RPG Magic Item Collection
Credits Foreword
Author, Designer, Layout, and Cover Design: Luke I host weekly live streams where the participants and
Hart I create RPG resources for game masters and players
to use in their own games. I do this as my way of
Editor: Danni Arriaga
giving back to the RPG community and helping others
Artwork: Adobe Stock
in their games.
This RPG Magic Item Collection you have in your
Contacting the Author hands now is a compilation of all the magic items
Email: [email protected] we’ve created together over the course of many
live streams dedicated to magic item creation. My
Twitter & Instagram: @TheDMLair
hope is that you will find the magic items it contains
interesting and useful for your own games.
Free Game Master Resources
I also want to express my sincere appreciation for
The DM Lair YouTube Channel - My weekly YouTube all the participants in my live streams who helped
videos contain practical information and resources brainstorm ideas for this resource. I feel the entire
that game masters can use at their tables. RPG community owes them a debt of gratitude for
The DM Lair Twitch Channel - My live streams are a their enthusiastic efforts. Thank you!
great place to ask me any specific questions you may
have. What You'll Find Here
The DM Lair Website - Looking for free 5e adventures This is just a list of cool magic items you can use in
and other game master resources—such as NPCs, your games.
magic items, puzzles, and traps—to use in your What, no art? Yep, that’s right. Artwork costs money
games? Look no further!
to commission, and I’m offering this resource free of
My Discord Server - Join a growing community of charge. If you’re looking for fancy artwork and other
game masters and players committed to helping each frills, this resource probably isn’t for you.
other run awesome games.
However, if you’re looking for cool magic items, read
on.
Legal Stuff
Revised Carrying Capacity, Copyright © 2020,
Luke Hart, The DM Lair, LLC
Open Game License v 1.0a Copyright 2000,
Wizards of the Coast, LLC.
System Reference Document 5.1 Copyright 2016,
Wizards of the Coast, Inc.; Authors Mike Mearls,
Jeremy Crawford, Chris Perkins, Rodney Thompson,
Peter Lee, James Wyatt, Robert J. Schwalb, Bruce R.
Cordell, Chris Sims, and Steve Townshend, based on
original material by E. Gary Gygax and Dave Arneson.
1
RPG Magic Item Collection
Ring of Newell’s Muddled Mind Helm of the Seeker
Ring, rare Wondrous item, very rare, requires attunement
This ring is made of gold and a small platinum abacus This helmet can be used to find treasure and other
is inset into it. The wearer can use one charge to cast objects of interest to the wearer. It has three charges
hypnotic pattern. The ring has three charges that are that replenish daily at dawn. The wearer can use the
replenished at dawn each day. If the wearer takes charges as follows:
damage while wearing the ring, they must make a DC
13 Wisdom saving throw or become confused per the • One charge to determine the direction of the
spell confusion until the end of their next turn. nearest treasure within 1 mile.
• Two charges to cast locate object.
• Three charges to cast find the path.
Cassim’s Little Packet of Hor- When used, the helmet drips magic ink that plots out
rors a path to treasure, the object, or a location, depending
on which effect is used.
Wondrous item, very rare
This magical packet has a horn dripping with blood The Devil’s Fingerprint
depicted on its exterior.
Wondrous item, rare
The bearer of this magical packet can use an action to
scatter seeds across the ground up to ten feet away. This shadowy flask seems to absorb light as its
The seeds are very prickly and deal 1d6 piercing substances whisk around inside. When drunk, this
damage to the bearer when they attempt to scatter the magic potion affects the imbiber per the alter self
seeds with bare hands. However, it is this blood that spell. However, the imbiber’s shadow does not change
causes them to sprout. Attempting to scatter seeds to match. Instead, their shadow appears as a demonic
without the shedding of the bearer’s blood causes the creature with wings and sharp pointy teeth.
seeds not to spout.
The potion slowly refills after being used, replenishing
When scattered properly, the seeds immediately within 1d6+1 hours.
sprout into thorny animated plants that obey the
person whose blood was shed in their creation. One
scattering of seeds produces 1d4+2 twig blights, 1d4 Flora Flask
needle blights, and 1d2 vine blights. The plants last Wondrous item, rare
for 1 hour or until reduced to zero hit points.
This flask is made from bark and, when filled with
This item can be used once per day.
water from a fresh spring, turns into a magical potion.
Drinking the potion causes the imbiber to polymorph,
The Tricera Dart per the polymorph spell, into a plant of their choice for
-
up to 1 hour. While polymorphed, they have blindsight
Dart, uncommon, requires attunement for 60 feet, tremor sense for 120 feet, can hear, their
mental ability scores are unaffected, and they have
This magical dart was made from stingers from the a movement speed of 5 feet. While transformed,
mythical Tricerabees! The tip is fashioned into three they cannot speak, except with other plants. If the
stingers that inject a powerful poison into their target. user takes damage while transformed, the effect
In addition to the standard damage for a dart, the immediately ends.
target must make a DC 15 Constitution saving throw,
taking 3d4 acid damage on a failed save or half as It can be used once per day.
much damage on a successful save.
When thrown, the dart magically grows a pair of large
bumblebee wings that increase its range to 80/320.
Furthermore, if the dart misses, the wings cause it to
return to the thrower at the beginning of its next turn.
2
RPG Magic Item Collection
Crown of Lies Popeil’s Pot of Purging
Wondrous item, uncommon Wondrous item, common
This item gives the wearer advantage on persuasion This is a small chamber pot that teleports anything
and deception checks when they are deliberately deposited in it to the nearest cesspit. It cannot be used
telling a lie. to teleport living creatures.
Curse. (optional) The wearer can only tell lies until the
curse is removed. Rod of Relay
Wondrous item, rare, requires attunement
Wand of Infinite Corgis The holder of this magical rod can use a reaction to
Wondrous item, rare trade initiative with any other combatant, friends or
foes.
When the players identify this item, it is believed to be
a Wand of Magic Missiles. However, when activated,
it begins creating an infinite stream of Corgis (type of Axe of Siphon Elements
dog). It creates 1d6 Corgis per round (6 seconds).
Weapon, very rare, requires attunement
If the users throw the wand like a stick to the dogs, it
stops creating more Corgis. This is a +2 battleaxe with the heavy property. It has 7
charges of Absorb Elements and regains 1d6 charges
every day.
Lich ’N Spine
Weapon, rare Shoes of Baryshnikov
This is a mace fashioned from the femur of a lich. It Wondrous item, uncommon
is a +1 magical weapon that adds +1 to the attack roll
and damage. It also deals an additional 1d8 necrotic The wearer of these shoes can use unarmored
damage on a hit. kick strikes that deal 1d8 + dexterity modifier of
bludgeoning damage. The shoes also increase the
Every time it strikes a foe, someone cursing is heard wearer’s vertical and horizontal jump by five feet.
off in the distance. Note: the kicks can only be directed at a target’s sweet
spot.
Luke’s Legendary Mug
Wondrous item, uncommon The Black Burst
Weapon, very rare
You can use your action to roll a 1d8. On a 1, you
summon 1d6 cats that will obey you. On any other This is a +3 obsidian dagger that grants +3 to attack
number, the mug is filled with your favorite drink. rolls and damage. On the 20th successful hit that
This mug has three charges that are recharged every lands, the blade shatters, dealing 10d10 piercing
day. damage to the user and the one who was hit. This last
part isn't revealed by identifying the magic item.
Idol of Augury
Wondrous item, uncommon Ring of Savings
Wondrous item, rare, requires attunement
This golden statuette acts as the Augury spell when
asked a question, but it has a 25% chance of giving The wearer of this ring can use an action to
a random answer. After each answer, the chance teleport up to 100 coins to a location established
for a random answer increases by 25%. So, after 4 by the attuned user. Roll a d20 every time coins are
answers, the statuette only gives random answers. teleported. On a roll of 1, the coins being teleported
This last feature isn’t revealed by identifying the item. are lost.
3
RPG Magic Item Collection
Keyhole of Peeping Hootin’ Goggles
Wondrous item, very rare Wondrous item, rare, requires attunement
When the user puts this small golden keyhole up to While wearing these goggles, the wearer gains
a door, they can look through it to see a little bit of darkvision out to a range of 120 feet and has
what’s on the other side of the door. This can be used advantage on perception checks and ranged attack
three times per day. rolls in total darkness.
Body by Simmons Thulsa's Fang
Wondrous item, rare, requires attunement Wondrous item, uncommon
These sweatbands grant the wearer +2 to strength The wearer of this snake tooth talisman can use
and disadvantage on all charisma checks. After any an action to polymorph (per the spell) into a giant
combat ends, the wearer is compelled to do a 30 constrictor snake for up to 1 hour, retaining mental
second jazzercise routine. ability scores while transformed. This can be used
once per day.
Pants of Posing
Wondrous item, very rare Kitten Mitten
Wondrous item, rare
These speedo-style pants grant the wearer +5 to all
Charisma skill checks (not saving throws) if worn as This is a glove with small metal magic symbols on
the sole item of clothing. Note: armor cannot be worn the fingertips. The wearer can use an action to speak
for these to function. any one of five key words with each one causing a
different effect. Each effect can be used once per day.
Armor of the Porcupine 1. Prisma - color spray
2. Cuteness - summons 1d6 Kittens
Armor, legendary, requires attunement 3. Bubble - casts levitate on the target
4. Lim – casts the light cantrip
This studded leather armor grants an additional +1 to 5. Flame on - casts the burning hands spell
the wearer’s armor class.
As a bonus action, the wearer of this suite of studded
leather armor transforms into a ball of spikes until Banhammer
the end of their next turn. This increases their AC by Weapon, rare, requires attunement
2 and allows them to use an action to roll over one
creature, dealing 8d8 piercing damage. This feature This magical +1 warhammer grants +1 to attack and
can be used 3 times per day. damage rolls.
When the user hits a creature with it, they may
Pogo’s Magnificent Staff cast banishment (DC 15) on them. If the creature
has fewer than ¼ of their hit points, they have
Weapon, rare disadvantage on the saving throw. This feature can be
used once per day.
This is a +1 quarterstaff that grants +1 to attack rolls
and damage.
It also allows the user to safely soar through the air
in a single mighty bound. As an action, the wielder
can use the staff to vault up to 30 feet away. This is in
addition to the user’s regular movement.
4
RPG Magic Item Collection
Lamp of Opposing Compass of Misdirection
Wondrous item, rare Wondrous item, uncommon
As an action, the user can activate or deactivate this This is a small silver compass whose directional
lamp. At night, it gives off bright light in a 20-foot arrow continuously spins to point in a random
radius and dim light for an additional 20 feet. During direction. When the compass is used to affect a
the day, it sheds magical darkness in a 20-foot radius. creature (see below) the arrow stops spinning and
When used at dusk or dawn, the light or darkness points in the desired direction.
gradually changes from one to the other.
The user can use an Action to target a creature they
The lamp can be used for up to 1 hour a day, in can see within 60 feet and tell it to move in a certain
15-minute increments. direction. That creature must make a DC 13 Wisdom
saving throw or it will have to use its movement to
This is a fragile item and is easily broken. When used move into that direction on each of its turns. The
in combat, there is a 5% chance that it is broken and creature can repeat the saving throw at the end of
loses its magical properties each time the user takes each of its turns and on a success the spell ends.
damage. This effect lasts for 1 minute or until the user loses
concentration (as if concentrating on a spell).
The Cat Whistler
-
-
Wondrous item, rare The A tent tive Teleporter
This is an orange, tabby-cat-colored flute with Wondrous item, very rare
whiskers growing from it. The bearer can play the This is a tent that can accommodate 8 people.
flute for 1 minute, causing 4d4 + [the animal handling
modifier of the bearer] cats (MM 320) to come to the Every seven days, the tent can be used to cast teleport.
player’s call. These cats are friendly to the bearer and However, this feature can only be used when all of the
follow him for 1 hour. occupants (maximum 8) are asleep within the tent.
Creatures teleported in this way are magically asleep
As an action, the bearer can cause a laser to emit from for 8 hours. Upon waking, they will have arrived at the
the flute. Pointing the laser at a target causes all cats destination determined by casting the spell.
summoned by the flute to attack the target.
If the tent is not used within fourteen days, it
Once per day, the flute can be used to summon a lion, teleports itself and all occupants (if any) to a random
tiger, or other large cat. destination on the same plane of existence.
The Fortune Fletcher The Cigar Box
Weapon (short bow), uncommon Wondrous item, very rare
The magical bow shoots good fortune! It also tastes This is a common-looking cigar box.
like a fortune cookie. When first found, the bow is
incased in an edible, transparent wrapper. The user can use an action to place a spell scroll
into the box and convert the scroll into a cigar.
When the user shoots a creature with this bow, the When anyone uses an action to smoke the cigar, it
DM rolls a d20 in secret. On the result of 15 or above, casts the spell without the need of verbal or somatic
the DM tells the player a valuable piece of information components. Furthermore, anyone can smoke
about the target. For instance, hitting a troll might the cigar and cast the spell, not just the user or a
reveal that acid damage prevents it from healing. If a spellcaster class.
1 is rolled, then the DM tells the player an untrue and
misleading piece of information about the target. When a cigar is smoked, the smoker can choose to
cast the spell at 1d2 levels higher. However, doing so
Once per day, the bearer can cast the spell augury. causes the user to suffer levels of exhaustion equal to
The arrows fired from this bow are nonmagical. the number of levels higher the spell is cast at.
5
RPG Magic Item Collection
Planar Paintbrush of Portals Ring of Romance
Wondrous item, legendary Ring, legendary, requires attunement
A bard named Bobbin Rosswood seduced a powerful This is a pair of rings. The attuned user wears one of
wizard named Bandle Humberfrumt who enchanted them, and whoever puts on the other falls in love with
the paintbrush so they could first travel on their the attuned user.
honeymoon to the Jewel City. Afterwards, they
spent the remainder of their days traveling to exotic When the user attunes to the ring, they can choose
locations. two of the following benefits:
When this paintbrush is used to create a landscape • The user has advantage on Charisma checks
on any plane of existence on any surface, that surface against the other wearer.
becomes a portal to that location. The user simply • The user can cast dominate person once on
concentrates on a location they are familiar with or the other wearer with a DC 14 saving throw.
have seen depictions of, and the paintbrush allows Once the spell wears off, the ring ceases to
them to paint a landscape of that location. It is a two- function for that wearer.
way portal that remains open for 1 hour. Once the • The two wearers share hit points. Any damage
portal is opened, the only way to close it is by dispel one takes is divided by two and split evenly
magic or other similar spells. The portal can be up to between both wearers.
10 feet wide by 10 feet tall. • The attuned user can cast detect thoughts on
the other wearer once per day.
The paintbrush can be used once per day, and it • Both wearers know each other’s location.
takes 10 minutes to paint the landscape. If the user
is proficient in painter’s supplies, they can paint the When this effect ends on the other wearer, they are
landscape in 1 minute. aware that magic was used on them.
Club +1 of Clubbing Coin of Luck
Weapon, rare, requires attunement Wondrous item, uncommon
This magical club is made of dragon turtle bone. On one side of the coin is a smiling, happy face; the
other side has a sneering one.
On an attack roll of 20, the club casts hypnotic pattern
(DC 15), centered on the user. Anyone affected by the This magical coin can grant the user favor or disfavor
hypnotic pattern dances in place while under its effect. on a d20 roll. As a bonus action before rolling the
The user is immune to this effect. die, the user flips the coin. If heads shows, they have
advantage on the next d20 roll they make. If tails
While performing certain dance moves, the club shows, they have disadvantage on the next d20 roll
gives certain benefits that last only while performing they make. After flipping the coin, the user must make
specific dance moves. Only one magical effect can the die roll or perform the action they were intending
work at once. to perform. The advantage/disadvantage cannot be
banked for a future die roll.
• Moonwalk. The wielder can walk on water as
long as they are moonwalking while doing so.
If they stop moonwalking, they fall into the Rope of Carrying
water.
• The Worm. The wielder can breathe Wondrous item, rare
underwater will performing the Worm.
• Running Man. The wielder has a swim speed This 100-foot rope fits around a small to huge
equal to their walk speed. creature or object, decreasing it’s size by one category
and reducing its weight to 5 lbs. It requires an action
to secure the rope around an incapacitated creature or
unattended object.
The rope’s AC is 15; it has 20 hit points; and it is
immune to bludgeoning and piercing damage. A
creature restrained by the rope can break free with a
DC 15 Athletics or Acrobatics check.
6
RPG Magic Item Collection
Book of Soul Stealing Pellywig's Perplexing Pins
Wondrous item, legendary Wondrous item, rare, requires attunement
Within 1 minute of killing a creature, the user can This magic item comes in a set of three small, wooden
use an action to temporarily steal that creature’s soul. juggling pins. When you use an action to juggle the
For the next hour, the user gains one ability from the pins, you can use one of three effects:
slain creature. This ability can include special attacks,
legendary actions, etc. This property can be used • Cast hypnotic pattern, DC 13
three times a day. • Cast major image, DC 13
• Cast charm person, DC 13, as a third level
Once per day, the user can summon any demon of spell
their choice. If the user can reduce the demon to 0 hit
points in one-on-one combat, they temporarily steal You must use an action on each of your turns to keep
the demon’s soul which is absorbed into the book. The juggling the pins, otherwise the effect ends. You can
user can then summon the demon once to fight on only have one effect active at a time. Each effect can
their side. A demon thus summoned is friendly toward only be used once per day.
the user and obeys their verbal commands.
If the user loses against the demon, the demon Bugborne's Brooch of Beetle
temporarily steals the user’s soul. The user is
immediately teleported away to the Abyss for one day Beckoning
that they spend in servitude to the demon. If any other Wondrous magic item, very rare, requires attunement
creature assists the user in any way in the fight, the
user is considered to have lost against the demon. This adamantine amulet is shaped like a scarab
(beetle) and set with a large ruby. You can use an
action to summon 1d4 swarms of insects (beetles).
The Penguin Buttoxedo You can then use a bonus action to command them to
either attack a target or defend you. When defending
Wondrous item (tuxedo), rare
you, the beetles swarm over your body, absorbing half
It takes an action to don or doff this tuxedo. Wearing of all damage you would take. The swarms last one
this tuxedo makes you look like a penguin, even giving hour or until reduced to zero hit points. The amulet
you a beak and flippers. While wearing this tuxedo, can be used once per day and recharges at midnight.
you have a swim speed equal to your base walking
speed, you have resistance to cold damage, and you
can hold your breath for 15 minutes plus a number of Wyvern's Whiplash
minutes equal to your Constitution modifier. However, Weapon, common
while wearing it, your walking speed is halved
because you are forced to waddle while you walk. This whip has a scaly texture and is made from
wyvern’s tail. You can use an action to pick up a
nearby rock with this whip and throw it at a target as
Cabbage of Striding though thrown from a sling. It does 1d4 bludgeoning
damage and has a range of 30/120.
Wondrous item, rare
This is a magic cabbage with 3d4 leaves on it. When
you use an action to eat one of the leaves, you can cast Sleuth's Safeguard
tree stride per the spell.
Leather amor, uncommon
This is a brown leather long coat. When worn, this
armor allows you to roll 1d4 and add the results to all
Athletics and Investigation checks.
7
RPG Magic Item Collection
Potion of Painted Prophecies Sophie's Stinging Wit
Potion, uncommon Weapon (rapier), very rare (require attunement)
Upon imbibing this elixir after asking a question, This rapier hurls a continuous stream of slanderous
you enter a trance. A writing utensil appears in your insults at your foes. It was formerly a mundane rapier,
hand and proceeds to draw the answer to your query. until the great bladesinger Sophie Goose mocked an
The drawing cannot contain any words and must be evil emperor to death while wielding it.
completed in under one minute from the time the
question is posed. (The game master would draw the You have a +1 bonus to attack and damage rolls made
answer for the player.) with this magic weapon. When you hit a creature with
this sword, it must make a DC 13 Wisdom saving
throw. On a failed save, the creature takes 1d4 psychic
X'valter's Voracious Rod damage and has disadvantage on the next attack roll it
makes before the end of its next turn.
Rod, uncommon
The sword has 3 charges; it regains 1d4-1 charges
This rod can be used once per day to summon an imp daily at dawn. You can spend 1 charge to cast
for one hour. The imp serves as your familiar, per the dissonant whispers (DC 15) or 3 charges to cast
spell find familiar. The imp – named X’valter, Bringer confusion (DC 15).
of Rice – is an accomplished chef, specializing in spicy
rice dishes. If commanded to do anything other than
cook food, the imp complains ceaselessly, though it The Shopping Maul
does obey.
Weapon (maul), uncommon
When you roll a 20 on an attack roll with this weapon,
The Hangover Hammer it magically generates a useful item that appears in
Weapon (maul), rare an unoccupied space within five feet. Roll on the table
from the Robe of Useful Items to determine what item
This maul was made by Kriv Ironhide, a goliath appears. This property only functions while striking a
master weaponsmith. Its business end is made of creature in combat.
a small keg filled with strong ale. When you hit a
creature with the maul, ale sloshes out, and the
creature must make a DC 13 Constitution saving Medusa's Fang
throw. On a failed save, the creature is inebriated
(poisoned condition) until the end of your next turn. Weapon (spear), rare (requires attunement)
Goliaths and creatures immune to poison are immune This magical spear has rattlesnake hide stretched
to this effect. over its shaft, and its metal head is carved into the
likeness of a rattlesnake head with fangs. The end
of the shaft is decorated with the rattles from a
Tim's Hideous Lash rattlesnake’s tail.
Weapon (whip), rare (requires attunement)
When you roll a natural 20 to hit a creature with this
This magical whip was crafted by an ancient sorcerer spear, it must make a DC 15 Constitution saving
who some call…Tim? When you hit a creature with throw. If the saving throw fails by 5 or more, the
this whip it takes an additional 1d6 psychic damage creature is instantly petrified. Otherwise, a creature
and must make a DC 14 Wisdom saving throw. that fails the save begins to turn to stone and is
On a failed save, the creature suffers from a deep restrained. The restrained creature must repeat the
physiological disorder which causes it to believe it is saving throw at the end of its next turn, becoming
hideously ugly for the next 24 hours. While affected petrified on a failure or ending the effect on a success.
by this disorder, the creature has disadvantage on The petrification lasts until the creature is freed by the
Charisma ability checks. greater restoration spell or other magic.
Due to the rattles on the shaft, you have disadvantage
on all Dexterity (Stealth) checks while carrying this
weapon on your person. Removing the rattles destroys
the spear’s magical properties.
8
RPG Magic Item Collection
Fishman's Delight Dan's Gavel of Fun-Guy
Wondrous item, uncommon Wondrous item, rare (requires attunement by a non-
chaotic creature)
When you throw this fishing net into the water and
draw it back in, it produces a random item from the This magical gavel is carved in the shape of a tree
table below. Once this effect has been used, it cannot trunk covered with mushrooms and other fungi. When
be used again until the next dawn. This property only you strike the gavel, it summons 2d4 vegepygmies
functions when thrown into at least 1000 gallons of which appear within 30 feet of you. The vegepygmies
water. are covered with dan-delions and ceaselessly chant
an annoying chorus of “Dan! Dan! Dan! Dan!” The
d12 Item vegepygmies are friendly towards you and your
companions. If you are non-chaotic alignment, the
1 A skull. Once the skull dries out, it turns into
a flameskull which is hostile towards the vegepygmies will aid you and your companions for the
party. next hour. Otherwise, they do as they please. Once the
hour is up or they are slain, they disappear whence
2 2d6 fish they came.
3 1d4 bottles of rum
Since the vegepygmies are constantly chanting, it is
4 Driftwood from a nearby shipwreck. At the impossible for you to travel stealthily while they are
GM’s option, a message in a bottle with a with you. Once the gavel has been used, it cannot be
plot hook could be included as well. used until the next dawn.
5 A key that opens the next locked door the
PCs encounter or a Mystery Key (a common
magic item)
6 2d4 pearls worth 10 gp each
7 A rusty helmet containing a skull with flecks
of skin covering it. The head in the helm
bears a resemblance of yourself.
8 A soggy wooden coffer containing 50 gp
9 1d4 potions of water breathing
10 An eye-patch containing a crystal that
amplifies the starlight for navigation at sea
11 A spell scroll carved into seal skin. Roll 1d4
to determine the level of the spell.
12 An awakened fish that speaks Common and
can tell you about recent events in the area
and creatures that may have passed by.
Lock Piccolo
Wondrous item, uncommon
When you play this magical piccolo, it sounds like
ogres grunting. It can be used to unlock a locked
door, chest, or other item within 15 feet. When you
attempt to open a lock with the piccolo, make a
Charisma (Performance) check. If the result is equal
to or greater than the DC to open the lock, the lock is
opened. You can only attempt to open each lock once.
9