weapons become magical and gain a bonus on attack and damage rolls for 1 hour. This bonus depends on the potion's rarity.

When you drink this potion, you are surrounded in a protective magical force, granting you an AC of 13 plus your Dexterity modifier for the next 8 hours as long as you are not wearing any armor.

When you drink this potion, you become invisible to undead creatures for 1 hour. Anything you wear or carry is invisible with you. Other creatures perceive you normally. The effect ends early if you attack, cast a spell, or turn undead.

When you drink this potion, you and everything you wear and carry are unharmed by temperatures as low as –50 degrees Fahrenheit and as high as 150 degrees Fahrenheit for the next 24 hours.

When you drink this potion, you become immune to any effect that would sense your alignment.

When you drink this potion, you ignore the first 50 damage dealt by nonmagical ranged weapon attacks made within the next 10 minutes.

When you drink this potion, choose another creature or object within 30 feet. Whenever you are subjected to any divination spell or other effect which would sense your properties, the effect instead targets the other creature or object as long as it is within 30 feet.

This oil can coat a single object with a surface area of up to 10 square feet that weighs 500 pounds or less. Applying the oil takes 1 minute. The object rises 5 feet into the air and floats there for 10 minutes. The object can be moved freely by physical labor, and continues to float in place for the duration.

When you drink this potion, you gain the effect of the levitate spell for 10 minutes. You can change your altitude as if you had cast the spell.

This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. The object becomes invisible for 24 hours.

When you drink this potion, you become immune to poison damage and the poisoned condition for 1 hour. If you are poisoned when you drink the potion, the poison is neutralized.

When you drink this potion, you gain a swimming speed of 40 feet for the next hour.

When you drink this potion, you gain darkvision with a radius of 60 feet for the next 8 hours. If you already have darkvision with a radius of at least 60 feet, the range of your darkvision increases by 30 feet for the duration.

This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. Magical darkness spreads from the object to fill a 15-foot radius sphere for 10 minutes. Covering the object with an opaque object blocks the darkness.

When you drink this potion, you gain the effect of the blur spell for 1 minute (no concentration required).

When you drink this potion, you have advantage on ability checks made with that ability for the next hour.

These potions come in six varieties, each of which affects a different ability score: potion of boar's strength (Strength), cat's grace (Dexterity, bear's endurance (Constitution), fox's cunning (Intelligence), owl's wisdom (Wisdom), and eagle's splendour (Charisma).

When you drink this potion, your skin gains a rough, bark-like appearance, and your AC can't be less than 16 for the next hour regardless of what kind of armor your are wearing.

When you drink this potion, your hit point maximum and current hit points increase by 5 for the next 8 hours.

This oil can coat one weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. Each vial of oil is associated with a particular alignment: good (holy), law (axiomatic), chaos (anarchic), or evil (unholy). For 10 minutes, the coated weapon gains the properties of an aligned weapon of the same type.

When you drink this potion, you gain advantage on all attack rolls, ability checks, and saving throws, and a +2 bonus to all damage rolls, for the next minute.

When you drink this potion, you gain the effect of the water walk spell for 1 hour.

When you drink this potion, you gain the effect of the tongues spell for 1 hour.

When you drink this potion, all curses affecting you end. If the curse is caused by a magic item, the curse remains on the object, but the potion breaks the drinker's attunement to the object so it can be removed or discarded.

Curse. Additionally, while the potion is in effect, you are cursed. As long as you remain cursed, you must take the Attack action on each of your turns to attack a creature.

When you drink this potion, you fly into a berserk rage. For the next minute, you have advantage on Strength checks and Strength saving throws, you gain a +2 bonus when you roll for damage with a melee weapon attack using Strength, and you have resistance to bludgeoning, piercing, and slashing damage.

When you drink this potion, you gain the effect of the nondetection spell for 8 hours.

This oil can coat one set of armor or clothing. Applying the oil takes 10 minutes. For 8 hours, the coated item is magical and grants a bonus to AC depending on its rarity. Coated clothing is treated as armor that grants an AC of 10 plus the target's Dexterity bonus.

When you drink this potion, you must succeed on a DC 17 Wisdom saving throw or be forced to speak nothing but the truth for 10 minutes. You are compelled to answer any questions asked of you during that time, but for each question you can make a DC 17 Wisdom saving throw, ending the effect on a successful save.

In addition, aberrations, celestials, elementals, fey, fiends, and undead cannot willingly move to a space within 10 feet of you. If they enter the area unwillingly (such as if you move towards them, or if they are pushed into the area), they are not forced to move away.

When you drink this potion, you and each creature within 10 feet of you gain the effect of the protection from evil and good spell for 1 hour (no concentration required). A creature only gains this effect while they remain within 10 feet of you, and a creature that moves within 10 feet of you gains the effect even if they were not within range when you drank the potion.

This oil can coat one slashing or piercing weapon or up to 5 pieces of slashing or piercing ammunition. Applying the oil takes 1 minute. For 1 hour, the coated weapon is magical and scores a critical hit on a roll of 19 or 20.

This oil can coat one melee weapon or up to 5 pieces of ammunition. Applying the oil takes 1 minute. For 1 hour, the coated weapon deals an additional 1d6 fire damage. A flammable object hit by this weapon ignites if it isn't being worn or carried.

When you drink this potion, you project an illusion that makes you appear to be standing in a place near your actual location for 1 minute. Creatures have disadvantage on attack rolls against you. If you take damage, this effect ceases to function until the start of your next turn. The effect also does not function if you are incapacitated, restrained, or otherwise unable to move.

This oil can coat a single object with a surface area of up to 10 square feet. Applying the oil takes 1 minute. The object radiates bright light in a 60-foot radius and dim light for an additional 60 feet. Covering the object with an opaque object blocks the light.

While wearing this ring, you have two additional spell slots of a level depending on the ring's rarity. You must already have at least one spell slot of the same level to gain this benefit. These spell slots regenerate along with your own spell slots when you take a long rest.

You must be attuned to the ring for 10 days before you can benefit from this effect.

While wearing this ring, you only need to rest for 2 hours to gain the benefits of a long rest.

These rings always come in pairs. While wearing this ring, you can use a bonus action to cast the warding bond spell on the wearer of the other ring. The spell can be cast and functions as long as the both wearers are on the same plane of existence.

While wearing this ring, you can use a bonus action to cause a shield-sized surface of force to emanate from it, or to dismiss it. The ring functions as an ordinary shield, granting a +2 bonus to AC. You are considered proficient with this shield even if you lack proficiency with shields.

Some rings of protection are more powerful than others, and grant AC and saving throw bonuses of more than +1.

While wearing the ring, you can use your reaction to cast a counterspell spell stored in the ring. It can only be used to counterspell a spell that targets you or includes you as a target.

This ring can store a single spell slot cast into it, using it to counterspell spells cast at the wearer. The ring can store a spell slot of up to 5th level. Any creature can cast a spell of 1st through 5th level into the ring by touching the ring as the spell is cast. The spell has no effect, and is converted into a counterspell spell of the same level. If the ring can't hold the spell, the spell is expended without effect.

While wearing this ring, you gain a climb speed equal to your walking speed and have advantage on any Strength (Athletics) check made to climb.

You can use your action to cast the diguise self spell from it at will. The spell ends if the ring is removed.

While wearing this ring, you can blend into your surroundings as a bonus action. You gain a +10 bonus to Dexterity (Stealth) checks made to hide until you move, attack, or cast a spell.

While wearing this ring, you can use your action to gain the effects of the blink spell for 1 minute or until you end the effect as a bonus action.

While holding this rod, the rod points to the largest mass of metal within 30 feet. You can use your action to concentrate on a specific metal or mineral (such as gold, platinum, quartz, beryl, etc.). The rod points to each concentration of the metal or mineral within range, and you know the approximate quantity of each location.

The rod regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the rod turns to ash and is destroyed.

You can also attempt to touch the rod to a fire elemental, or other creature made of fire. The creature must succeed on a DC 15 Dexterity saving throw or take 6d8 cold damage. Using the rod in the way expends 3 charges.

Extinguishing a Large or larger nonmagical fire, or a magic fire of Medium or smaller (such as that of a flame tongue or a burning hands spell), expends 1 charge.

This rod has 10 charges. While holding this rod, you can use your action to touch the rod to a fire, potentially extinguishing it. To extinguish an instantaneous fire spell, you must ready your action to activate the rod. Continual magical flames, such as those of a flame tongue or a salamander, are suppressed for 1 minute and return after that time. If a fire is larger than a 512,000 cubic feet, the rod only extinguishes a 40-foot radius sphere centered on the point it touches.

Additionally, you can use a bonus action to cause the rod to grant you advantage on saving throws and impose disadvantage on attack rolls made against you for 1 minute. The rod need not be in dire flail form to grant this benefit. Once you have used this effect, it can't be used again until the next dawn.

While holding this rod, you can use a bonus action to transform it into a magic dire flail that grants a +2 bonus to attack and damage rolls made with it, or back into rod form.

After the rod is used in this way, it becomes nonmagical and cannot be used again.

A touched item must succeed on a DC 17 Wisdom saving throw or become permanently nonmagical. The item gains a bonus on this saving throw depending on its rarity (Common, +1; Uncommon, +3; Rare, +5; Very Rare, +7; Legendary, +9). If the item is being worn or carried by a creature, the item uses that creature's Wisdom saving throw modifier if it is higher.

While holding this rod, you can touch it to a magic item to drain the item of its magical properties. If the object is being worn or carried by a creature that is not incapacitated, that creature can make a DC 17 Dexterity saving throw. On a failed save, the item is touched by the rod. An unattended item is touched automatically.

Quicken. If the spell has a casting time of 1 action, you change the casting time to 1 bonus action.

Extend. If the spell has a duration of 1 minute or longer, its duration is doubled.

Enlarge. The spell's range is doubled. If the spell has an area (such as a line, cube, or sphere), all of its dimensions are doubled.

Empower. When you roll damage for the spell, you can reroll a number of the damage dice up to your spellcasting ability modifier (minimum of one). You must use the new rolls.

This rod has 3 charges. When you cast a spell while holding this rod, you can expend 1 charge to add an additional effect to the spell. The exact effect depends on the type of rod. Each rod can only affect spells cast with slots up to a maximum of a certain level, depending on the rod's rarity. A spell can benefit from the effect of one of these rods only once. The rod regains 1d3 expended charges daily at dawn.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: hideous laughter (1 charge), sleep (1 charge), suggestion (2 charges), confusion (4 charges), mass suggestion (6 charges)

While holding this staff, you double your proficiency bonus on any Charisma check made against a creature that is charmed by you.

The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to stone and becomes nonmagical.

While holding this staff, you can use an action to expend 1 of its 4 charges to cast move earth or passwall from it using your spell save DC.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: comprehend languages (1 charge), find traps (2 charges), locate object (2 charges), arcane eye (4 charges), locate creature (4 charges), true seeing (6 charges).

While you hold this staff, you can cast the detect magic spell at will.

The staff regains 1d4 + 2 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff shatters and is destroyed.

When you are hit by an attack, you can use your reaction to expend 2 charges to cast the shield spell.

This staff has 6 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: mage armor (1 charge), shield of faith (1 charge), warding bond (2 charges), magic circle (3 charges).

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff disappears, teleporting to a random, unknown location.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: unseen servant (1 charge), stinking cloud (3 charges), dimension door (4 charges), conjure elemental (4 charges)

While you hold this staff, you can use a bonus action to teleport up to 30 feet to an unoccupied space you can see. Once you use this effect, it can't be used again until the next dawn.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff crumbles to rust and is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: mage armor (1 charge), protection from energy (2 charges), dispel magic (3 charges), banishment (3 charges), globe of invulnerability (4 charges).

Once you have used a property, it can't be used again until the next dawn.

Palatial Tent. While holding the rod, you can use your action to cause a huge silk pavilion up to 60 feet wide to appear centered on a point of your choice within 120 feet. Inside the tent are temporary furnishings and food sufficient to entertain as many as 100 people for a day. The tent lasts for 24 hours, at the end of which the tent and all objects associated with it (including any items removed from the tent) disappear.

Noble Garb. While holding the rod, you can use your action to garb yourself in expensive clothing and jewelry. You choose the appearance of the apparel, though it must cost no more than 10,000 gp. If any piece of the apparel leaves your possession, or if you use this property again, all of the apparel immediately disappears.

While holding this rod, you double your proficiency bonus on any Charisma checks you make. It has the following additional properties:

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

This staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: expeditious retreat (1 charge), alter self (2 charges), blink (3 charges), polymorph (4 charges), disintegrate (6 charges)

The staff regains 1d3 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

While holding this staff, you can use an action to expend 1 of its 4 charges to cast insect plague from it using your spell save DC.

The staff regains 1d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

While holding this staff, you can use an action to expend 1 of its 5 charges to cast enlarge/reduce from it using your spell save DC.

The staff regains 2d8 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

This staff has 20 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: dimension door (4 charges), passwall (5 charges), teleport (7 charges), astral projection (9 charges)

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: inflict wounds (1 charge), ray of enfeeblement (2 charges), enervation (5 charges), circle of death (6 charges)

When you reduce a creature to 0 hp with a spell from the staff, you regain a number of hit points equal to the charges expended to cast the spell. You can only regain hit points in this way once per spell.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: dancing lights (1 charge), daylight (3 charges), sunburst (8 charges).

While holding the staff, you can use a bonus action to cause it to emit bright light in a 15-foot radius and dim light for an additional 15 feet. You can use a bonus action again to snuff out the light.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff is destroyed.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: disguise self (1 charge), mirror image (2 charges), hypnotic pattern (3 charges), major image (3 charges), mislead (5 charges).

While holding the staff, you can cast the minor illusion spell at will.

The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff explodes, dealing 5 fire damage to each creature within 5 feet.

The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: magic missile (1 charge), shatter (2 charges), fireball (3 charges), ice storm (4 charges), wall of force (5 charges)

When you roll for damage for an evocation spell while holding this staff, you can treat any 1 on a damage die as a 2.

The wand regains a number of expended charges depending on its rarity 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.

This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to summon an extraplanar creature to an unoccupied space you can see within 60 feet. The summoned creature follows your commands and remains for 1 hour, or until you dismiss it as an action. For 1 charge, you can summon a creature with a CR of 1/4; for 2 charges, CR 1/2; 3 charges, CR 1; 4 charges, CR 2; and so on.

The wand regains a number of expended charges depending on its rarity 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.

This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the cure wounds spell from it using your spellcasting ability. 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.

For a wand of summon monster, I would advise creating a small list of monsters of different CRs that are available for the wand to summon. For example, an evil wizard's wand of summon monster I might be able to summon Dretches, Shadows, Imps, Spined Devils, and Nightmares.

Summoning spells in 5e aren't as generalized as they are in 3.5e; while there's conjure celestial, conjure fey, conjure greater demon, etc., they all summon different CRs for their levels and there's no list of "approved creatures" available for summoning like the 3.5e summon monster tables.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the color spray 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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the charm person spell from it (save DC 13). 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. Alternatively, you can expend 4 charges to cast the charm monster spell from it.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the burning hands spell from it (save DC 13). 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.

While holding this wand, you can use an action to cast the light spell (save DC 11) from it.

The wand regains 1d3 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.

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the mirror image spell from it.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the acid arrow spell from it (+5 to hit). For 1 charge, you cast the 2nd-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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the levitation spell from it (save DC 13).

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the invisibility spell from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. Alternatively, you can expend 4 charges to cast the greater invisibility spell from it.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the false life 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.

Using that rule, instead of having a recharging pool of charges that can be used without waste every day, a wand under this system is a limited resource. A charge used is gone forever, and a wand is a temporary item - like a multi-use potion - rather than an item a character might find at 1st level and keep until 20th.

If you want to capture how wands were used in 3.5e, you might decide to use the Wands That Don't Recharge variant rule on page 141 of the DMG.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the protection from poison spell from it.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the daylight spell from it.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the darkness spell from it.

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.

There are six other varieties of wands of ability enhancement (bear's endurance, bull's strength, cat's grace, eagle's splendour, fox's cunning, and owl's wisdom), each of which can only create one of the effects of the enhance ability spell.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the enhance ability spell from it. For 1 charge, you cast the 2nd-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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to fire a ray of light from it. Make a ranged spell attack using your spellcasting ability. For 1 charge, the ray deals 4d8 radiant damage. The ray deals an extra 1d8 radiant damage for each additional charge you expend. It deals maximum damage to undead creatures.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the suggestion spell from it (save DC 13).

The wand regains 1d4 + 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.

This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the slow spell from it (save DC 15).

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the major image spell from it (check DC 13). Alternatively, you can expend 3 charges to cast the 6th-level version of the spell.

The wand regains 1d3 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.

This wand has 3 charges. While holding it, you can use your action to expend one of its charges and touch it to a slashing or piercing weapon, or up to 5 pieces of slashing or piercing ammunition. For 1 hour, the weapon is magical and scores a critical hit on a roll of 19 or 20.

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the dispel magic spell from it using your spellcasting ability. For 1 charge, 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 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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the contagion spell from it (save DC 15).

The wand regains 1d3 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.

This wand has 3 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the call lightning spell from it (save DC 15). For 1 charge, 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 wand regains 1d4 + 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.

This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges to cast the silence spell from it (save DC 13).

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the shatter spell from it (save DC 13). For 1 charge, you cast the 2nd-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.

This wand has 3 charges. While holding it, you can use an action to expend 1 of its charges to cast the stoneskin spell from it.

The wand regains 2d6 + 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.

This wand has 13 charges. While holding it, you can use an action to expend 4 or more of its charges to cast the wall of fire spell from it or 6 or more of its charges to cast the wall of ice spell from it (spells save DC 15). For the base cost (4 charges for wall of fire, 6 charges for wall of ice), you cast the spell at its lowest level. 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.

This wand has 7 charges. While holding it, you can use an action to expend 1 of its charges to cast the ray of enfeeblement spell from it (save DC 13, +5 to hit).

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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges and touch it to a creature within 5 feet. The target creature must make a Constitution saving throw against your spell save DC. For 1 charge, the target creature takes 4d10 poison damage immediately and 2d10 damage at the end of its next turn. For each additional charge you expend, the damage (both initial and later) increases by 1d10. On a successful save, the target takes half of the initial damage and no damage at the end of its next turn.

The wand regains a number of expended charges depending on its rarity 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.

This wand has a number of charges depending on its rarity. While holding it, you can use an action to expend 1 or more of its charges to cast the inflict wounds 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.

This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the ice storm spell from it (save DC 15). For 1 charge, you cast the 4th-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.

Alternatively, you can expend 4 charges to target a 20-foot radius sphere centered on a point you can see within 60 feet. All teleportation or interplanar travel into, out of, or within the area is blocked.

This wand has 7 charges. While holding it, you can use an action to expend 1 charge and anchor a creature within 60 feet to its current plane of existence. The target creature must succeed on a DC 15 Charisma saving throw or become unable to use teleportation or interplanar travel for 1 hour.

In 5e, almost all of the basic ability score increasing items grant you a score of 19. Sometimes, though, an item might grant a bonus higher or lower than this.

When burned, this candle creates the effect of a zone of truth spell in a 5-foot radius (save DC 11). The zone lasts for 1 hour or until the flame is snuffed out. When the effect ends or the flame is extinguished, the candle is ruined and becomes nonmagical. Since the spell has no caster, it is unknown whether a creature succeeds or fails on its saving throw.

As an action, you can grasp a keyed charm and speak the keyed creature's name. The creature knows your identity. If the creature is willing and on the same plane of existence, it instantly teleports to the nearest unoccupied space, and the charm disappears.

This bracelet has 1d4 charms hanging from it. As an action, you can key one creature known to you to a charm (or change the keyed creature on a charm that's already been keyed).

This bottle is always filled with air, even in an airless environment (such as underwater or in a vacuum). Air removed from the bottle is constantly replenished. A creature can use an action to breath from the bottle.

While wearing these boots, you can expend 1 of its 3 charges to cast the teleport spell from it as an action. The boots regain 1d3 expended charges daily at dawn.

This spellbook is exquisitely made. It is waterproof and magically locked (thieves' tools DC 25). It is resistant to nonmagical damage, and all damage it takes is reduced by 5. It has 1,000 pages, although it isn't any thicker or heavier than an ordinary spellbook. The cost of copying spells into this spellbook is halved.

If you aren't a monk, you can roll 1d4 in place of the normal damage of your unarmed strikes.

If you are a monk, your Martial Arts damage die is that of a Monk up to six levels higher (if you are 17th-level or higher, it becomes 2d6). Additionally, if you have the Stunning Strike class feature, you can use it without expending a ki point. Once you do so, you can't use this ability until you finish a short rest.

While wearing this amulet, your skin hardens into armor. Your Armor Class equals your Natural Armor plus your Dexterity bonus. Your Natural Armor base Armor Class is determined by the amulet's rarity.

While wearing this amulet, your unarmed strikes are magical and you gain a bonus to attack and damage rolls made with them. The bonus is determined by the amulet's rarity.

Some bracers of defense are more or less powerful than the one in the 5e DMG.

If the cube-shaped area absorbs more than 50 cold damage in one round, it collapses into its portable form and cannot be reactivated for 1 hour. If the field absorbs more than 100 cold damage all within 1 minute, the cube is destroyed.

You can use an action to press one side of this cube to create a 10-foot cube-shaped area centered on the cube, or to deactivate the area. The temperature in this cube is always at least 65 degrees Fahrenheit. The area absorbs cold-based spells and attacks (such as ice storm, cone of cold, or a white dragon's breath), granting total cover and immunity to cold damage to creatures within.

You have a bonus to all saving throws while wearing this armor. The bonus is determined by its rarity.

While wearing this cloak, you can speak its command word as an action to gain the effect of the etherealness spell for up to 10 minutes, all at once or in several shorter bursts, each one using a minimum of 1 minute from the duration. If you remove the cloak or use an action to speak the command word again, the effect ends.

Your Charisma score is 19 while you wear this cloak. It has no effect on you if your Charisma is already 19 or higher.

While wearing this circlet, you gain a +2 bonus on all Charisma checks made to interact with creatures that aren't hostile towards you.

Some bags of holding are larger than the default bag in the DMG.

While wearing this circlet, you can use an action to cast the scorching ray spell from it, except each ray deals 4d6 radiant damage. When you make the spell's attacks, you do so with an attack bonus of +7. The circlet can't be used this way again until the next dawn.

While holding this chime, you can use an action to strike it, causing it to emit a resonant tone for 1 minute. During this time, any creature that attempts to cast a spell that requires verbal components within 30 feet of the chime must succeed on a DC 15 Constitution saving throw (as if it took damage while concentrating on a spell) or the spell fails. Once struck, the chime cannot be used again for 10 minutes.

Cloak of Chaos. You use an action to cast the holy aura spell from the gem (save DC 19). The light is multicolored, and the aura only flashes to blind constructs and lawful-aligned celestials and fiends.

Word of Chaos. You use an action to cast the divine word spell from the gem (save DC 19). The spell does not affect chaotic creatures.

Anti-Law Aura. You use an action to cast the magic circle spell from the gem (save DC 19). The spell is centered on the gem and moves with it, and cannot be oriented in the reverse direction. The circle affects all lawful creatures instead of one of the usual types of creatures affected by the spell.

Confusion. You use an action to cast the confusion spell from the gem (save DC 19).

This lustrous gemstone is the size of a human fist. It has the following properties, each of which can be used 1d4 times per day and regain expended uses daily at dawn. The DM should roll secretly each day for each property separately. If you attempt to use a property that does not have any uses remaining, nothing happens and the action is wasted.

While wearing this glove, you can speak its command word as a bonus action to cause one item held in your hand to disappear into an extradimensional space. The item can weigh no more than 20 pounds and must be able to be held with one hand. As a bonus action, you can snap your fingers, causing an item stored within the glove to appear in your hand. An item stored within the glove is held in stasis.

Your Dexterity score is 19 while you wear these gloves. They have no effect on you if your Dexterity is already 19 or higher.

While wearing this metal gauntlet, you can use an action to make a melee weapon attack. If the target is made of a ferrous metal (iron, adamantine, mithral, etc.), it takes 5d12 necrotic damage.

A creature that isn't surprised can avert its eyes to avoid the saving throw at the start of its turn. If it does so, it can't see you until the start of its next turn, when it can avert its eyes again. If it looks at you in the meantime, it must immediately make the save.

These crystal lenses fit over the eyes. While wearing them, you can speak their command word as a bonus action to activate the eyes, allowing you to petrify creatures who meet your gaze. If a creature starts its turn within 30 feet of you and you can see each other, you can force the creature to make a DC 19 Constitution saving throw if you aren't incapacitated. On a failed save, the creature magically begins to turn to stone and is restrained. It must repeat the saving throw at the end of its next turn. On a success, the effect ends. On a failure, the creature is petrified until freed by the greater restoration spell or other magic.

Fear. You target a creature you can see that can see you. The target creature must succeed on a DC 17 Wisdom saving throw or be affected as though by the fear spell. You can't use this property again until the next dawn.

Doom. You target a creature you can see that can see you. The target creature must succeed on a DC 17 Wisdom saving throw or become frightened until the end of its next turn.

These crystal lenses fit over the eyes. While wearing them, you automatically sense the presence of living creatures that don't have total cover from you within 60 feet, and you know how many hit points they have. You can use an action to activate one of the following properties:

Alternatively, you can use an action to sprinkle this dust along a trail. All evidence of up to a dozen creatures that caused the trail disappears up to 250 feet back into the distance. No magical aura lingers from the use of the dust.

Found in a small bag, there is enough of this ordinary-looking dust for one use. You can use an action to toss a handful of this dust into the air, coating a chamber of up to 100 square feet of floor space with dust as if it had been undisturbed for 10 years.

Found in a small container, this powder resembles chalk dust, but changes color and form if closely observed. There is enough for one use. You can use an action to sprinkle the dust on yourself or another creature within 5 feet, with the target gaining the effect of the disguise self spell with an illusion of the sprinkler's choice. A creature that wishes to avoid the dust must succeed on a DC 13 Dexterity saving throw.

Found in a small packet, this powder appears identical to dust of disappearance. There is enough of it for one use. When you use an action to throw the dust into the air, the dust coats all creatures and objects within 10 feet of you for 2d4 minutes. Invisible creatures and objects coated by the dust become visible. The dust also foils any illusion that masks a creature's true location (such as mirror image or a displacer beast's Displacement).

These hemispherical kettle drums always come in pairs. If you use your action to sound both, all creatures within 120 feet of the drums (but farther than 20 feet away) must succeed on a DC 15 Wisdom saving throw or be affected as though by the fear spell. The drums can't be used this way again until the next dawn.

Undead in the area have advantage on attack rolls and saving throws. When an undead creature enters this area for the first time in 24 hours, it gains 20 temporary hit points.

This ebony skull continually emits a dark aura in a 60-foot radius around it. Celestials, elementals, and fey can't enter this area, nor can such creatures charm, frighten, or possess creatures within it. Any creature charmed, frightened, or possessed by such a creature is no longer charmed, frightened, or possessed upon entering the area.

Hand of Glory Wondrous item, rare (requires attunement) This mummified hand hangs by a leather cord. Rings placed on the hand's fingers while you are wearing it around your neck function as if you are the wearer. Up to two rings that you attune to that are worn by the hand don't count against your normal limit of attuned items.

Hand of the Mage Wondrous item, common (requires attunement) This mummified elf hand hangs by a golden chain. While wearing it around your neck, you can cast the mage hand spell at will.

Harp of Charming Wondrous item, rare (requires attunement) When you play this harp for 10 minutes, you can attempt to influence the minds of the audience. You must make a DC 13 Charisma (Performance) or Charisma (harp) check. On a success, each creature of your choice within 120 feet that can hear your performance is subjected to the effects of the mass suggestion spell (save DC 13), except the spell can affect more than twelve creatures. On a failure, each of the creatures is immune to the effects of the harp for the next 24 hours.

Helm of Underwater Action Wondrous item, uncommon (requires attunement) While wearing this helm underwater, you can see in darkness within 120 feet of you as if it were dim light, and your sight bypasses water conditions which obstruct vision (but not solid objects, such as weeds). As an action, you can speak the helm's command word to create a globe of air around your head, allowing you to breathe air while underwater. The globe disappears if you use your action to speak the command word again, or take off the helmet.

Horn of Fog Wondrous item, common While holding this horn, you can use an action to blow it, causing a cloud of fog to appear in a 10-foot cube next to you. The cloud moves 10 feet away from the point where you blew the horn to create it each round on your turn. The cloud's area is heavily obscured, and it lasts for 10 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

Horn of Goodness/Evil Wondrous item, rare (requires attunement by a creature of evil or good alignment) This item changes its nature to match yours. If you are good, it is a horn of goodness while you are attuned to it. If you are evil, it is a horn of evil. A horn of goodness only protects against creatures of evil alignment, while a horn of evil only protects against those of good alignment. While holding the horn, you can use your action to blow it, protecting you with a magical ward. You and each creature within 10 feet of you gain the effect of the protection from evil and good spell for 1 hour (no concentration required). A creature only gains this effect while they remain within 10 feet of you, and a creature that moves within 10 feet of you gains the effect even if they were not within range when you blew the horn. In addition, aberrations, celestials, elementals, fey, fiends, and undead cannot willingly move to a space within 10 feet of you. If they enter the area unwillingly (such as if you move towards them, or if they are pushed into the area), they are not forced to move away. If the horn is blown, it can't be used again until the next dawn.