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Magic Items
Dungeon Master’s Guide
nonmagical if the djinni dies.
Rings of Djinni Summoning are often created by the djinn they summon and given to mortals as gifts of friendship or tokens of esteem.
While wearing this ring, you can take a Magic action to summon a particular Djinni from the Elemental Plane of Air. The djinni appears in an unoccupied space you choose within 120 feet of yourself
Magic Items
Dungeon Master’s Guide
;s tip and remains there until it is removed or until the staff is no longer in your possession. The staff can have up to three such objects floating over its tip at any given time. While holding the staff, you can make one or more of the objects slowly spin or turn in place.
Spells
Player’s Handbook
You implant a message within an object in range—a message that is uttered when a trigger condition is met. Choose an object that you can see and that isn’t being worn or carried by
another creature. Then speak the message, which must be 25 words or fewer, though it can be delivered over as long as 10 minutes. Finally, determine the circumstance that will trigger the spell to deliver
Spells
Player’s Handbook
You create linked teleportation portals. Choose two Large, unoccupied spaces on the ground that you can see, one space within range and the other one within 10 feet of you. A circular portal opens in
each of those spaces and remains for the duration.
The portals are two-dimensional glowing rings filled with mist that blocks sight. They hover inches from the ground and are perpendicular to it.
A
Spells
Player’s Handbook
You can cast this spell only at night. Choose up to three corpses of Medium or Small Humanoids within range. Each one becomes a Ghoul under your control (see the Monster Manual for its stat block
).
As a Bonus Action on each of your turns, you can mentally command any creature you animated with this spell if the creature is within 120 feet of you (if you control multiple creatures, you can
Spells
Player’s Handbook
turns, you can take a Bonus Action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any of them
at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move on its next turn, or you can issue a general command, such as to guard a
Magic Items
Dungeon Master’s Guide
of Flying exist. The DM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed
You can make this carpet hover and fly by taking a Magic action and using the carpet’s command word. It moves according to your directions if you are within 30 feet of it.
Four sizes of Carpet
Species
Player’s Handbook
Found throughout the multiverse, humans are as varied as they are numerous, and they endeavor to achieve as much as they can in the years they are given. Their ambition and resourcefulness are
Spells
Player’s Handbook
raw materials that you can see within range. You can fabricate a Large or smaller object (contained within a 10-foot Cube or eight connected 5-foot Cubes) given a sufficient quantity of material. If
You convert raw materials into products of the same material. For example, you can fabricate a wooden bridge from a clump of trees, a rope from a patch of hemp, or clothes from flax or wool.
Choose
Magic Items
Dungeon Master’s Guide
While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane
on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn’t age and doesn’t need to
Magic Items
Dungeon Master’s Guide
some fell goal.
The wand is topped with a skull that once belonged to a human hero slain by Orcus. The wand can magically change in size to better conform to the grip of its user. All Holy Water
. On a failed save, the creature dies and, if it is a Humanoid, turns into a Zombie.
Magic Weapon. You can wield the wand as a magic Mace that grants a +3 bonus to attack rolls and damage rolls made
Classes
Player’s Handbook
the influence of these beings can be felt. In no time, each Warlock is drawn into a binding pact with a powerful patron. Drawing on the ancient knowledge of beings such as angels, archfey, demons
power. Some Warlocks respect, revere, or even love their patrons; some serve their patrons grudgingly; and some seek to undermine their patrons even as they wield the power their patrons have given
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Havia can move through the space of a Medium or larger creature.
Brave. Havia has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Havia wears a teleporter ring (see “Teleporter Rings”).Multiattack. Havia makes three unarmed strikes
Magic Items
Wayfinder's Guide to Eberron
If you are reduced to zero hit points while attuned to a band of loyalty, you instantly die. These rings are favored by spies who can’t afford to fall into enemy hands.
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. Mookie can move through the space of a Medium or larger creature.
Brave. Mookie has advantage on saving throws against being frightened.
Unarmored Defense. While she is wearing
no armor and wielding no shield, her AC includes its Wisdom modifier.
Teleporter Ring. Mookie wears a teleporter ring (see “Teleporter Rings”).Multiattack. Mookie makes three unarmed
Monsters
Waterdeep: Dragon Heist
Halfling Nimbleness. He can move through the space of a Medium or larger creature.
Brave. He has advantage on saving throws against being frightened.
Spellcasting. Manafret Cherryport is a 9th
“Teleporter Rings”).Dagger. Melee or Ranged Weapon Attack: +5;{"diceNotation":"1d20+5","rollType":"to hit","rollAction":"Dagger"} to hit, reach 5 ft. or range 20/60 ft., one target. Hit
Magic Items
Waterdeep: Dungeon of the Mad Mage
This common wondrous item is a hollow, 5-inch-diameter orb that weighs 5 pounds. Its outer shell is composed of notched bronze rings, which can be turned so that the notches line up. Aligning the
notches requires an action, and doing so causes the orb to gong loudly until the notches are no longer aligned. The sounds are spaced 6 seconds apart and can be heard out to a range of 600 feet.
Monsters
Van Richten’s Guide to Ravenloft
Limited Spell Immunity. The swarm automatically succeeds on saving throws against spells of 3rd level or lower, and the attack rolls of such spells always miss it.
Swarm. The swarm can occupy
another creature’s space and vice versa, and the swarm can move through any opening large enough for a Tiny gremishka. The swarm can’t regain hit points or gain temporary hit points.Bites. Melee
Monsters
Monstrous Compendium Vol. 4: Eldraine Creatures
Plant Camouflage. The treefolk has advantage on Dexterity (Stealth) checks it makes in forest terrain.
Tree Stride. Once on each of its turns, the treefolk can use 10 feet of its movement to step
magically into one living tree within 5 feet of itself and emerge from a second living tree within 60 feet of itself that it can see, appearing in an unoccupied space within 5 feet of the second tree
Monsters
Van Richten’s Guide to Ravenloft
rapidly reforming into duplicate gremishkas. These spontaneously created Swarm of Gremishkas;swarms can rapidly turn a single annoying gremishka into a chittering, magic-reflecting wave of teeth and claws.
). Immediately after a creature within 30 feet of the gremishka casts a spell, the gremishka can spontaneously react to the magic. Roll a d6;{"diceNotation":"1d6","rollType":"roll","rollAction":"Magic Allergy
Magic Items
Tasha’s Cauldron of Everything
This brass disc of articulated, concentric rings unfolds into an armillary sphere. As a bonus action, you can unfold it into the sphere or back into a disc. When found, it contains the following
encoded on the rings.
While you are holding the archive, you can use it as a spellcasting focus for your wizard spells.
The archive has 3 charges, and it regains 1d3 expended charges daily at dawn. You
Monsters
Waterdeep: Dragon Heist
alongside them; however, she quickly turns against any character who exhibits cruel or unlawful behavior. She can offer helpful information about Kolat Towers, and she is familiar with both the layout of
the towers and the current occupants of the place. She knows that Manshoon resides in an extraplanar sanctum accessible through a teleportation circle that his lieutenants can activate using special
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value
Magic Items
Wayfinder's Guide to Eberron
These rings come in linked pairs. If you possess the Mark of Sentinel, you can use a bonus action to form a link to the creature attuned to the other ring; from then on, whenever that creature
Monsters
Fizban's Treasury of Dragons
Amorphous. The ooze can move through a space as narrow as 1 inch wide without squeezing.
Spider Climb. The ooze can climb difficult surfaces, including upside down on ceilings, without needing to
make an ability check.Multiattack. The ooze makes two Pseudopod attacks. The ooze can replace one Pseudopod attack with its Slime Breath, if available.
Pseudopod. Melee Weapon Attack: +7;{"diceNotation
Monsters
Mordenkainen Presents: Monsters of the Multiverse
—a weapon so large it’s essentially an ogre-held ballista. An ogre bolt launcher can load this immense weapon and loose its deadly missile as quickly as a dwarf handles a crossbow. The
bolts are so large that few ogres can carry more than a half dozen at a time, but bolt launchers have been known to uproot small trees or tear beams out of buildings and launch those when their ammunition
Monsters
Candlekeep Mysteries
","rollType":"damage","rollAction":"Tail","rollDamageType":"lightning"} lightning damage.A skitterwidget that gives birth to a kiddywidget can’t procreate for 3d6 days afterward. Still, given that
skitterwidgets are constructs with no natural life span, there is no telling how many kiddywidgets a pair of skitterwidgets can produce.
Growth Cycle. It takes 3d6;{"diceNotation":"3d6","rollType
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Howdah. The ogre carries a compact fort on its back. Up to four Small creatures can ride in the fort without squeezing. To make a melee attack against a target within 5 feet of the ogre, they must
of them learn to carry out specialized missions. The names they are given—the ogre battering ram;battering ram, the ogre bolt launcher;bolt launcher, the ogre chain brute;chain brute, and the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
can push the target 5 feet away if the target is a Huge or smaller creature.Block the Path. When a creature enters a space within 5 feet of the ogre, the ogre makes a Bash attack against that
to halt.
Ogres of War
Ogres love to rush headlong into battle, but with enough time and patience, some of them learn to carry out specialized missions. The names they are given—the
Monsters
Mordenkainen Presents: Monsters of the Multiverse
Fey Ancestry. The draegloth has advantage on saving throws against being charmed, and magic can’t put it to sleep.Multiattack. The draegloth makes one Bite attack and two Claw attacks.
Bite
to strike at its rivals when the draegloth is fully grown. These plans use the draegloth in a significant role, because its abilities can turn the tide in a battle against a house that doesn’t
Classes
Tasha’s Cauldron of Everything
Magic of the book—that’s what many folk call wizardry. The name is apt, given how much time wizards spend poring over tomes and penning theories about the nature of magic. It’s rare
the most bookish. It takes many forms in different worlds, but its primary mission is the same everywhere: recording magical discoveries so that wizardry can flourish. And while all wizards value
Spells
Xanathar's Guide to Everything
Threads of dark power leap from your fingers to pierce up to five Small or Medium corpses you can see within range. Each corpse immediately stands up and becomes undead. You decide whether it is a
zombie or a skeleton (the statistics for zombies and skeletons are in the Monster Manual), and it gains a bonus to its attack and damage rolls equal to your spellcasting ability modifier.
You can
Monsters
Mordenkainen Presents: Monsters of the Multiverse
brutes, employers must use caution when instructing them. They can handle simple orders that don’t take a lot of time to resolve. When given anything complex to do, however, they either forget what
save DC 10):
At will: darkness, fear
Teleport. The dhergoloth teleports, along with any equipment it is wearing or carrying, up to 60 feet to an unoccupied space it can see.A kind of yugoloth
Monsters
Strixhaven: A Curriculum of Chaos
minute. A blinded creature can repeat the save at the end of each of its turns, ending the effect on itself on a success.Joyful Flare. Melee Weapon Attack: +3;{"diceNotation":"1d20+3", "rollType":"to hit
", "rollType":"damage", "rollAction":"Melancholic Bolt", "rollDamageType":"cold"} cold damage.
Captivating Artistry (1/Day). The elemental targets one creature it can see within 30 feet of itself. The target
Magic Items
Bigby Presents: Glory of the Giants
This gorgeous jewelry piece, crafted by the wizard Bigby himself, consists of four gold rings attached via delicate chains to a wrist cuff studded with sapphires and diamonds.
Random Properties. The
detrimental property
Dexterous Fingers. While wearing the bracelet, you can cast mage hand.
Force Sculpture. By focusing and channeling the bracelet’s magic for 1 minute, you can create a