Magic items are gleaned from the hoards of conquered 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. <br> ___ ### Rarity 🛠 Rarity provides a rough measure of an item’s power relative to other magic items. Suggested values are provided below. | Minor Magic Items | Common | Uncommon | Rare | Very Rare | Legendary | | :---------------: | :---------------: | :----------------: | :------------------: | :----------------: | :-----------------: | | Single-Use | 30 ![[shard.png]] | 150 ![[shard.png]] | 1,500 ![[shard.png]] | 15 ![[credit.png]] | 75 ![[credit.png]] | | Limited-Use | 40 ![[shard.png]] | 200 ![[shard.png]] | 2,000 ![[shard.png]] | 20 ![[credit.png]] | 100 ![[credit.png]] | | Charges | 50 ![[shard.png]] | 250 ![[shard.png]] | 2,500 ![[shard.png]] | 25 ![[credit.png]] | 125 ![[credit.png]] | | Permanent | 60 ![[shard.png]] | 300 ![[shard.png]] | 3,000 ![[shard.png]] | 30 ![[credit.png]] | 150 ![[credit.png]] | <br> | Major Magic Items | Common | Uncommon | Rare | Very Rare | Legendary | | :---------------: | :---------------: | :----------------: | :------------------: | :----------------: | :-----------------: | | Single-Use | 50 ![[shard.png]] | 250 ![[shard.png]] | 2,500 ![[shard.png]] | 25 ![[credit.png]] | 125 ![[credit.png]] | | Limited-Use | 60 ![[shard.png]] | 300 ![[shard.png]] | 3,000 ![[shard.png]] | 40 ![[credit.png]] | 150 ![[credit.png]] | | Charges | 70 ![[shard.png]] | 350 ![[shard.png]] | 3,500 ![[shard.png]] | 45 ![[credit.png]] | 175 ![[credit.png]] | | Permanent | 80 ![[shard.png]] | 400 ![[shard.png]] | 4,000 ![[shard.png]] | 50 ![[credit.png]] | 200 ![[credit.png]] | <br><br> ___ ### Identifying Some magic items are indistinguishable from their nonmagical counterparts, whereas other magic items display their magical nature conspicuously. Whatever a magic item’s appearance, performing a Wisdom ([[Abilities & Skills#Arcana|Arcana]]) check is usually enough to give a character a sense that something is extraordinary about it. Discovering a magic item’s properties isn’t automatic, however. The [[Arcane Spells#Identify|identify]] spell is the fastest way to reveal an item’s properties. Alternatively, a character can focus on one magic item for at least an hour during a [[Survival Needs#Rest|rest]], while being in physical contact with the item. At the end of the hour, the character learns the item’s properties, as well as how to use them. Potions are an exception; a little taste is enough to tell the taster what the potion does. Sometimes a magic item carries a clue to its properties. The command word to activate a ring might be etched in tiny letters inside it, or a feathered design might suggest that it’s a [ring of feather falling](https://www.dndbeyond.com/magic-items/4721-ring-of-feather-falling). <br> ___ ### Attunement Some magic items require a creature to form a bond with them before their magical properties can be used. This bond is called attunement, and certain items have a prerequisite for it. If the prerequisite is a class, a creature must be a member of that class to attune to the item. If the prerequisite is to be a spellcaster, a creature qualifies if it can cast at least one spell using its traits or features, not using a magic item or the like. Without becoming attuned to an item that requires attunement, a creature gains only its nonmagical benefits, unless its description states otherwise. For example, a magic shield that requires attunement provides the benefits of a normal shield to a creature not attuned to it, but none of its magical properties. Attuning to an item requires a creature to spend at least an hour of [[Survival Needs#Rest|rest]] focused on only that item while being in physical contact with it (this can’t be the same [[Survival Needs#Short Rest|short rest]] used to learn the item’s properties). This focus can take the form of weapon practice (for a weapon), meditation (for a wondrous item), or some other appropriate activity. If the hour is interrupted, the attunement attempt fails. Otherwise, at the end of the hour, the creature gains an intuitive understanding of how to activate any magical properties of the item, including any necessary command words. An item can be attuned to only one creature at a time, and in most cases, a creature can be attuned to no more than three magic items at a time. Any attempt to attune to an additional item fails; the creature must end its attunement to an item first. Additionally, a creature can’t attune to more than one copy of an item. For example, a creature can’t attune to more than one [ring of protection](https://www.dndbeyond.com/magic-items/4726-ring-of-protection) at a time. A creature’s attunement to an item ends if the creature no longer satisfies the prerequisites for attunement, if the item has been more than 100 feet away for at least 24 hours, if the creature is dead for at least 24 hours, or if another creature attunes to the item. A creature can also voluntarily end attunement by spending another hour during a [[Survival Needs#Rest|rest]] focused on the item, unless the item is [[#Curses|cursed]]. <br> ___ ### Curses Some magic items bear curses that bedevil their users, sometimes long after a user has stopped using an item. A magic item’s description specifies whether the item is cursed. Most methods of identifying items, including the [[Arcane Spells#Identify|identify]] spell, fail to reveal such a curse, although lore might hint at it. A curse should be a surprise to the item’s user when the curse’s effects are revealed. [[#Attunement|Attunement]] to a cursed item can’t be ended voluntarily unless the curse is broken first, such as with the [[Divine Spells#Remove Curse|remove curse]] spell. For more information on the advanced curses that apply to magic items, see the [[Ailments#Curses|Curses]] section of Chapter 6. <br> ___ ### Magic Item Types Each magic item belongs to a category: armor, potions, rings, rods, scrolls, staffs, wands, weapons, or wondrous items. <br> ##### Armour Unless an armour’s description says otherwise, armour must be worn for its magic to function. Some suits of magic armour specify the type of armor they are, such as chain mail or plate. If a magic armour doesn’t specify its armor type, you may choose the type or determine it randomly. <br><br> ##### Potions Different kinds of magical liquids are grouped in the category of potions: brews made from enchanted herbs, water from magical fountains or sacred springs, and oils that are applied to a creature or object. Most potions consist of one ounce of liquid. Potions are consumable magic items. Once used, a potion takes effect immediately, and it is used up. <br><br> ##### Rings Magic rings offer an amazing array of powers to those lucky enough to find them. Unless a ring’s description says otherwise, a ring must be worn on a finger, or a similar digit, for the ring’s magic to function. <br><br> ##### Rods 🛠 A sceptre or just a heavy cylinder, a magic rod is typically made of metal or wood. It’s about 2 or 3 feet long, 1 inch thick, and 2 to 5 pounds. Unless a rod's description says otherwise, a rod can be used as a [[Spellcasting#Spellcasting Focus ❌|spellcasting focus]] for [[Arcane Spells|Arcane spells]]. <br><br> ##### Scrolls 🛠 A spell scroll bears the words of a single spell, written in a mystical cipher. Anyone that is capable of reading can use the scroll and cast its spell without providing any [[Spellcasting#Material (M)|material components]] or needing a [[Spellcasting#Spellcasting Focus ❌|spellcasting focus]]. Casting the spell by reading the scroll requires the spell’s normal casting time. Once the spell is cast, the words on the scroll fade, and it crumbles to dust. If the casting is interrupted, the scroll is not lost. If you are normally incapable of casting spells, or If the spell is of a higher level than you can normally cast, you must make a check using your [[Spellcasting#Spellcasting Ability|spellcasting ability]] to determine whether you cast it successfully. The DC equals 10 + the spell’s level. On a failed check, the spell disappears from the scroll with no other effect. The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus, as well as the scroll’s rarity, as shown in the Spell Scroll table. | Spell Scroll Level | Rarity | Attack Bonus/DC | Cost | | :----------------: | :-------: | :-------------: | :-------------------: | | Cantrip | Common | +5/13 | 40 ![[shard.png]] | | 1st | Common | +5/13 | 120 ![[shard.png]] | | 2nd | Uncommon | +5/13 | 300 ![[shard.png]] | | 3rd | Uncommon | +7/15 | 700 ![[shard.png]] | | 4th | Rare | +7/15 | 1,500 ![[shard.png]] | | 5th | Rare | +9/17 | 3,000 ![[shard.png]] | | 6th | Very Rare | +9/17 | 6,000 ![[shard.png]] | | 7th | Very Rare | +10/18 | 12,500 ![[shard.png]] | | 8th | Very Rare | +10/18 | 25 ![[credit.png]] | | 9th | Legendary | +11/19 | 50 ![[credit.png]] | <br><br> ##### Staffs 🛠 A magic staff is about 5 or 6 feet long. Staffs 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. Depending on the material, a staff weighs between 2 and 7 pounds. Unless a staff’s description says otherwise, a staff can be used as a quarterstaff, and/or a [[Spellcasting#Spellcasting Focus ❌|spellcasting focus]] for [[Divine Spells|Divine]] and [[Primal Spells|Primal spells]]. <br><br> ##### Wands 🛠 A magic wand is about 15 inches long and crafted of metal, bone, or wood. It is tipped with metal, crystal, stone, or some other material. Unless a wand’s description says otherwise, a wand can be used as a [[Spellcasting#Spellcasting Focus ❌|spellcasting focus]] for [[Arcane Spells|Arcane]] and [[Occult Spells|Occult spells]]. <br><br> ##### Weapons Whether crafted for some fell purpose or forged to serve the highest ideals of chivalry, magic weapons are coveted by many adventurers. If a magic weapon requires ammunition, ammunition fired from it is considered magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. <br><br> ##### Wondrous Items Wondrous items include worn items such as boots, belts, capes, gloves, and various pieces of jewellery and decoration, such as amulets, brooches, and circlets. Bags, carpets, crystal balls, figurines, horns, musical instruments, and other objects also fall into this catch-all category.