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.

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.

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.

Darkskull Wondrous item, very rare (requires attunement) 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. 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.

Drums of Panic Wondrous item, rare 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.

Dust of Appearance Wondrous item, common 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).

Dust of Illusion Wondrous item, common 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.

Dust of Tracelessness Wondrous item, uncommon 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. 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.

Eyes of Doom Wondrous item, very rare (requires attunement) 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: 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. 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.

Eyes of Petrification Wondrous item, legendary (requires attunement) 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. 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.

Gauntlet of Rust Wondrous item, rare 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.

Gloves of Dexterity Wondrous item, rare (requires attunement) Your Dexterity score is 19 while you wear this cloak. It has no effect on you if your Dexterity is already 19 or higher.