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Magic Items
Dungeon Master’s Guide
64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action.
If the bag is overloaded, pierced, or torn, it is destroyed, and its
gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Magic Items
Dungeon Master’s Guide
requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top.
If any of its pouches is overloaded, pierced, or
Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Magic Items
Dungeon Master’s Guide
. (or 0 ft. for both if the legs aren’t extended); Immunity to Poison and Psychic damage.
To be used as a vehicle, the apparatus requires one pilot. While the apparatus’s hatch is closed
unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two per
Equipment
fiendish activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins.
Khyber dragonshards have a affinity for binding magics. Elemental binding — which is behind
airships, the lightning rail, and elemental galleons — requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber dragonshards are also used for many necromantic rituals.
Magic Items
Tyranny of Dragons
This gleaming mask is white with highlights of pale blue and is topped by a spined crest. The mask reshapes to fit the face and head of a wearer attuned to it. While you are wearing the mask and
the cold damage dealt.
Draconic Majesty. While you are wearing no armor, you can add your Charisma bonus to your Armor Class.
Dragon Breath. If you have a breath weapon that requires rest to recharge
Monsters
Out of the Abyss
starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful DC 15 Strength (Athletics) or Dexterity (Acrobatics) check.
An
eye opens on a solid surface within 60 feet of the beholder. One random eye ray of the beholder shoots from that eye at a target of the beholder's choice that it can see. The eye then closes and
Magic Items
Tasha’s Cauldron of Everything
gleaming black alloy of unknown origin, the servant is often described as a combination of a disproportioned dwarf and an oversized beetle. The servant contains enough space for 1 ton of cargo and a
attuned to the artifact.
Attuning to the artifact requires two hours, which can be undertaken as part of a long rest, during which time you must be inside the servant, interacting with its controls
Bag of Holding
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action.
If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and
inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Apparatus of Kwalish
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two
Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Heward's Handy Haversack
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Dungeon Master’s Guide (2014)
for interacting with objects. Retrieving an item from the haversack requires you to use an action. When you reach into the haversack for a specific item, the item is always magically on top.
The
within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.
Apparatus of the Crab
Legacy
This doesn't reflect the latest rules and lore.
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Magic Items
Basic Rules (2014)
: 200 Speed: 30 ft., swim 30 ft. (or 0 ft. for both if the legs and tail aren't extended) Damage Immunities: poison, psychic
To be used as a vehicle, the apparatus requires one pilot. While the
making it unable to benefit from bonuses to speed.
2
Forward window shutter opens.
Forward window shutter closes.
3
Side window shutters open (two per side).
Side window shutters close (two
Beholder
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
after next. Each creature of the beholder’s choice that starts its turn within 10 feet of such a wall must succeed on a DC 15 Dexterity saving throw or be grappled. Escaping requires a successful
beholder’s choice that it can see. The eye then closes and disappears.
The beholder can’t repeat an effect until they have all been used, and it can’t use the same effect two
Magic Items
Lost Laboratory of Kwalish
item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top.
Placing the armor inside an extradimensional space
the other. Any creature within 10 feet of the gate is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Death Tyrant
Legacy
This doesn't reflect the latest rules and lore.
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Monsters
Monster Manual (2014)
turn within 10 feet of a wall must succeed on a DC 17 Dexterity saving throw or be grappled. Escaping requires a successful DC 17 Strength (Athletics) or Dexterity (Acrobatics) check.
A spectral eye
. The eye then closes and disappears.
The death tyrant can’t repeat an effect until all three have been used, and it can’t use the same effect on consecutive rounds.
Regional Effects
A
Compendium
- Sources->Dungeons & Dragons->Strixhaven: A Curriculum of Chaos
Bow’s End Tavern Bow’s End Tavern is Strixhaven’s most popular late-night hangout. It opens at 6:00 p.m. and closes at 11:00 p.m. on class nights and 2:00 a.m. on weekends. The tavern is a squat but
comfortable-looking building, its gleaming wooden exterior carved in overlapping Strixhaven star motifs. The interior is dim and cozy (if loud), featuring rich mahogany floors and well-worn furniture
Compendium
- Sources->Dungeons & Dragons->Rise of Tiamat
White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the
Compendium
- Sources->Dungeons & Dragons->Hoard of the Dragon Queen
White Dragon Mask Wondrous item, legendary (requires attunement) This gleaming mask is white with highlights of pale blue and is topped by a spined crest. Its damage type is cold. While you wear the
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Armor of Gleaming Armor (Any Light, Medium, or Heavy), Common This armor never gets dirty. Armor of Invulnerability Armor (Plate Armor), Legendary (Requires Attunement)
You have Resistance to
until you are no longer wearing the armor. Once this property is used, it can’t be used again until the next dawn.
Armor of Resistance Armor (Any Light, Medium, or Heavy), Rare (Requires Attunement
classes
Basic Rules (2014)
Clad in the silver robes that denote her station, an elf closes her eyes to shut out the distractions of the battlefield and begins her quiet chant. Fingers weaving in front of her, she completes her
. Some aspire to become like the gods, shaping reality itself. Though the casting of a typical spell requires merely the utterance of a few strange words, fleeting gestures, and sometimes a pinch or
Compendium
- Sources->Dungeons & Dragons->Lost Laboratory of Kwalish
Heward’s Hireling Armor Armor (leather), very rare (requires attunement) A number of Kwalish’s experiments were attempts to research the works of the legendary mage Heward, who first crafted what he
interacting with objects. Retrieving an item from a pocket of the armor requires you to use an action. When you reach into a pocket for a specific item, the item is always magically on top. Placing
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
and attacks it. Enough ravens are circling Jarlmoot to create four such swarms. The portal is one-way only; it can’t be seen or entered from area J1. The portal closes automatically after 10 minutes
, causing the gold key to turn back to its original position. The portal closes instantly if the gold key is removed from the chest’s lock. Treasure. The gold key is worth 25 gp. Inside the chest, held in
Compendium
- Sources->Dungeons & Dragons->Wayfinder's Guide to Eberron
activity. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have a affinity for binding magics. Elemental binding—which is behind airships, the lightning
rail, and elemental galleons—requires a Khyber shard to hold the elemental. Khyber shards are used for phylacteries, planar binding, any other effects that trap or manipulate spirits. Khyber
Compendium
- Sources->Dungeons & Dragons->Eberron: Rising from the Last War
. Khyber dragonshards are deep blue or dark violet, laced with gleaming veins. Khyber dragonshards have an affinity for binding magics. Elemental binding — which is behind airships, the lightning rail
, and elemental galleons — requires a Khyber dragonshard to hold the elemental. Khyber shards are used for phylacteries, planar binding, and other effects that trap or manipulate spirits. Khyber
Compendium
- Sources->Dungeons & Dragons->Curse of Strahd
the south wall plunges into darkness. On each side of the staircase, a skeletal figure draped in gleaming chain mail stands sagging at attention, holding a rusty halberd. The skeletons, which were
in its frame and requires a successful DC 10 Strength check to force open. The north door is cracked and hangs loose on its hinges; beyond it lies another dust-filled chamber (area K24). The ancient
Compendium
- Sources->Dungeons & Dragons->Tyranny of Dragons
dead of night without awakening any bullywugs in the barracks (areas 1G and area 2G). A trapdoor closes off the top of the stairs up to area 3H. The trapdoor isn’t locked, but a pair of iron spikes
has been hammered between the door and the frame. Opening the door requires either a DC 10 Strength check or ten minutes spent carefully prying out the spikes. If the door is forced and no one is standing by ready to catch the spikes, they clatter noisily down the steps.
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
pounds, not exceeding a volume of 64 cubic feet. The bag weighs 5 pounds, regardless of its contents. Retrieving an item from the bag requires a Utilize action. If the bag is overloaded, pierced, or
-radius Sphere centered on the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed. Conceptopolis Sword of Life
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide
Talisman of Ultimate Evil Wondrous Item, Legendary (Requires Attunement) This item symbolizes unrepentant evil. A creature that isn’t a Fiend or an Undead that touches the talisman takes 8d6 Necrotic
, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or
originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened.
Compendium
- Sources->Dungeons & Dragons->Dungeon Master’s Guide (2014)
Talisman of Pure Good Wondrous item, legendary (requires attunement by a creature of good alignment) This talisman is a mighty symbol of goodness. A creature that is neither good nor evil in
alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes, leaving no
Compendium
- Sources->Dungeons & Dragons->D&D Beyond Basic Rules
Talisman of Pure Good Wondrous Item, Legendary (Requires Attunement by a Cleric or Paladin) This talisman is a mighty symbol of goodness. A Fiend or an Undead that touches the talisman takes 8d6
either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman disperses into motes of golden light and is destroyed.
Compendium
- Sources->Dungeons & Dragons->Icewind Dale: Rime of the Frostmaiden
, then quickly closes behind the creature and its companions to keep the heat in. A door must otherwise be pried or tickled open, which requires an action. Life Support. The failing life support system
three gnome squidlings named Rin, Rix, and Zglarrd. See the “Mind Flayers” entry in appendix C for more information about gnome ceremorphs and squidlings. The illithids are stuck unless they can find a
Compendium
- Sources->Dungeons & Dragons->Journeys through the Radiant Citadel
(Perception) score of 14 or higher notice that different animal designs decorate each of the statues. Bronze Gate. Magic seals this bronze double door. It opens only if the ki-rin symbol on one of the
different animals on their armor and that these designs are rendered in a style similar to the ki-rin symbol on the doors. A character who takes an action to further scrutinize these designs or looks for a ki
Compendium
- Sources->Dungeons & Dragons->Basic Rules (2014)
Talisman of Ultimate Evil Wondrous item, legendary (requires attunement by a creature of evil alignment) This item symbolizes unrepentant evil. A creature that is neither good nor evil in alignment
good alignment, a flaming fissure opens under it. The target must succeed on a DC 20 Dexterity saving throw or fall into the fissure and be destroyed, leaving no remains. The fissure then closes