TEXT: Explore a wealth of fantastic new magic items in this
  supplement for the world's greatest roleplaying game
  MORDENKAINEN’S TOME
  OF MARVELOUS MAGIC II
  
  MORDENKAINEN'S TOME
  OF MARVELOUS MAGIC II
  DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, Eberron, the dragon ampersand, Ravnica and all other 
  Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.
  This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the 
  Community Content Agreement for Dungeon Masters Guild.
  All other original material in this work is ©2020 and published under the Community Content Agreement for Dungeon Masters Guild.
  Credits
  Credits
  Design: M.T. Black, Celeste Conowitch
  Consultant: Hiten Dave
  Editing: Ashley Michaela “Navigator” Lawson
  Art Direction and Graphic Design: Rich Lescouflair
  Cover Art: McLean Kendree
  Interior Art: Provided by Wizards of the Coast and used 
  with permission
  Special Thanks: Chris Lindsay, Wizards of the Coast
  The following sources inspired this material:
  Encyclopedia Magica (1994)
  Magic Item Compendium (2007)
  Adventurer’s Vault (2008)
  Mordenkainen’s Magnificent Emporium (2011)
  
  List of items
  2
  List of Items
  List of Items
  Anything Wand
  Blade-Turning Ring
  Blink Ring
  Cat’s Eye Ring
  Catstaff
  Elixir of Adamantine Blood
  Elixir of Aptitude
  Elixir of Flaming Fists
  Elixir of Hardening
  Elixir of Luck
  Elixir of Phasing
  Elixir of Regeneration
  Elixir of the Beetle
  Elixir of the Electric Eel
  Elixir of the Porcupine
  Elixir of Time
  Fiendstaff
  Harrow Rod
  Lightning Rod
  Oil of Animation
  Oil of Camouflage
  Oil of Cloaking
  Oil of Curdled Death
  Oil of Darkness
  Oil of Flesh Returned
  Oil of Flying
  Oil of Keen Slicing
  Oil of Minor Spell Resistance
  Oil of Red Flame
  Ointment of Blessing
  Ointment of Blindsight
  Potion of Cat’s Grace
  Potion of Chameleon Power
  Potion of Clarity
  Potion of Diamondskin
  Potion of Dragon’s Breath
  Potion of Fur Growth
  Potion of Genius
  Potion of Mage Wine
  Potion of Magic Resistance
  Potion of Mind Restoration
  Potion of Nutrition
  Potion of Pursuit
  Potion of Rainbow Hues
  Potion of Reflection
  Potion of Shape Change
  Potion of Spirit
  Potion of the Spider
  Ring of Antivenom
  Ring of Brief Blessing
  Ring of Cantrips
  Ring of Chameleon Power
  Ring of Clear Thought
  Ring of Command
  Ring of Disguise
  Ring of Faerie
  Ring of Flying
  Ring of Health
  Ring of Immunity
  Ring of Keys
  Ring of Legendary Resistance
  Ring of Lore
  Ring of Magic Detection
  Ring of Magical Invulnerability
  Ring of Necrotic Energy
  Ring of Nine Lives
  Ring of Personal Gravity
  Ring of Premonition
  Ring of Protection from Undead
  Ring of Quick Action
  Ring of Remedies
  Ring of Safety
  
  List of items
  3
  Ring of Seeing
  Ring of Silence
  Ring of Teleportation
  Ring of the Four Winds
  Ring of the Gargoyle
  Ring of the Magician
  Ring of the Necromancer
  Ring of the Protector
  Ring of Thunder
  Ring of Tongues
  Ring of Valor
  Ring of Warding
  Rod of Agathys
  Rod of Beguiling
  Rod of Concealment
  Rod of Death
  Rod of Diplomacy
  Rod of Enervation
  Rod of Entrapment
  Rod of Escape
  Rod of Excellent Engineering
  Rod of Expeditious Transport
  Rod of Grievous Wounds
  Rod of Health
  Rod of Justice
  Rod of Leadership
  Rod of Many Things
  Rod of Passage
  Rod of Peace
  Rod of Reversal
  Rod of Sliding
  Rod of Splendor
  Rod of Sure Striking
  Rod of Terror
  Rod of the Wyrm
  Rod of Transposition
  Rod of Viscid Globs
  Staff of Arcane War
  Staff of Cacophony
  Staff of Command
  Staff of Corrosion
  Staff of Dark Locales
  Staff of Devotion
  Staff of Ethereal Action
  Staff of Fury
  Staff of Gathering
  Staff of Miracles
  Staff of Skulls
  Staff of Stunning
  Staff of the Druids
  Staff of the Fates
  Staff of the Necromancer
  Staff of the Revealing Moon
  Staff of the Seas
  Staff of the White Well
  Staff of the Winds
  Staff of the Witch
  Staff of Vision
  Staff of Wizardry
  Wand of Banishment
  Wand of Barkskin
  Wand of Conjuration
  Wand of Darkness
  Wand of Displacement
  Wand of Earth and Stone
  Wand of Enfeeblement
  Wand of Eyes
  Wand of Fog
  Wand of Frost
  Wand of Hellfire
  Wand of Light
  Wand of Negation
  Wand of Steam and Vapor
  Wand of Swarming Force
  Wand of Teeth
  Wand of the Animate Dead
  Wand of the Underdark
  Wand of Warding
  
  Preface
  Preface
  My dear friend,
  They say no good deed goes unpunished and I can certainly attest to 
  the truth of that, eh? The prior volume of this work I shared with you, 
  after much cajoling on your part, as a unique act of generosity. When 
  I demurred to share this new volume, you threatened to expose me to 
  my master who, I fear, already suspects me. Well, you have me over a 
  barrel (as they say in Luskan), so here is the book. I take satisfaction in 
  knowing that if I go down, I’ll take you with me.
  — Qort
  I was reluctant to create the first volume in this series for fear of the information 
  becoming widespread and being put to bad use. It seems my fears were fully justified, 
  as that work has now come to be in wide circulation.
  One of the worst consequences of the book’s distribution is that certain correspondence 
  has found its way to me, not enquiring about the magic items themselves, but rather 
  challenging my doctrine of Balance. The opinion of such people bothers me little, but 
  they should know that I will soon complete a monograph that explains and defends the 
  doctrine to the satisfaction of any fair enquirer.
  Now, on to the current book. Whereas the former volume focused exclusively on 
  wondrous items, this volume contains rods, rings, staffs, wands, potions, elixirs, 
  oils, and ointments. The array of powers described is truly astounding. One common 
  objection to items of this sort is that they’re typically only useful to spellcasters, but a 
  quick glance through this catalog refutes such an assertion.
  Given the theft (let’s call it what it was) of the prior volume, you might wonder why 
  I’ve gone to the trouble of compiling this one. Well, the griffon is out of the cage, as 
  they say, and I feel compelled to push on. I am, mind you, trying to ascertain who 
  opened the door.
  —Mordenkainen
  
  magicaL item descriptions
  5
  Magic items are presented in alphabetical order. A magic 
  item’s description gives the item’s name, its category, its 
  rarity, and its magical properties.
  Anything Wand
  Wand, legendary (requires attunement by a spellcaster)
  This wand is made of three slender rods of silver 
  entwined together, cradling a clear, spherical quartz 
  near the tip.
   The wand has 2d6 + 20 charges when found. While 
  holding it, you can use an action to transform the wand 
  into any other wand with a rarity of rare or lower. It can 
  only be transformed into a particular type of wand once, 
  and behaves exactly like the wand it’s been transformed 
  into, except it retains this property. Using any property of 
  the wand expends the number of charges indicated in the 
  wand’s description.
   When you expend the wand’s last charge, it shatters 
  and is destroyed.
  BLade-Turning Ring
  Ring, very rare (requires attunement)
  This heavy steel ring is engraved with shield patterns. 
  While wearing this ring, you have resistance to piercing 
  and slashing damage.
  BLink Ring
  Ring, rare (requires attunement)
  This silver chain-link ring is set with a large, square 
  aquamarine. It has 6 charges and regains 1d6 expended 
  charges daily at dawn. While wearing the ring, you can 
  use an action to expend some of its charges to cast one of 
  the following spells (save DC 15) from it: blink (3 charges), 
  invisibility (2 charges), or silent image (1 charge).
  Cat’s Eye Ring
  Ring, uncommon (requires attunement)
  This slender electrum ring is set with a number of small 
  emeralds, clustered together to form a narrow oval. 
  While wearing this ring, you have darkvision out to a 
  range of 60 feet. If you already have darkvision, wearing 
  the ring increases its range by 60 feet.
  Catstaff
  Staff, rare (requires attunement by a spellcaster)
  This tall, sleek staff is made of lustrous ebony and is 
  topped with a sculpted nob in the shape of a cat’s head. 
  It can be wielded as a magic quarterstaff that grants a 
  +2 bonus to attack and damage rolls made with it. While 
  holding this staff, you gain these benefits:
  • You have darkvision out to a range of 60 feet.
  • You have advantage on Dexterity (Stealth) checks.
  • You have a climbing speed equal to your walking speed.
  • You have advantage on Strength (Athletics) checks you 
  make to climb.
   The staff has 6 charges. While holding it, you can use 
  an action to expend 1 of its charges to cast the darkness 
  spell from it. The staff regains 1d6 expended charges 
  daily at dawn. If you expend the last charge, roll a d20. 
  On a 1, the staff bursts into flame and is destroyed.
  ELixir of Adamantine BLood
  Potion, rare
  When you drink this silvery-black elixir, tiny motes of 
  magical adamantine flood through your veins, making 
  your body far more durable. For 1 hour, your AC can’t 
  be less than 18, regardless of what kind of armor 
  you’re wearing.
  ELixir of Aptitude
  Potion, rare
  When you drink this minty, green elixir, you must choose 
  a skill you’re proficient in. For 1 hour, you have advantage 
  on all ability checks made using that skill.
  ELixir of FLaming Fists
  Potion, uncommon
  When you drink this spicy, red elixir, your fists burst into 
  flame that doesn’t harm you. Once per turn, when you hit 
  a target with an unarmed attack, you can deal an extra 
  1d6 fire damage. The effect lasts for 10 minutes.
  ELixir of Hardening
  Potion, uncommon
  When you drink this sour, brown elixir, you gain 2d6 
  temporary hit points and for 1 hour, you have advantage 
  on Constitution saving throws.
  ELixir of Luck
  Potion, legendary
  When you drink this thick, golden elixir, you have 
  advantage on all attack rolls, ability checks, and saving 
  throws for 1 hour.
  MagicaL Item
  MagicaL Item
  Descriptions
  Descriptions
  A valuable elixir for novice adventurers. 
  I’m surprised the recipe isn’t more 
  widely known.
  I admit I know of this remarkable device only 
  by repute—despite various attempts, I’ve never 
  been able to locate it. I’d dismiss it as a legend 
  but a certain venerable sage from Shadowdale 
  assures me it exists.
  
  magicaL item descriptions
  6
  ELixir of Phasing
  Potion, very rare
  This effervescent liquid has a silvery tinge and smells 
  like peppermint. When you drink this elixir, for 1 minute 
  you gain the ability to magically shift from the Material 
  Plane to the Ethereal Plane, or vice versa, as an action.
   While on the Ethereal Plane, you can see and hear the 
  Material Plane, which is cast in shades of gray, and you 
  can’t see anything there more than 60 feet away. You 
  can only affect and be affected by other creatures on the 
  Ethereal Plane. Creatures that aren’t there can’t perceive 
  you or interact with you, unless a special ability or magic 
  has given them the ability to do so.
  ELixir of Regeneration
  Potion, rare
  This syrupy, green liquid smells like pears. When you 
  drink this elixir, you regain 1d6 hit points at the start 
  of your turn for the next 10 minutes, provided that you 
  have at least 1 hit point. Alternatively, if you rub it on the 
  stump of a missing body part, that body part regrows and 
  returns to full functionality after 10 minutes.
  ELixir of the BeetLe
  Potion, rare
  This viscous liquid is creamy brown and smells like wet 
  leaves. Drinking this elixir causes your skin to harden 
  into a chitinous shell and short antennae to sprout from 
  your forehead. For 1 hour after drinking it, you gain the 
  effect of the barkskin spell, and you have blindsight out 
  to a range of 30 feet. Once the hour is up, you shed the 
  chitin and antennae painlessly.
  ELixir of the ELectric EeL
  Potion, uncommon
  This blue liquid sparkles with dancing yellow motes. 
  When you drink this potion, your skin generates deadly 
  electricity for 1 hour.
   This electricity is a natural weapon which you can use 
  to make unarmed strikes. If you hit with an electrical 
  discharge, you deal 1d6 lightning damage instead of 
  the normal damage for an unarmed strike. This natural 
  weapon is magical, and has a +1 bonus to attack and 
  damage rolls.
  ELixir of the Porcupine
  Potion, rare
  This dark-brown liquid has threads of white and tan. 
  When you drink this potion, your skin grows a layer of 
  sharp quills for 1 hour. Each time a creature hits you 
  with a melee attack, they take 1d6 piercing damage.
  ELixir of Time
  Potion, legendary
  This pale, viscous liquid usually comes in an hourglass-
  shaped bottle. When you drink it, you gain the effect of 
  the time stop spell.
  Fiendstaff
  Staff, very rare (requires attunement by a spellcaster)
  This smooth redwood staff is capped with a pair of 
  grotesque ivory horns. This staff can be wielded as a 
  magic quarterstaff that grants a +3 bonus to attack and 
  damage rolls made with it. While holding it, you have a 
  +2 bonus to spell attack rolls, and have resistance to fire 
  and poison damage.
   The staff has 10 charges. While holding it, you can 
  use an action to expend some of its charges to cast one 
  of the following spells from it, using your spell save DC: 
  cause fear (1 charge), darkness (2 charges), summon 
  greater demon (4 charges), or summon lesser demons 
  (3 charges).
   The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff blackens, crumbles into cinders, and is 
  destroyed.
  Harrow Rod
  Rod, rare (requires attunement)
  This rectangular rod is made from black iron and 
  is slightly twisted. It has 3 charges and regains all 
  expended charges daily at dawn. While holding this rod, 
  you can use an action to expend 1 charge to spray a 30-
  foot cone of caustic green liquid. Each creature in the 
  cone must make a DC 15 Dexterity saving throw. A target 
  takes 6d6 acid damage on a failed save, or half as much 
  damage on a successful one.
  Lightning Rod
  Rod, rare (requires attunement)
  This plain shaft of black wrought iron bristles with static 
  electricity. While holding this rod, you have resistance to 
  lightning damage, and you can use a reaction to cast the 
  3rd-level version of the absorb elements spell from it.
  
  magicaL item descriptions
  7
  OiL of Animation
  Potion, uncommon
  This thin, orange oil is easily poured and can cover four 
  Tiny objects, two Small objects, or one Medium object. 
  Applying the oil takes 1 round, regardless of how many 
  objects you cover.
   The covered objects animate and become creatures 
  under your control for 1 minute or until reduced to 0 hit 
  points. As a bonus action, you can mentally command 
  any creature you animated with this oil if the creature is 
  within 500 feet of you (if you control multiple creatures, 
  you can command any or all of them at the same time, 
  issuing the same command to each one). They can follow 
  specific or general instructions.
  Animated Object Statistics
  Size
  HP
  AC
  To Hit
  Damage
  Str
  Dex
  Tiny
  20
  18
  +8
  1d4 + 4
  4
  18
  Small
  25
  16
  +6
  1d8 + 2
  6
  14
  Medium
  40
  13
  +5
  2d6 + 1
  10
  12
   An animated object is a construct with AC, hit points, 
  attacks, Strength, and Dexterity determined by its size. 
  Its Constitution is 10, its Intelligence and Wisdom are 
  3, and its Charisma is 1. Its speed is 30 feet; if it lacks 
  legs or other appendages it can use for locomotion, it 
  instead has a flying speed of 30 feet and can hover. It has 
  blindsight with a radius of 30 feet and is blind beyond 
  that distance. When the animated object drops to 0 hit 
  points, it’s destroyed.
  OiL of CamoufLage
  Potion, uncommon
  This jellylike oil is a mélange of rainbow colors. The 
  oil can cover a Medium or smaller creature, along with 
  the equipment it’s wearing and carrying (one additional 
  vial is required for each size category above Medium). 
  Applying the oil takes 10 minutes. The affected creature 
  then has advantage on Dexterity (Stealth) checks 
  for 1 hour.
  OiL of CLoaking
  Potion, rare
  This clear substance is thick and gelatinous. The oil 
  can cover a Medium or smaller creature, along with 
  the equipment it’s wearing and carrying (one additional 
  vial is required for each size category above Medium). 
  Applying the oil takes 10 minutes. The affected creature 
  is then immune to any effect that would sense its 
  emotions or read its thoughts, and any divination spells 
  targeted at it for 8 hours.
  OiL of CurdLed Death
  Potion, rare
  This chunky, yellow oil smells like rotting fruit. The oil 
  can cover a Medium or smaller creature, along with 
  the equipment it’s wearing and carrying (one additional 
  vial is required for each size category above Medium). 
  Applying the oil takes 10 minutes. The affected creature 
  then emits a 10-foot radius cloud of invisible gas for 1 
  hour, which is centered on the affected creature and 
  moves with them. Each creature (other than the wearer) 
  that’s completely within the cloud at the start of its turn 
  must make a DC 14 Constitution saving throw against 
  poison. On a failed save, the creature spends its action 
  that turn retching and reeling. Creatures that don’t 
  need to breathe or are immune to poison automatically 
  succeed on this saving throw.
  OiL of Darkness
  Potion, rare
  This pitch-black substance usually comes in a glass vial. 
  When you smash or uncork the vial, magical darkness 
  spreads from that point to fill a 15-foot-radius sphere for 
  10 minutes. The darkness spreads around corners. A 
  creature with darkvision can’t see through this darkness, 
  and nonmagical light can’t illuminate it.
  OiL of FLesh Returned
  Potion, rare
  This milky-white oil smells of frankincense. The oil 
  can cover a Medium or smaller creature (one additional 
  vial is required for each size category above Medium). 
  Applying the oil takes 10 minutes. Once applied, the 
  affected creature reduces the penalties incurred by the 
  raise dead or the resurrection spell by 1. Once affected, 
  the creature can’t gain the benefits of this oil again until 
  ten days have passed.
  OiL of FLying
  Potion, rare
  This thin, violet oil can coat one Medium or smaller 
  object. Applying the oil takes 10 minutes. For 1 hour, 
  that object gains a flying speed of 50 feet, can carry up to 
  400 pounds, and responds to the spoken commands of 
  anyone sitting astride it.
  I have it on good authority that hill giants 
  coat themselves in a similar substance before 
  brawling over territory disputes. I find no 
  other acceptable reason to use this.
  
  magicaL item descriptions
  8
  OiL of Keen SLicing
  Potion, uncommon
  This viscous oil has a golden hue and usually comes in 
  a small tin. The oil can coat one slashing weapon and 
  applying the oil takes 1 minute. For 1 hour, the coated 
  weapon deals an extra 1d4 slashing damage.
  OiL of Minor SpeLL Resistance
  Potion, rare
  This clear oil shimmers with purple glitter. The oil can 
  cover a Medium or smaller creature (one additional 
  vial is required for each size category above Medium). 
  Applying the oil takes 10 minutes. Once applied, the 
  affected creature has advantage on saving throws against 
  spells for 1 hour.
  OiL of Red FLame
  Potion, uncommon
  This thick oil is translucent with a slight red tinge. The 
  oil can coat one slashing or piercing weapon or up to 5 
  pieces of slashing or piercing ammunition. Applying the 
  oil takes 1 minute. The next time you hit a creature with 
  an attack using the coated weapon, the oil bursts into 
  flame and deals an extra 3d6 fire damage to the target. 
  When you hit a creature with an attack using coated 
  ammunition, the oil bursts into flame and deals an extra 
  1d6 fire damage to the target.
  Ointment of BLessing
  Wondrous item, rare
  This metal tin contains 1d4 + 1 doses of a thick, pink 
  cream that smells of strawberries. It takes 1 minute to 
  apply one dose of the ointment to the skin. For the next 
  10 minutes, whenever the creature that receives it makes 
  an attack roll or a saving throw, it can roll a d4 and add 
  the number rolled to the attack roll or saving throw.
  Ointment of BLindsight
  Wondrous item, rare
  This jet-black mixture seems to pull light into itself. 
  When this ointment is applied to your eyelids, for 1 hour, 
  you have blindsight out to a range of 30 feet.
  Potion of Cat’s Grace
  Potion, uncommon
  This potion is pale yellow and smells of vanilla. For 1 
  hour after drinking it, you have advantage on Dexterity 
  saving throws.
  Potion of ChameLeon Power
  Potion, uncommon
  This thick liquid is a swirling mass of colors. When you 
  drink it, if you remain motionless while adjacent to a 
  stationary background (such as a wall or thick foliage), 
  you become invisible. The effect ends after 1 hour, 
  or if you move, use an action, use a reaction, or use a 
  bonus action.
  Potion of CLarity
  Potion, rare
  This clear, thin liquid comes in a crystal container with a 
  silver stopper. For 10 minutes after you drink this potion, 
  you have truesight out to a range of 120 feet.
  Potion of Diamondskin
  Potion, rare
  This silvery liquid sparkles with diamond dust. When 
  you drink this potion, your skin grows hard and takes 
  on a glistening, silvery hue. Roll 2d6. Each time you 
  take bludgeoning, piercing, or slashing damage from 
  a nonmagical attack, reduce the damage taken by that 
  amount. The effect lasts for 1 hour.
  Potion of Dragon’s Breath
  Potion, uncommon
  This liquid shimmers with a rainbow of chromatic hues. 
  After drinking this potion, you can use a bonus action to 
  exhale a breath weapon at a target within 30 feet of you, 
  with the effect randomly determined using the Breath 
  Effects table. The effect ends after you exhale the breath 
  weapon three times or when 1 hour has passed.
  Breath Effects
  d6
  Effect
  1
  Red: the target must make a DC 13 Dexterity saving 
  throw, taking 4d6 fire damage on a failed save, or 
  half as much damage on a successful one.
  2
  Black: the target must make a DC 13 Dexterity 
  saving throw, taking 4d6 acid damage on a failed 
  save, or half as much damage on a successful one.
  3
  Blue: the target must make a DC 13 Dexterity saving 
  throw, taking 4d6 lightning damage on a failed save, 
  or half as much damage on a successful one.
  4
  White: the target must make a DC 13 Constitution 
  saving throw, taking 4d6 cold damage on a failed 
  save, or half as much damage on a successful one.
  5
  Green: the target must make a DC 13 Constitution 
  saving throw, taking 4d6 poison damage on a failed 
  save, or half as much damage on a successful one.
  6
  Shadow: the target must make a DC 13 Constitution 
  saving throw, taking 4d6 necrotic damage on a failed 
  save, or half as much damage on a successful one.
  Potion of Fur Growth
  Potion, uncommon
  This potion is a thick brown liquid that smells like 
  roasted venison. When you drink this potion, you sprout 
  a shaggy coat of fur, six inches thick. The fur lasts for 8 
  hours, after which time it falls off harmlessly. This fur 
  mimics the effects of cold weather gear, protecting you 
  from extreme cold.
  Fireballs? Lightning bolts? Bah! There’s 
  nothing more useful or potent than the 
  ability to see things as they really are.
  
  magicaL item descriptions
  9
  This potent brew is responsible for 
  ending many wizard duels in revelry 
  rather than regret. I’m not ashamed to 
  admit this side effect has kept me from 
  throttling Leomund on several occasions.
  Potion of Genius
  Potion, uncommon
  This gooey, yellow liquid smells like butter. When you 
  drink this potion, your Intelligence score is 20 for 1 hour.
  Potion of Mage Wine
  Potion, rare
  This deep-purple liquid has a fruity smell and tastes like 
  the finest wine. When you drink this potion, you regain 
  an expended spell slot of 5th level or lower.
  Potion of Magic Resistance
  Potion, rare
  This thick, black liquid smells like licorice. When you 
  drink this potion, you have advantage on saving throws 
  against spells and other magical effects for 1 minute.
  Potion of Mind Restoration
  Potion, rare
  This sweet-smelling liquid is a soothing sky blue. When 
  you drink this potion, you’re cured of any short-term, 
  long-term, or indefinite madness affecting you.
  Potion of Nutrition
  Potion, uncommon
  This chunky, gray liquid resembles porridge. When 
  you drink this potion, you can go for one week without 
  imbibing food or water, and you suffer no ill effects 
  as a result.
  Potion of Pursuit
  Potion, uncommon
  This purple liquid appears to be in constant motion, even 
  when its container is still. When you drink this potion, 
  you can move at an incredible pace. For 1 hour, your 
  speed is doubled.
  Potion of Rainbow Hues
  Potion, uncommon
  This syrupy liquid smells like burnt sugar. Upon 
  drinking this potion, a dazzling array of rainbow colors 
  momentarily burst from your body. Each creature who 
  can see you must succeed on a DC 13 Wisdom saving 
  throw or be charmed until the start of your next turn. 
  A truly worthwhile invention. When 
  working spells to confound the cosmos, 
  lunch breaks are rarely an option.
  
  magicaL item descriptions
  10
  While charmed, the creature is incapacitated and has a 
  speed of 0. The effect ends for an affected creature if it 
  takes damage or if someone else uses an action to shake 
  the creature out of its stupor.
  Potion of RefLection
  Potion, rare
  When you drink this potion, your skin and worn 
  equipment gain a disorienting mirrorlike sheen. For 
  1 minute, creatures have disadvantage on attack rolls 
  against you. An attacker is immune to this effect if it 
  doesn’t rely on sight, as with blindsight, or can see 
  through illusions, as with truesight.
  Potion of Shape Change
  Potion, very rare
  This bitter, orange liquid has the consistency of honey. 
  When you drink this potion, you can transform yourself 
  into a different creature. The transformation lasts for 
  1 hour. The new form can be of any creature with a 
  challenge rating of 9 or lower. Your game statistics, 
  including mental ability scores, are replaced by the 
  statistics of the new form. You retain your alignment and 
  personality.
   You assume the hit points of the new form, and when 
  you revert to your normal form, you return to the number 
  of hit points you had before you transformed. If you revert 
  as a result of dropping to 0 hit points, any excess damage 
  carries over to your normal form. As long as the excess 
  damage doesn’t reduce your normal form to 0 hit points, 
  you aren’t knocked unconscious.
   You’re limited in the actions you can perform by the 
  nature of your new form, and you can’t speak, cast spells, 
  or take any other action that requires hands or speech 
  unless your new form is capable of such actions.
   Your gear melds into the new form. You can’t activate, 
  use, wield, or otherwise benefit from your equipment.
  Potion of Spirit
  Potion, rare
  This opalescent liquid smells of lavender. When you drink 
  this potion, you can’t be frightened for 10 minutes. If you’re 
  frightened when you drink the potion, the condition ends.
  Potion of the Spider
  Potion, uncommon
  This sepia liquid has a pungent smell. When you drink this 
  potion, you gain a climbing speed equal to your walking 
  speed for 1 hour. You can move up, down, and across 
  vertical surfaces, and upside down along ceilings, while 
  leaving your hands free. However, you can’t move this way 
  on a slippery surface, such as one covered by ice or oil.
  Ring of Antivenom
  Ring, uncommon (requires attunement)
  This granite ring is set with a tiny, speckled, mushroom-
  shaped agate. While wearing this ring, you can use an 
  action to cast the protection from poison spell from it. 
  The ring can’t be used again until the next dawn.
  Ring of Brief BLessing
  Ring, uncommon (requires attunement)
  This silver ring is set with a clear, round crystal that 
  glows faintly when the ring is used. While wearing this 
  ring, when you make an attack roll, ability check, or 
  saving throw, you can give yourself advantage on the roll. 
  The ring can’t be used again until the next dawn.
  Ring of Cantrips
  Ring, rare (requires attunement by a wizard)
  This brass ring is engraved with a variety of small arcane 
  runes. While wearing it, you know all cantrips on the 
  wizard spell list.
  Ring of ChameLeon Power
  Ring, uncommon (requires attunement)
  This iridescent ring is set with a domed cluster of 
  multicolored gems. It has 3 charges, and it regains 1d3 
  expended charges daily at dawn. When you remain 
  motionless while adjacent to a stationary background 
  (such as a wall or thick foliage), you can use your action 
  to expend 1 of its charges to become invisible for 1 hour. 
  The effect ends if you move, use an action, use a reaction, 
  or use a bonus action.
  Ring of CLear Thought
  Ring, very rare (requires attunement)
  This silver ring is engraved with swirling patterns and 
  has four tiny sapphires embedded in it. While wearing 
  this ring, you gain the following benefits:
  • You’re immune to the charmed and frightened conditions.
  • Your Intelligence score increases by 2, to a maximum 
  of 20.
  • You have resistance to psychic damage.
  These rings make popular birthday gifts 
  for noble children.
  
  11
  Ring of Command
  Ring, rare (requires attunement by a spellcaster)
  This bright gold ring is shaped like a tiny crown with 
  small diamonds embedded around the rim. This ring has 
  6 charges and regains 1d6 charges daily at dawn. While 
  wearing it, you can use an action to expend some of its 
  charges to cast one of the following spells from it, using 
  your spell save DC: charm person (1 charge), command 
  (1 charge), hold person (2 charges), or suggestion 
  (2 charges).
  Ring of Disguise
  Ring, rare (requires attunement)
  This dull bronze ring is set with a flat, round signet 
  bearing an eye-shaped inscription. It has 3 charges and 
  regains 1d3 expended charges daily at dawn. While 
  wearing this ring, you can use an action to expend 1 of its 
  charges to cast the alter self spell from it. The spell ends 
  if the ring is removed.
  Ring of Faerie
  Ring, rare (requires attunement)
  This delicate silver ring is carved in a pattern of 
  interlocking leaves and is set with a moss agate. While 
  wearing this ring, you gain the following benefits:
  • Your Dexterity score increases by 2, to a maximum 
  of 20.
  • You have advantage on Charisma (Persuasion) checks 
  made to interact with elves.
  In addition, while attuned to the ring, your facial features 
  soften, becoming more graceful and unearthly. If you 
  aren’t an elf, you gain the following additional benefits 
  while wearing the ring:
  • You have advantage on saving throws against being 
  charmed, and magic can’t put you to sleep.
  • You have darkvision out to a range of 60 feet.
  • You can speak, read, and write Elvish.
  Ring of FLying
  Ring, rare (requires attunement)
  This pale electrum ring is set with a pair of wing-shaped 
  sapphires. It has 6 charges and regains 1d6 expended 
  charges daily at dawn. While wearing this ring, you can 
  use an action to expend 1 of its charges to gain a flying 
  speed of 60 feet for 10 minutes.
  Ring of HeaLth
  Ring, rare (requires attunement)
  This white gold ring is set with a large, heart-
  shaped ruby. While wearing the ring, you gain the 
  following benefits:
  • Your Constitution score increases by 2, to a maximum 
  of 20.
  • You have resistance to poison damage.
  • Whenever you roll a Hit Die to regain hit points, you can 
  replace the number you roll with a 3.
  Ring of Immunity
  Ring, rare (requires attunement)
  This silver ring is inscribed with runes on the inner 
  surface and set with tiny emeralds on the outer surface. 
  You’re immune to contracting any disease while you 
  wear this ring. If you’re already infected with a disease, 
  the effects of the disease are suppressed you while you 
  wear the ring. In addition, whenever you roll a Hit Die to 
  regain hit points, you regain an extra 1d6 hit points.
  Ring of Keys
  Ring, uncommon
  This item consists of a large bronze loop with 10 keys 
  attached to it, each of varying size and design. Each 
  key has a 10 percent chance of opening any lock into 
  which it’s inserted. Once a key unlocks something, it 
  disappears.
  Ring of Legendary Resistance
  Ring, legendary (requires attunement)
  This ring is made of braided silver and is set with a 
  rectangular diamond. If you fail a saving throw while 
  wearing this ring, you can choose to succeed instead. 
  The ring can’t be used again until the next dawn.
  Ring of Lore
  Ring, rare (requires attunement)
  This gray stone ring is latticed with a network of small 
  grooves. While wearing this ring, you can cast the 
  legend lore spell from it. The ring can’t be used again 
  until the next dawn.
  The ability to fly is of great 
  utility to an adventurer, 
  especially when braving more 
  dangerous environments and 
  facing more potent adversaries. 
  Be cautious, however. Many a 
  novice adventurer, newly imbued 
  with the power of flight, has 
  thoughtlessly separated themselves 
  from the party and suffered death 
  or injury as a result.
  I’ve never forgotten a single thing. I can, 
  however, see how this might be of service to 
  lesser planar travelers.
  
  magicaL item descriptions
  12
  Ring of Magic Detection
  Ring, rare (requires attunement)
  This ring is usually invisible and can only be seen with 
  the effects of detect magic or similar detection spells. 
  When seen, it appears as a band of bright-blue light. 
  While wearing this ring, you can cast the detect magic 
  spell from it.
  Ring of MagicaL InvuLnerabiLity
  Ring, very rare (requires attunement)
  This steel ring has diamonds set all around the band. 
  While wearing it, you have advantage on saving throws 
  against spells and other magical effects.
   The ring has 3 charges and regains 1d3 expended 
  charges daily at dawn. While wearing it, you can use 
  an action to expend 1 of its charges to cast the globe of 
  invulnerability spell from it. The spell ends if the ring 
  is removed.
  Ring of Necrotic Energy
  Ring, rare (requires attunement by a spellcaster)
  This shiny silver ring is set with a cluster of tiny skulls 
  surrounding a red-rimmed amethyst. It has 6 charges 
  and regains 1d6 expended charges daily at dawn. While 
  wearing this ring, you can use an action to expend 1 of 
  its charges to cause a beam of purple energy to streak 
  from the ring toward a creature you can see within 60 
  feet of you.
   The target must make a Constitution saving throw 
  against your spell save DC. The target takes 5d10 
  necrotic damage on a failed save, or half as much damage 
  on a successful one. This has no effect on undead.
  Ring of Nine Lives
  Ring, very rare (requires attunement)
  This ivory ring is carved like a cat with tiny emeralds 
  set as its eyes. The ring has 9 charges. If the wearer of 
  this ring would drop to 0 hit points as a result of taking 
  damage, the wearer instead drops to 1 hit point, and 
  the ring loses 1 charge. Alternatively, if the target is 
  subjected to an effect that would kill it instantaneously 
  without dealing damage, that effect is instead negated 
  against the target, and the ring loses 1 charge. When 
  the ring has no charges remaining, it becomes a 
  nonmagical ring.
  Ring of PersonaL Gravity
  Ring, rare (requires attunement)
  This gray stone ring is unusually heavy. While wearing 
  this ring, you can’t be pushed by any means. You 
  automatically succeed on saves against attacks or spells 
  that attempt to move you any amount of distance or 
  knock you prone.
  Ring of Premonition
  Ring, uncommon (requires attunement)
  This mahogany ring is set with a tiny brass bell. While 
  wearing this ring, you and any of your companions 
  within 30 feet of you can’t be surprised, except when 
  incapacitated by something other than nonmagical sleep. 
  The ring magically awakens you and your companions 
  within range if any of you are sleeping naturally when 
  combat begins.
  Ring of Protection from Undead
  Ring, rare (requires attunement)
  This bronze ring is set with three skull-shaped rubies. 
  While wearing it, if an undead targets you directly with 
  an attack or a harmful spell, that creature must make a 
  DC 14 Wisdom saving throw (an undead needn’t make 
  the save when it includes you in an area effect, such as 
  the explosion of fireball). On a failed save, the creature 
  must choose a new target or waste the attack or spell.
  Ring of Quick Action
  Ring, uncommon
  This silver ring is comprised of tightly wound coils. 
  While wearing it, you have advantage on initiative rolls 
  and Dexterity (Acrobatics) checks.
  Ring of Remedies
  Ring, rare (requires attunement by a bard, cleric, or druid)
  This golden ring is set with a heart-shaped ruby. While 
  wearing it, you can use an action to cast the greater 
  restoration spell from it. The ring can’t be used again 
  until the next dawn.
  Ring of Safety
  Ring, uncommon
  This thick electrum ring is inscribed with a brick pattern 
  and is set with a triangular malachite. When you fail a 
  saving throw while wearing it, you can choose to reroll it. 
  The ring can’t be used again until the next dawn.
  Otiluke was a brilliant wizard, but one of 
  the most foolish and accident-prone people 
  I’ve ever met. This ring was devised by one of 
  his apprentices to help protect her master 
  during his many reckless experiments.
  
  magicaL item descriptions
  13
  This ring was designed by my former 
  servant Bigby. He’s well-known for his 
  “hand” spell, which is a remarkable piece of 
  evocation. Less well-known is Bigby’s great 
  interest in necromancy. Of course, not all 
  have an appetite for dealing with the dead.
  Ring of Seeing
  Ring, legendary (requires attunement)
  This bronze ring is set with an eerily lifelike glass eye. 
  While wearing this ring, you have truesight out to a range 
  of 60 feet.
  Ring of SiLence
  Ring, uncommon (requires attunement)
  This gold ring is inscribed with an olive branch that 
  stretches all around the outer surface. It has 4 charges 
  and regains 1d4 charges daily at dawn. While wearing 
  the ring, you can use an action to expend 1 charge to cast 
  the silence spell from it.
  Ring of TeLeportation
  Ring, very rare (requires attunement)
  This gold ring is set with a large fire opal that can be 
  easily detached and reattached. The ring has 6 charges 
  and regains 1d6 expended charges daily at dawn. While 
  wearing it, you can use an action to expend 1 of its 
  charges to teleport yourself and up to 8 willing creatures 
  within 10 feet of you to the location of the gem. If the gem 
  is attached to the ring when you expend the charge, or 
  you aren’t on the same plane of existence as the gem, the 
  charge is wasted.
  Ring of the Four Winds
  Ring, rare (requires attunement by a spellcaster)
  This silver-chain ring is set with a cluster of four 
  sapphires, each sculpted to resemble a head with puffed 
  cheeks and pursed lips.
   This ring has 6 charges and regains 1d6 expended 
  charges daily at dawn. While wearing the ring, you can 
  use an action to expend some of its charges to cast one 
  of the following spells from it, using your spell save DC: 
  control winds (5 charges), gust of wind (2 charges), wind 
  walk (6 charges), or wind wall (3 charges).
  Ring of the GargoyLe
  Ring, rare (requires attunement)
  This flecked granite ring is carved with the face of a 
  gargoyle. While wearing this ring, you can use an action 
  to transform into a stone statue of yourself. You remain 
  in this form until you use an action to revert to your 
  normal state.
   While transformed, you’re petrified, and the only action 
  you can take is to revert to your normal state.
  Ring of the Magician
  Ring, uncommon (requires attunement)
  This cheap-looking ring is painted gold. While wearing 
  this ring, you can cast the prestidigitation cantrip from it.
  Ring of the Necromancer
  Ring, very rare (requires attunement by a spellcaster)
  This steel-chain ring is set with a white pearl carved into 
  the shape of a skull. While wearing this ring, you know 
  the toll the dead cantrip.
   This ring has 3 charges and regains 1d3 charges 
  daily at dawn. While wearing it, you can expend some 
  of its charges to cast one of the following spells from it: 
  animate dead (1 charge), create undead (2 charges), or 
  speak with dead (1 charge).
  Ring of the Protector
  Ring, rare
  These braided mithril-and-jade rings are always created 
  in pairs. While wearing one of these rings, you can use 
  an action to instantly learn the following information 
  about the creature wearing the other ring:
  • Their current hit points and status (alive, unconscious, 
  or deceased).
  • Any conditions or spells currently affecting them.
  • Their current emotional state (happy, frightened, etc.).
  • The current straight-line distance to them. If the wearer 
  is on another plane, you learn that, though you can’t 
  discern which plane they’re on.
  Ring of Thunder
  Ring, rare (requires attunement)
  This silver ring is carved into a lion’s face set with a 
  topaz mane. This ring has 3 charges, and it regains 1d3 
  expended charges daily at dawn. While wearing this ring, 
  you can speak its command word as an action to expend 
  1 to 3 of its charges to emit a wave of thunderous force 
  audible out to 300 feet. Each creature within 15 feet of 
  you must make a DC 15 Constitution saving throw. On 
  a failed save, for each charge you expend, the creature 
  takes 2d10 thunder damage and is pushed 10 feet away 
  from you. On a successful save, the creature takes half as 
  much damage and isn’t pushed.
   In addition, for each charge you expend, unsecured 
  objects that are completely within the area of effect are 
  automatically pushed 10 feet away from you by the effect.
  Ring of Tongues
  Ring, rare (requires attunement)
  This golden ring is inscribed with runes from a hundred 
  different alphabets. While wearing this ring, you gain 
  the ability to understand any spoken language you hear. 
  Moreover, when you speak, any creature that knows 
  at least one language and can hear you understands 
  what you say.
  These rings are sold in troves 
  amongst the criminals of 
  Baldur’s Gate. If you spot a 
  “wizard” conjuring sparkles on 
  the street corner, move quickly to 
  conceal your purse.
  
  magicaL item descriptions
  14
  Ring of VaLor
  Ring, very rare (requires attunement)
  This ring consists of gold and platinum wire 
  strands elaborately woven together. While 
  wearing it, you gain the following benefits:
  • Your Constitution score is 19, unless 
  your Constitution is 19 or higher already.
  • You have advantage on saving throws against 
  being frightened.
  • Nonmagical weapons become magical weapons 
  with a +1 bonus to attack rolls and damage rolls while 
  you wield them.
  Ring of Warding
  Ring, rare (requires attunement)
  This white gold ring is set with a shield-shaped diamond. 
  It has 4 charges and regains 1d4 charges daily at dawn.
   While wearing this ring, if you’re hit by a melee attack, 
  you can use your reaction to expend 1 charge to add 1d8 
  to your AC against that attack.
  Rod of Agathys
  Rod, uncommon (requires attunement)
  This short, slender rod is made from a glossy, blue metal 
  and is cold to the touch. It has 3 charges and regains all 
  expended charges daily at dawn. While holding it, you 
  can use an action to expend 1 charge to cast the armor of 
  Agathys spell from it.
  Rod of BeguiLing
  Rod, rare (requires attunement)
  This wand is carved of warm redwood and looks inviting 
  to hold. While holding the rod, you have advantage on 
  Charisma (Persuasion) checks, and you can use an 
  action to cast one of the following spells (save DC 14) 
  from it: animal friendship and charm person.
  Rod of ConceaLment
  Rod, rare (requires attunement)
  This slim rod is made from clear crystal and is difficult 
  to see from more than 10 feet away. It has 3 charges and 
  regains all expended charges daily at dawn.
   While holding this rod, you can use an action to touch 
  a creature and expend 1 charge to cause it become 
  invisible for 1 hour. Anything the target is wearing or 
  carrying is invisible as long as it’s on their person. The 
  effect ends if the target attacks or casts a spell.
  Rod of Death
  Rod, legendary (requires attunement by a spellcaster)
  This rod is made of fused vertebrae crowned by a 
  yellowed human skull. It has 7 charges. While holding 
  it, you can use an action to expend some of its charges to 
  cast one of the following spells from it, using your spell 
  save DC: animate dead (1 charge), blight (2 charges), 
  circle of death (3 charges), or finger of death (4 charges).
   The rod regains 1 expended charge daily at midnight. 
  If you expend the last charge, roll a d20. On a 1, the rod 
  disappears in a burst of black smoke.
  Rod of DipLomacy
  Rod, uncommon (requires attunement)
  This rod is covered with an intimidating number of steel 
  spikes. It functions as a magic mace that grants a +1 
  bonus to attack and damage rolls made with it.
   You can use an action to present the rod to cast the 
  suggestion spell (save DC 13) from it. This property can’t 
  be used again until the next dawn.
  Rod of Enervation
  Rod, rare (requires attunement)
  This rod is made from bone engraved with anguished, 
  screaming faces. When you hit a creature with a melee 
  attack while holding the rod, that creature must make a 
  DC 15 Constitution saving throw. On a failure, the target 
  takes 4d8 necrotic damage and you gain temporary hit 
  points equal to half the damage dealt. Once you use the 
  rod, you can’t use it again until you roll initiative at the 
  start of combat or until you finish a short or long rest.
  Rod of Entrapment
  Rod, uncommon (requires attunement)
  This rod consists of a thick branch wrapped with living 
  vines. While attuned to the rod, difficult terrain doesn’t 
  cost you extra movement.
   In addition, you can use an action to cast the entangle 
  spell (save DC 13) from it. This property can’t be used 
  again until the next dawn.
  Rod of Escape
  Rod, uncommon (requires attunement)
  This peculiar amber rod is shaped like a narrow ladder. It 
  has 3 charges and regains all expended charges daily at 
  dawn. While holding it, you can use an action to expend 1 
  charge to cast expeditious retreat, jump, or knock from it.
  Rod of ExceLLent Engineering
  Rod, rare (requires attunement)
  This 1-foot-long pewter rod is topped with a square 
  compartment filled with collapsible tools. It has several 
  properties:
   Multi-Tool. The rod is a fully functional multi-tool and 
  can be used as a set of mason’s tools. While attuned to 
  the rod, you have proficiency with mason’s tools.
   Extension. While holding the rod, you can use an 
  action to speak a command word and cause it to extend 
  into a 10-foot pole. However, the rod will elongate only 
  as far as the surrounding space allows. You can use an 
  action to speak a different command word and cause the 
  pole to revert to a rod.
  
  magicaL item descriptions
  15
  A colleague of mine wielded such a rod 
  on some quest or another. It made such a 
  bloody mess that I refused to venture out 
  with her again.
   Spells. The rod has 7 charges. While holding it, you 
  can use an action to expend some of its charges to cast 
  one of the following spells (save DC 15) from it: stone 
  shape (2 charges), unseen servant, (1 charge), or wall of 
  stone (3 charges).
   The rod regains all expended charges daily at dawn. 
  If you expend the last charge, roll a d20. On a 1, the rod 
  disappears in a puff of dust.
  Rod of Expeditious Transport
  Rod, rare (requires attunement)
  This short rod of fig is carved with flowing runes and is 
  bound with iron bands at each end. While holding this 
  rod, you gain the following benefits:
  • Your walking speed increases by 10 feet.
  • Your movement is unaffected by difficult terrain.
  • You have advantage on saving throws against exhaustion 
  caused by making a forced march.
  The rod has 3 charges and regains all expended charges 
  daily at dawn. While holding this rod, you can use an 
  action to expend some of its charges to cast one of the 
  following spells from it: find steed (1 charge) or find 
  greater steed (2 charges).
  Rod of Grievous Wounds
  Rod, rare (requires attunement)
  This long ivory rod is adorned with interlocking, blade-
  shaped carvings. It has 3 charges and regains all 
  expended charges daily at dawn. While holding this rod, 
  you can use an action to expend 1 charge to target up 
  to six creatures you can see within 30 feet of you. Each 
  target must make a DC 14 Constitution saving throw as 
  terrible wounds open up on its body. The target takes 
  6d6 slashing damage on a failed save, or half as much 
  damage on a successful one.
  Rod of HeaLth
  Rod, rare (requires attunement)
  This golden rod is carved with an intricate pattern 
  punctuated with small rubies shaped like hearts.
   The rod possesses a healing pool of 40 hit points 
  that replenishes each day at dawn. As an action, you 
  can touch the rod to a creature and restore a number of 
  hit points to that creature, up to the maximum amount 
  remaining in the pool. The rod has no effect on undead 
  and constructs.
  Rod of Justice
  Rod, rare (requires attunement)
  This smooth, white rod is made from ash wood and is 
  capped with a steel headpiece resembling a nightingale. 
  It functions as a magic mace that grants a +1 bonus to 
  attack and damage rolls made with it.
   The rod has 3 charges and regains all expended 
  charges daily at dawn. Once per turn, when you hit a 
  humanoid with a melee attack using the rod, you can 
  expend 1 charge. If you do, the target must succeed on 
  a DC 15 Wisdom saving throw or be paralyzed for 1 
  minute. At the end of each of its turns, the target can 
  make another Wisdom saving throw. On a success, the 
  effect ends on the target.
  Rod of Leadership
  Rod, very rare (requires attunement)
  This pale, polished rod is made from elder wood and 
  is capped with a steel headpiece resembling a roaring 
  lion. It functions as a magic mace that grants a +2 
  bonus to attack and damage rolls made with it. While 
  holding this rod, you have advantage on Charisma 
  (Persuasion) checks.
  One plane I visited has this charming 
  saying: “Rome wasn’t built in a day.” 
  They clearly didn’t possess one of these.
  
  magicaL item descriptions
  16
   This rod has 3 charges and regains all expended 
  charges daily at dawn. While holding this rod, you can 
  use an action to expend 1 charge to target up to three 
  creatures you can see within 30 feet of you with one of 
  the following effects:
  • The target can immediately use their reaction to make 
  one weapon attack with advantage.
  • The target can take the Dodge action as a bonus action 
  before the start of your next turn.
  • You remove the charmed and frightened conditions from 
  the target.
  Rod of Many Things
  Rod, very rare (requires attunement)
  This elegant rod is 1 inch thick, 3 feet long, and made of 
  lustrous silver. It has 3 charges and regains all expended 
  charges daily at dawn.
   While holding this rod, you can use an action to expend 
  1 charge to transform it into any weapon, armor, or piece 
  of adventuring gear found in chapter 5 of the Player’s 
  Handbook, so long as you’ve seen the item before and it 
  weighs less than 20 pounds.
   The new object is made entirely of silver, which might 
  affect its usefulness; for example, a silver rope would be 
  hard and unyielding. If formed into armor, it provides the 
  same level of protection as that armor usually provides. If 
  formed into a weapon, it inflicts the same damage as that 
  weapon usually does. Attacks made with the weapon are 
  magical and silvered.
   The rod retains this new form for 1 hour or until you 
  speak the command word again, at which point it reverts 
  to rod form.
  Rod of Passage
  Rod, rare (requires attunement)
  This short rod is a made of tamarisk and has a large, 
  oval amethyst embedded in one end. It has 3 charges 
  and regains all expended charges daily at dawn. While 
  holding this rod, you can use an action to expend 
  1 charge to cast one of the following spells from it: 
  dimension door, freedom of movement, or passwall.
  Rod of Peace
  Wand, uncommon (requires attunement)
  This glass rod shimmers with a calming, blue light. It 
  has 7 charges. While holding it, you can use an action to 
  expend 1 of its charges to cast the calm emotions spell 
  (save DC 14) from it.
   The rod regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the rod shatters and is destroyed.
  Rod of ReversaL
  Rod, very rare (requires attunement)
  This rod is formed from tightly woven links of chain. 
  While holding this rod, when you cast counterspell or 
  dispel magic and are required to make an ability check as 
  part of casting it, you have advantage on that roll.
  Rod of SLiding
  Rod, uncommon (requires attunement by a spellcaster)
  This wooden rod looks like a cue. While holding this rod, 
  you can use an action to attempt to shove a creature within 
  30 feet of you, either to knock it prone or to push it away 
  from you. The target can’t be more than one size category 
  larger than you. The rod grows long enough to contact the 
  target and then immediately returns to normal size.
   Make a spellcasting ability check (add your proficiency 
  bonus) contested by the target’s Strength (Athletics) 
  or Dexterity (Acrobatics) check (the target chooses the 
  ability to use). You succeed automatically if the target is 
  incapacitated. If you succeed, you either knock the target 
  prone or push it 10 feet away from you.
  Rod of SpLendor
  Rod, very rare (requires attunement)
  This silver-plated rod is topped by a mirrored sphere that 
  shimmers with rainbow colors. The rod has 7 charges for 
  the following properties.
   Charismatic. While attuned to the rod, your 
  Charisma score is 20, unless your Charisma is 20 or 
  higher without it.
   Makeover. While holding the rod, you can use an 
  action to expend 1 charge to transform your clothing into 
  resplendent finery. This transformation lasts for 8 hours, 
  at the end of which your clothing returns to its normal 
  state. You may expend an additional charge to transform 
  the clothing of up to six other creatures you can see.
   Spells. While holding the rod, you can use an action 
  to expend 5 of its charges to cast the Mordenkainen’s 
  magnificent mansion spell from it.
   The rod regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the rod disappears in a shower of glitter.
  Rod of Sure Striking
  Rod, rare (requires attunement)
  This short, cyan rod has a large turquoise gem set in 
  either end. It has 3 charges and regains all expended 
  charges daily at dawn. While holding this rod, you can 
  use an action to expend 1 charge to choose up to 3 
  creatures you can see within range. For the next minute, 
  whenever the target makes an attack roll, they can roll a 
  d6 and add the number rolled to the result.
  Rod of Terror
  Rod, rare (requires attunement)
  This pale oak rod is capped with a black iron headpiece 
  shaped like a roaring dragon. It functions as a magic 
  mace that grants a +1 bonus to attack and damage rolls 
  made with it.
   When you hit a creature with a melee attack using the 
  rod, it must succeed on a DC 15 Wisdom saving throw 
  or become frightened of you until the start of your next 
  turn. Creatures that’ve been hit with this rod before 
  automatically succeed on the saving throw.
  Back in my adventuring days, I used this 
  tool to end many conflicts without bloodshed. 
  Some philosophers argue that inflicting such 
  psychological torment on another creature is 
  worse than physical violence. But I long ago gave 
  
  magicaL item descriptions
  17
  These potent devices were designed by the 
  War Wizards of Cormyr. Four of these staffs 
  were originally created, but three were lost 
  during the Spellplague.
  Rod of the Wyrm
  Rod, rare (requires attunement by a creature of non-evil 
  alignment)
  This crystal rod is cold to the touch and topped with a 
  detailed carving of a silver dragon. While holding this 
  rod, you can use an action to speak the rod’s command 
  word and summon a silver dragon wyrmling. The 
  wyrmling appears in an unoccupied space that you can 
  see within 60 feet.
   The summoned dragon is friendly to you and your 
  companions. You control the dragon in combat. While the 
  dragon is within 1 mile of you, you can communicate with 
  it telepathically. While mounted on it, you can make any 
  spell you cast that targets only you also target the dragon.
   The dragon disappears when it drops to 0 hit points or 
  when you dismiss it as an action. The rod can’t be used 
  to summon a dragon again until the next dawn. You can 
  only ever summon one dragon at a time.
  Rod of Transposition
  Rod, uncommon (requires attunement)
  This copper rod emits small sparks of lightning that arc 
  from one end to the other. While holding this rod, you 
  can use an action to exchange positions with a creature 
  within 30 feet of you that you can see. An unwilling 
  creature that succeeds on a DC 14 Charisma saving 
  throw is unaffected. The rod can’t be used again until the 
  next dawn.
  Rod of Viscid GLobs
  Rod, uncommon (requires attunement)
  This mahogany rod is carved with tumors and weeping 
  cysts, and oozes a thick, amber fluid. It has 3 charges and 
  regains all expended charges daily at dawn.
   While holding this rod, you can use an action to expend 
  1 charge to fire a large sphere of amber goo at a target 
  within 60 feet of you. The target must succeed on a DC 
  15 strength saving throw or be restrained by the sticky 
  material. A creature restrained by the goo can use its 
  action to make a DC 15 Strength check. On a success, 
  it’s no longer restrained. The goo evaporates after 1 hour.
  Staff of Arcane War
  Staff, very rare (requires attunement by a sorcerer, 
  warlock, or wizard)
  This unbreakable staff is made of burnished bronze and 
  can be wielded as a magic quarterstaff that grants a +3 
  bonus to attack and damage rolls made with it. While 
  holding this staff, you gain a +3 bonus to spell attack rolls 
  and have advantage on initiative rolls.
   The staff has 10 charges. While holding it, you can use 
  an action to expend some of its charges to cast one of 
  the following spells from it: antimagic field (8 charges) or 
  globe of invulnerability (6 charges).
   Additionally, while holding the staff, you can use a 
  reaction to expend some of its charges to cast one of the 
  following spells from it, using your spellcasting ability: 
  counterspell (3 charges) or shield (1 charge).
   The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff’s metallic sheen fades, and it becomes a 
  nonmagical wooden staff.
  Silver dragons are curious beings. 
  Their desire for harmony with 
  humanoids is admirable, though perhaps 
  equally questionable.
  
  magicaL item descriptions
  18
  Staff of Cacophony
  Staff, uncommon (requires attunement by a spellcaster)
  A tin rattle tops this pale wooden staff, which has 10 
  charges. While holding it, you can use an action to 
  expend some of its charges to cast one of the following 
  spells from it, using your spell save DC: shatter (2 
  charges), thunder step (3 charges), or thunderwave 
  (1 charge). You can also use an action to cast the 
  thaumaturgy cantrip from the staff without using 
  any charges.
   The staff regains 1d6 + 4 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 
  1, the staff makes a tremendous clattering noise, then 
  vanishes forever.
  Staff of Command
  Staff, rare (requires attunement by a bard, druid, sorcerer, 
  or wizard)
  This dark-red staff is made from cherry wood and is 
  engraved with a band of palmettes on either end. This 
  staff has 10 charges. While holding it, you can use an 
  action to expend some of its charges to cast one of 
  the following spells from it, using your spell save DC: 
  command (1 charge per spell level, up to 4th), dominate 
  beast (4 charges), or dominate person (5 charges).
   The staff regains 1d6 + 4 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 
  1, the staff turns to stone before crumbling into dust, 
  lost forever.
  Staff of Corrosion
  Staff, uncommon (requires attunement)
  This withered wooden staff occasionally drips viscous, 
  green fluid. It can be wielded as a magic quarterstaff that 
  grants a +1 bonus to attack and damage rolls made with 
  it. In addition, the staff deals an extra 1d6 acid damage to 
  any target it hits.
  Staff of Dark LocaLes
  Staff, rare (requires attunement by a spellcaster)
  This smooth staff of ebony has silver bands around both 
  ends. While holding this staff you have darkvision out to 
  a range of 60 feet.
   The staff has 6 charges. While holding it, you can use 
  an action to expend 1 charge to cast the darkness spell 
  from it, or 5 charges to summon an umber hulk. The 
  umber hulk immediately burrows up from an unoccupied 
  piece of ground you can see within 30 feet and is friendly 
  to you and your companions. Roll initiative for the 
  creature, which has its own turns. It obeys any verbal 
  commands that you issue to it (no action required by you). 
  After 1 hour, the umber hulk leaves, burrowing back into 
  the ground.
   The staff regains 1d6 expended charges daily at dawn. 
  If you expend the last charge, roll a d20. On a 1, the staff 
  dissolves into black smoke and is lost forever.
  Staff of Devotion
  Staff, legendary (requires attunement by a cleric)
  This staff appears to be a simple wooden shepherd’s 
  crook, and it can be wielded as a magic quarterstaff 
  that grants a +2 bonus to attack and damage rolls 
  made with it. While holding this staff, you’re immune to 
  radiant damage.
   The staff has 50 charges. It regains 4d6 + 2 expended 
  charges daily at dawn. If you expend the last charge, roll 
  a d20. On a 1, the staff turns into a shimmering pillar of 
  light and fades away.
   Spells. While holding the staff, you can use an action 
  to some of the staff’s charges to cast one of the following 
  spells from it, using your spell save DC, spellcasting 
  ability, and spellcasting ability modifier: beacon of hope 
  (3 charges) , commune (5 charges), create food and water 
  (3 charges), cure wounds (1 charge), dawn (5 charges), 
  dispel magic (3 charges), divine word (7 charges), flame 
  strike (7th-level version, 7 charges), greater restoration 
  (5 charges), guardian of faith (4 charges), mass healing 
  word (3 charges), raise dead (5 charges), or remove curse 
  (3 charges).
   You can also use an action to cast one of the following 
  spells from the staff without using any charges: aid, bless, 
  light, protection from evil and good, protection from 
  poison, or purify food and drink.
   Undying Faith. If you die while attuned to the staff, 
  in exactly three days, you return to life as if the true 
  resurrection spell was cast on you. If a creature attunes 
  to the staff before three days have passed, or you are 
  brought back to life before then, this property has 
  no effect.
  Staff of EthereaL Action
  Staff, very rare
  This plain staff is made from red alder wood and can be 
  wielded as a magic quarterstaff that grants a +2 bonus to 
  attack and damage rolls made with it. While holding this 
  staff, you can see ethereal creatures and objects, and you 
  can attack them with the staff.
   Additionally, while holding the staff, you can use an 
  action to cast the etherealness spell from it. When you 
  do, the duration is 1 hour. This property can’t be used 
  again until the next dawn.
  Staff of Fury
  Staff, very rare (requires attunement by a sorcerer, 
  warlock, or wizard)
  This smooth brown-and-tan staff is made from polished 
  sweetgum wood. The headpiece is fashioned from gold 
  and is shaped like a screaming eagle. This staff can be 
  wielded as a magic quarterstaff that grants a +2 bonus to 
  attack and damage rolls made with it.
   The staff has 10 charges for the following properties. 
  It regains 1d10 expended charges daily at dawn. If you 
  expend the last charge, roll a d20. On a 1, the staff glows 
  with incandescent light and then shatters.
   Furious Force. If you cast a spell while holding the 
  staff, you can expend 1 charge to have the spell deal force 
  damage instead of the specified damage type.
   Spells. You can use an action to expend some of the 
  staff’s charges to cast one of the following spells from it, 
  using your spell save DC: cloud of daggers (2 charges), 
  destructive wave (5 charges), disintegrate (6 charges), 
  lightning bolt (3 charges), thunderwave (1 charge), or 
  vitriolic sphere (4 charges).
  
  magicaL item descriptions
  19
  I know of this potent staff only by repute. 
  Never was a magic item more aptly named.
  This staff was designed by Christine 
  Dragonsbane, the queen of Damara. 
  Though a capable sovereign, she was 
  an adventurer at heart and would 
  disappear from court for brief sojourns 
  into the wilds. She devised this staff to 
  ensure she could accomplish as much 
  adventuring as possible before her 
  inevitable return to civilization.
  Staff of Gathering
  Staff, rare (requires attunement by a spellcaster)
  This dark wooden staff is topped by a glass sphere 
  filled with smoke. This staff can be wielded as a magic 
  quarterstaff that grants a +1 bonus to attack and damage 
  rolls made with it. This staff has 3 charges and regains 
  1d3 expended charges daily at dawn. While holding the 
  staff, you can use a reaction to expend 1 charge to cast 
  the absorb elements spell from it.
  Staff of MiracLes
  Staff, legendary (requires attunement)
  This unbreakable staff is made of burnished bronze and 
  can be wielded as a magic quarterstaff that grants a +3 
  bonus to attack and damage rolls made with it.
   Miraculous Escape. While attuned to the staff, 
  the wielder is always under the effects of the death 
  ward spell. This property ceases to function in an 
  antimagic field.
   Wish. While holding the staff, you can use an action 
  to cast the wish spell from it. When you do, roll a d20. 
  On a 1, the staff glows with blue light then shrinks down 
  to nothing. This property can’t be used again until the 
  next dawn.
  Staff of SkuLLs
  Staff, rare (requires attunement)
  This black staff is topped by a bleached halfling skull that 
  occasionally chatters its teeth. The staff has 10 charges. 
  While holding it, you can use an action to expend 3 or 
  more of its charges to cast the animate dead spell (1 
  additional charge per spell level, up to 6th).
   The staff regains 1d6 + 4 expended charges daily at 
  midnight. If you expend the last charge, roll a d20. On a 
  1, the staff turns to bone dust and is destroyed.
  Staff of Stunning
  Staff, uncommon (requires attunement)
  This wooden bo staff can be wielded as a magic 
  quarterstaff that grants a +1 bonus to attack and damage 
  rolls made with it. When you hit a creature with a melee 
  attack using the staff, and roll a 19 or a 20 on the attack 
  roll, the creature is stunned until the start of your 
  next turn.
  Staff of the Druids
  Staff, very rare (requires attunement by a druid)
  This rough-hewn staff is made of oak and has a small, 
  leafy branch sprouting from one end. This staff can be 
  wielded as a magic quarterstaff that grants a +3 bonus to 
  attack and damage rolls made with it.
   The staff has 10 charges for the following properties. 
  It regains 1d6 + 4 expended charges daily at dawn. If 
  you expend the last charge, roll a d20. On a 1, the staff 
  becomes a nonmagical acorn.
   Recharge. While holding the staff, you can use an 
  action to expend some of its charges to create spell slots. 
  You can create spell slots only of a level equal to or lower 
  than your own spell slots, up to a maximum of 5th level, 
  and you expend 1 charge per spell slot level. For example, 
  you can use 3 charges to create a 3rd-level spell slot.
   Spells. You can use an action to expend some of the 
  staff’s charges to cast one of the following spells from 
  it: beast sense (2 charges), commune with nature (5 
  charges), freedom of movement (4 charges), longstrider 
  (1 charge), transport via plants (6 charges), or water walk 
  (3 charges).
  A handy item for apprentices learning 
  the unsubtle art of evocation.
  
  20
  Staff of the Fates
  Staff, legendary (requires attunement by a bard, cleric, 
  druid, sorcerer, or wizard)
  This smooth, polished staff is made from pale elder 
  wood, with each end covered by a mesh of silver threads. 
  While holding this staff, you can replace any attack roll, 
  saving throw, or ability check made by you or a creature 
  that you can see with either a 20 or a 1. This property 
  can’t be used again until the following dawn.
   The staff has 10 charges. While holding it, you can use 
  an action to expend some of its charges to cast one of the 
  following spells from it, using your spell save DC: contact 
  other plane (5 charges), divination (4 charges), find the 
  path (6 charges), geas (5 charges), sending (3 charges), 
  time stop (9 charges), true seeing (6 charges), or word of 
  recall (6 charges).
   The staff regains 1d6 + 4 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the staff disappears and is lost forever.
  Staff of the Necromancer
  Staff, legendary (requires attunement by a sorcerer or 
  wizard)
  This pale, uneven staff is made from the fused spinal 
  bones of a young dragon. While holding this staff, you 
  know all necromancy cantrips and 1st-level necromancy 
  spells. You always have them prepared, they don’t 
  count against the number of spells you have prepared 
  or known, and you can cast them at 1st level without 
  expending a spell slot. They become sorcerer or wizard 
  spells for you (your choice when you attune to the staff).
   The staff has 20 charges. While holding it, you can 
  expend some of its charges to cast one of the following 
  spells from it: animate dead (3 charges), create undead (6 
  charges), raise dead (5 charges), resurrection (7 charges), 
  or speak with dead (3 charges).
   The staff regains 2d8 + 4 expended charges daily at 
  dusk. If you expend the last charge, roll a d20. On a 1, the 
  staff emits a mighty howl as it crumbles into white dust 
  and is lost forever.
  Staff of the ReveaLing Moon
  Staff, rare (requires attunement by a spellcaster)
  This silver-plated staff is made from ash wood and is 
  engraved all over with orbs, crescents, and eyes. It can be 
  wielded as a magic quarterstaff that grants a +1 bonus to 
  attack and damage rolls made with it.
   The staff has 10 charges. While holding it, you can 
  use an action to expend some of its charges to cast one 
  of the following spells from it, using your spell save DC: 
  darkvision (2 charges), faerie fire (1 charge), find the path 
  (6 charges), freedom of movement (4 charges), or true 
  seeing (6 charges).
   You can also use an action to cast the light cantrip 
  from the staff without expending any charges, using your 
  spell save DC.
   Once per turn, when you hit a creature with melee 
  attack using the staff, you can expend 2 charges. If you 
  do, the target must succeed on a DC 15 Constitution 
  saving throw or be blinded until the start of your 
  next turn.
   The staff regains 1d6 + 4 expended charges daily at 
  dusk. If you expend the last charge, roll a d20. On a 1, 
  the staff transforms into a column of pale light that fades 
  away and is lost forever.
  Staff of the Seas
  Staff, rare (requires attunement by a cleric, druid, 
  sorcerer, warlock, or wizard)
  This pale-orange staff is made of petrified coral. While 
  attuned to the staff, you can breathe underwater.
   The staff has 10 charges. While holding it, you can use 
  an action to expend some of its charges to cast one of the 
  following spells from it, using your spell save DC: control 
  water (4 charges), create or destroy water (1 charge), 
  maelstrom (5 charges), wall of water (3 charges), or 
  watery sphere (4 charges).
   The staff regains 1d6 + 4 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the staff turns to water and is destroyed.
  I’ve spent many years attempting to 
  locate this extraordinary item, but 
  to no avail. The nature of its power 
  makes its wielder (whoever that may 
  be) remarkably hard to capture. I fear 
  for the Balance should this staff fall 
  into the wrong hands.
  
  magicaL item descriptions
  21
  Staff of the White WeLL
  Staff, legendary (requires attunement by a druid)
  This unbreakable staff is made of white ash and can be 
  wielded as a magic quarterstaff that grants a +2 bonus to 
  attack and damage rolls made with it. While holding this 
  staff, you gain a +2 bonus to spell attack rolls.
   The staff has 50 charges for the following properties. 
  It regains 4d6 + 2 expended charges daily at dawn. If you 
  expend the last charge, roll a d20. On a 1, the staff turns 
  to water and is lost forever.
   Regenerate. If the staff is ever broken, it can repair 
  itself. If a piece of the broken staff is planted in the 
  ground, a new staff will grow by the next full moon. The 
  new staff possesses all the properties of the Staff of the 
  White Well, and any remaining pieces of the broken staff 
  become nonmagical.
   Spells. You can use an action to expend some of the 
  staff’s charges to cast one of the following spells from 
  it, using your spell save DC: call lightning (3 charges), 
  conjure elemental (5 charges), control weather (8 
  charges), dispel magic (3 charges), fire storm (7 charges), 
  greater restoration (5 charges), insect plague (5 charges), 
  plant growth (3 charges), speak with plants (3 charges), 
  transmute rock (5 charges), wall of fire (4 charges), or 
  wall of thorns (6 charges).
   You can also use an action to cast one of the following 
  spells from the staff without using any charges, using 
  your spell save DC: animal friendship, animal messenger, 
  control flames, druidcraft, pass without trace, or speak 
  with animals.
   White Snake. You can use an action to transform 
  the staff into a giant constrictor snake. The snake is 
  friendly to you and your companions. In combat, roll 
  initiative for the snake, which has its own turns. The 
  snake obeys any verbal commands you issue to it (no 
  action required by you). If you don’t issue any commands 
  to the snake, it defends itself from hostile creatures but 
  otherwise takes no actions. If the snake drops to 0 hit 
  points, it reverts to its staff form, and this property can’t 
  be used again until the next dawn.
  Staff of the Winds
  Staff, very rare (requires attunement by a cleric, druid, 
  sorcerer, or wizard)
  This octagonal staff is made of clear quartz. While 
  holding it, you have a flying speed of 40 feet.
   The staff has 10 charges. While holding it, you can 
  use an action to expend some of its charges to cast one 
  of the following spells from it, using your spell save 
  DC: control winds (5 charges), gust of wind (2 charges), 
  investiture of wind (6 charges), 
  warding wind (2 charges), 
  whirlwind (7 charges), wind 
  walk (6 charges), or wind 
  wall (3 charges). You can also 
  use an action to cast the gust 
  cantrip from the staff without 
  using any charges, using your 
  spell save DC.
   The staff regains 1d6 + 4 
  expended charges daily at dawn. If 
  you expend the last charge, roll a d20. 
  On a 1, the staff transforms into pale 
  smoke and is lost forever on the wind.
  Staff of the Witch
  Staff, very rare (requires attunement 
  by a sorcerer, warlock, or wizard)
  This black wooden staff is topped 
  by a fist-sized cat’s-eye stone. It can 
  be wielded as a magic quarterstaff 
  that grants a +1 bonus to attack and 
  damage rolls made with it.
   The staff has 10 charges. While 
  holding it, you can use an action to 
  expend some of its charges to cast 
  one of the following spells from 
  it, using your spell save DC and 
  spell attack bonus: bestow curse (3 
  charges), polymorph (4 charges), or 
  witch bolt (1 charge).
   The staff regains 1d6 + 4 expended 
  charges daily at dawn. If you expend 
  the last charge, roll a d20. On a 1, the 
  cat’s-eye shatters, and it becomes a 
  nonmagical wooden staff.
  Staff of Vision
  Staff, rare (requires attunement by a 
  spellcaster)
  A magnifying glass tops this pale wooden 
  staff. This staff has 10 charges. While holding 
  it, you can use an action to expend some of its 
  charges to cast one of the following spells from it: 
  arcane eye (4 charges), clairvoyance (seeing only, 3 
  charges), detect magic (1 charge), see invisibility (2 
  charges), or true seeing (6 charges).
   The staff regains 1d6 + 4 expended charges daily 
  at dawn. If you expend the last charge, roll a d20. On 
  a 1, the staff vanishes forever.
  Staff of Wizardry
  Staff, legendary (requires attunement by a sorcerer, 
  warlock, or wizard)
  This staff is made from sycamore wood and has 
  a silver headpiece resembling a dragon’s claw, 
  clutching a large, irregularly shaped diamond. 
  It can be wielded as a magic quarterstaff that 
  grants a +3 bonus to attack and damage rolls made 
  with it. While holding it, you gain a +3 bonus to Armor 
  Class, saving throws, and spell attack rolls, and you have 
  advantage on saving throws against spells and other 
  magical effects.
  This extraordinarily powerful item 
  was carved of white ash by the Brianna 
  Moonsinger, Great Druid of the Moonshae 
  Isles. It was inherited by her daughter who 
  subsequently lost it. Despite some effort, 
  I’ve been unable to locate it myself.
  
  magicaL item descriptions
  22
  Cast the Darkness spell on a wizard and 
  you immediately disable their ability to 
  cast any spell that requires line of sight. A 
  valuable spell against beholders too.
   The staff has 20 charges for the following properties. 
  The staff regains 2d8 + 4 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 
  1, the staff disintegrates. On a 20, the staff regains all 
  expended charges.
   Power Strike. When you hit with a melee attack using 
  this staff, you can expend up to 3 of its charges. For 
  each charge you expend, the target takes an extra 1d6 
  force damage.
   Spells. While holding this staff, you can use an action 
  to expend some of its charges to cast one of the following 
  spells from it, using your spell save DC and spell attack 
  bonus: cone of cold (5 charges), conjure elemental (5 
  charges), fireball (5th-level version, 5 charges), globe of 
  invulnerability (6 charges), hold monster (5 charges), 
  invisibility (2 charges), levitate (2 charges), lightning bolt 
  (5th-level version, 5 charges), magic missile (1 charge), 
  passwall (5 charges), ray of enfeeblement (1 charge), 
  wall of force (5 charges), web (2 charges), or whirlwind 
  (7 charges).
   Retributive Strike. You can use an action to break 
  the staff over your knee or against a solid surface, 
  performing a retributive strike. The staff is destroyed 
  and releases its remaining magic in an explosion that 
  expands to fill a 30-foot-radius sphere centered on it. 
  Each creature in the area, including you, must make 
  a DC 17 Dexterity saving throw. A creature takes an 
  amount of force damage equal to 8 × the number of 
  charges in the staff. On a successful save, a creature 
  takes half as much damage.
  Wand of Banishment
  Wand, very rare (requires attunement by a spellcaster)
  This wand is crafted of crystal and topped by a golden 
  globe set with an emerald. The wand has 7 charges. 
  While holding it, you can use an action to expend 1 of its 
  charges to cast the banishment spell from it, using your 
  spell save DC.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed.
  Wand of Barkskin
  Wand, uncommon (requires attunement)
  This wand looks like an oak twig. It has 7 charges. While 
  holding it, you can use an action to expend 1 charge to 
  cast the barkskin spell from it.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed.
  Wand of Conjuration
  Wand, rare (requires attunement)
  This bone wand is carved with images of different beasts. 
  It has 7 charges. While holding it, you can use an action 
  to expend 1 or more of its charges to cast the conjure 
  animals spell from it. For 1 charge, you cast the 3rd-level 
  version of the spell. You can increase the spell slot level 
  by one for each additional charge you expend.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand bursts into flame and is destroyed.
  Wand of Darkness
  Wand, rare (requires attunement)
  This straight, slender wand is made of ebony and has 
  a silver-plated tip. It has 7 charges for the following 
  properties and regains 1d6 + 1 expended charges daily at 
  dusk. If you expend the last charge, roll a d20. On a 1, the 
  wand crumbles into ashes and is destroyed.
   Spells. While holding the wand, you can use an action 
  to expend some of its charges to cast one of the following 
  spells from it: animate dead (3 charges), darkness (2 
  charges), or shadow of moil (4 charges).
   Summon Nightmare. While holding the wand, you 
  can use your action to expend 5 charges to summon 
  a nightmare. The creature appears in the nearest 
  unoccupied space and disappears when it drops to 0 hit 
  points or after 1 hour. The nightmare is friendly to you 
  and your companions. Roll initiative for the creature, 
  which has its own turns. It obeys any verbal commands 
  that you issue to it. If you don’t issue any commands to 
  the nightmare, it defends itself from hostile creatures but 
  otherwise takes no actions.
  This item was designed as a more potent 
  version of the Staff of Power. Sometimes 
  a kind of “arms race” develops amongst 
  those wizards who create magic items, 
  and much mischief can result.
  
  magicaL item descriptions
  23
  Wand of DispLacement
  Wand, very rare (requires attunement)
  This elaborately carved wand is made from tupelo wood 
  and has a gold-plated grip. The wand has 7 charges 
  and regains 1d6 + 1 expended charges daily at dawn. If 
  you expend the last charge, roll a d20. On a 1, the wand 
  disappears and is lost forever.
   While holding the wand, you can use an action to 
  expend 1 charge to cast the teleport spell from it with the 
  following changes:
  • You can only target objects that aren’t being carried or 
  worn.
  • Targeted objects may be up to 30 cubic feet in size.
  Wand of Earth and Stone
  Wand, rare (requires attunement)
  This iron wand is topped with a weighty piece of rose 
  quartz. It has 7 charges. While holding it, you can use an 
  action to expend 1 of its charges to cast the stone shape 
  spell from it. You can also use an action to cast the mold 
  earth cantrip from it without expending any charges.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into sand and is destroyed.
  Wand of EnfeebLement
  Wand, uncommon (requires attunement by a spellcaster)
  This spiral-shaped wand is made from acacia wood. It 
  has 7 charges. While holding it, you can use an action to 
  expend 1 of its charges to cast the ray of enfeeblement spell 
  from it, using your spell save DC and spell attack bonus.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed.
  Wand of Eyes
  Wand, rare (requires attunement by a spellcaster)
  This wand is wrought from silver and topped with an 
  eyeball floating in a liquid-filled glass chamber. It has 7 
  charges. While holding it, you can use an action to expend 
  1 of its charges to cast the arcane eye spell from it.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed.
  Wand of Fog
  Wand, uncommon (requires attunement)
  This wand consists of a translucent glass tube filled with 
  green gas. It has 7 charges. While holding it, you can use 
  an action to expend 1 of its charges to cast the fog cloud 
  spell from it.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand turns into green mist and is destroyed.
  Wand of Frost
  Wand, very rare (requires attunement by a spellcaster)
  This blue wand is perpetually covered in a sheet of frost. 
  It has 4 charges. While holding it, you can use an action 
  to expend 1 or more of its charges to cast the cone of cold 
  spell (save DC 15) from it. For 1 charge, you cast the 5th-
  level version of the spell. You can increase the spell slot 
  level by one for each additional charge you expend.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand melts and is destroyed.
  For obvious reasons, this wand is highly 
  prized by thieves the world over.
  
  magicaL item descriptions
  24
  Wand of HeLLfire
  Wand, rare (requires attunement by a spellcaster)
  This wand is fashioned from infernal iron and traced 
  with veins of glowing orange. While holding this wand, 
  you deal an extra 2d6 fire damage with any spell you cast 
  of 1st level or higher that deals fire damage.
  Wand of Light
  Wand, uncommon
  This smooth wand is made from birch wood and has a 
  clear crystal globe embedded in one end. While holding it, 
  you can use an action to cause the crystal to shed bright 
  light in a 20-foot radius and dim light for an additional 20 
  feet. Another action is required to dismiss the light.
  Wand of Negation
  Wand, very rare (requires attunement by a spellcaster)
  This wand is made of cured orange-colored hide. It has 
  7 charges. While holding it, you can use an action to 
  expend 1 of its charges to fire a ray from the tip of the 
  wand toward a magic item you can see within 60 feet of 
  you. The item loses all magical properties until the start 
  of your next turn, and loses 1d4 charges, if it has any.
   If a creature is holding or wearing the item, the 
  creature can make a DC 16 Dexterity saving throw. On a 
  success, the magic item is unaffected.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into ashes and is destroyed.
  Wand of Steam and Vapor
  Wand, uncommon (requires attunement)
  This narrow wand is made from copper and has a 
  mottled finish. It has 7 charges. While holding it, you can 
  use an action to expend 1 of its charges to create one of 
  the following effects:
  • A line of scalding steam 30 feet long and 5 feet wide 
  emanates from the wand in a direction you choose. 
  Each creature in the line must make a DC 15 Dexterity 
  saving throw. A creature takes 3d8 fire damage on a 
  failed save, or half as much damage on a successful one.
  • A cloud of vapor issues from the wand in a 40-foot 
  cone. The cloud spreads around corners, and its area 
  is heavily obscured. It lasts for 1 hour or until a wind of 
  moderate or greater speed (at least 10 miles per hour) 
  disperses it.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand turns to vapor and is destroyed.
  Wand of Swarming Force
  Wand, uncommon (requires attunement)
  This wooden wand is topped with a tiny bayonet. It 
  has 7 charges. While holding it, you can use an action 
  to expend 1 of its charges to cast the cloud of daggers 
  spell from it.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand breaks into splinters and is destroyed.
  Wand of Teeth
  Wand, rare (requires attunement by a spellcaster)
  This wand is entirely composed of humanoid teeth 
  that’ve been lovingly glued together. It has 7 charges. 
  While holding it, you can use an action to expend 1 
  or more charges to fire a barrage of fang-like force 
  projectiles at one creature within 60 feet. Make a ranged 
  spell attack against the target. On a hit, the target takes 
  3d8 force damage for the first charge expended, and 1d8 
  force damage for each additional charge expended.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into yellow dust and is destroyed.
  Wand of the Animate Dead
  Wand, rare (requires attunement)
  This bone wand is engraved with dancing skeletons. It 
  has 3 charges. While holding the wand, you can use an 
  action to expend 1 of its charges to cast the animate dead 
  spell from it.
   The wand regains 1d3 expended charges daily at dawn. 
  If you expend the last charge, roll a d20. On a 1, the wand 
  crumbles into dust and is destroyed.
  Wand of the Underdark
  Wand, rare (requires attunement by a spellcaster)
  This wand is made of black stone, inlaid with silver 
  spiderwebs. It has 7 charges. While holding it, you can 
  use an action to expend some of its charges to cast one 
  of the following spells from it, using your spell save DC: 
  darkness (2 charges), detect magic (1 charge), fear (3 
  charges), or silence (2 charges).
   The wand regains 1d6 + 1 expended charges daily at 
  midnight. If you expend the last charge, roll a d20. On a 
  1, the wand crumbles into ashes and is destroyed.
  Wand of Warding
  Wand, rare (requires attunement by a spellcaster)
  This wooden wand resembles a fence post with a 
  triangular tip. It has 7 charges. While holding it, you can 
  expend some of its charges to cast one of the following 
  spells from it, using your spell save DC: glyph of warding 
  (3 charges), magic circle (3 charges), or protection from 
  evil and good (1 charge). Spells cast from this wand 
  require their usual casting times.
   The wand regains 1d6 + 1 expended charges daily at 
  dawn. If you expend the last charge, roll a d20. On a 1, 
  the wand crumbles into sawdust and is destroyed.
  I’m generally motivated to learn all I can of the 
  individuals who craft these powerful items. In 
  the case of this wandmaker, I am not.
  
  random magic item tabLes
  25
  The following tables may be used in place of the
  corresponding magic item tables in chapter 7 of the 
  Dungeon Master’s Guide.
  Uncommon Magic Items (Table F)
  d100
  Magic Item
  d100
  Magic Item
  01–03
  Cat’s Eye Ring
  04–05
  Elixir of Flaming Fists
  06–08
  Elixir of Hardening
  09–10
  Elixir of the Electric Eel
  11–12
  Oil of Animation
  13–14
  Oil of Camouflage
  15–17
  Oil of Keen Slicing
  18–19
  Oil of Red Flame
  20–21
  Potion of Cat’s Grace
  22–24
  Potion of Chameleon Power
  25–26
  Potion of Dragon’s Breath
  27–28
  Potion of Fur Growth
  29–31
  Potion of Genius
  32–33
  Potion of Nutrition
  34–35
  Potion of Pursuit
  36–38
  Potion of Rainbow Hues
  39–40
  Potion of the Spider
  41–42
  Ring of Antivenom
  43–44
  Ring of Brief Blessing
  45–47
  Ring of Chameleon Power
  48–49
  Ring of Keys
  Random Magic
  Random Magic
  Item TabLes
  Item TabLes
  d100
  Magic Item
  50–51
  Ring of Premonition
  52–54
  Ring of Quick Action
  55–56
  Ring of Safety
  57–59
  Ring of Silence
  60–61
  Ring of the Magician
  62–63
  Rod of Agathys
  64–65
  Rod of Diplomacy
  66–67
  Rod of Entrapment
  68–70
  Rod of Escape
  71–72
  Rod of Peace
  73–75
  Rod of Sliding
  76–77
  Rod of Transposition
  78–79
  Rod of Viscid Globs
  80–82
  Staff of Cacophony
  83–84
  Staff of Corrosion
  85–86
  Staff of Stunning
  87–89
  Wand of Barkskin
  90–91
  Wand of Enfeeblement
  92–93
  Wand of Fog
  94–95
  Wand of Light
  96–98
  Wand of Steam and Vapor
  99–00
  Wand of Swarming Force
  
  random magic item tabLes
  26
  Rare Magic Items (Table G)
  d100
  Magic Item
  01
  Blink Ring
  02–03
  Catstaff
  04
  Elixir of Adamantine Blood
  05
  Elixir of Aptitude
  06
  Elixir of Regeneration
  07–08
  Elixir of the Beetle
  09
  Elixir of the Porcupine
  10
  Harrow Rod
  11
  Lightning Rod
  12–13
  Oil of Cloaking
  14
  Oil of Curdled Death
  15
  Oil of Darkness
  16–17
  Oil of Flesh Returned
  18
  Oil of Flying
  19
  Oil of Minor Spell Resistance
  20–21
  Ointment of Blessing
  22
  Ointment of Blindsight
  23–24
  Potion of Clarity
  25–26
  Potion of Diamondskin
  27
  Potion of Mage Wine
  28
  Potion of Magic Resistance
  29–30
  Potion of Mind Restoration
  31
  Potion of Reflection
  32
  Potion of Spirit
  33–34
  Ring of Cantrips
  35
  Ring of Command
  36–37
  Ring of Disguise
  38–39
  Ring of Faerie
  40
  Ring of Flying
  41
  Ring of Health
  42–43
  Ring of Immunity
  44–45
  Ring of Lore
  46–47
  Ring of Magic Detection
  48
  Ring of Necrotic Energy
  49
  Ring of Personal Gravity
  50–51
  Ring of Protection from Undead
  d100
  Magic Item
  52
  Ring of Remedies
  53
  Ring of the Four Winds
  54–55
  Ring of the Gargoyle
  56
  Ring of the Protector
  57
  Ring of Thunder
  58–59
  Ring of Tongues
  60
  Ring of Warding
  61–62
  Rod of Beguiling
  63–64
  Rod of Concealment
  65
  Rod of Enervation
  66
  Rod of Excellent Engineering
  67–68
  Rod of Expeditious Transport
  69
  Rod of Grievous Wounds
  70–71
  Rod of Health
  72–73
  Rod of Justice
  74
  Rod of Passage
  75
  Rod of Sure Striking
  76–77
  Rod of Terror
  78
  Rod of the Wyrm
  79
  Staff of Command
  80–81
  Staff of Dark Locales
  82
  Staff of Gathering
  83
  Staff of Skulls
  84–85
  Staff of the Revealing Moon
  86–87
  Staff of the Seas
  88
  Staff of Vision
  89
  Wand of Conjuration
  90
  Wand of Darkness
  91–92
  Wand of Earth and Stone
  93
  Wand of Eyes
  94
  Wand of Hellfire
  95–96
  Wand of Teeth
  97–98
  Wand of the Animate Dead
  99
  Wand of the Underdark
  00
  Wand of Warding
  
  random magic item tabLes
  27
  Very Rare Magic Items (Table H)
  d100
  Magic Item
  01–04
  Blade-Turning Ring
  05–08
  Elixir of Phasing
  09–13
  Fiendstaff
  14–17
  Potion of Shape Change
  18–21
  Ring of Clear Thought
  22–25
  Ring of Magical Invulnerability
  26–29
  Ring of Nine Lives
  30–33
  Ring of Teleportation
  34–37
  Ring of the Necromancer
  38–42
  Ring of Valor
  43–46
  Rod of Leadership
  47–50
  Rod of Many Things
  51–54
  Rod of Reversal
  55–58
  Rod of Splendor
  59–62
  Staff of Arcane War
  63–66
  Staff of Ethereal Action
  67–71
  Staff of Fury
  72–75
  Staff of the Druids
  76–79
  Staff of the Winds
  80–83
  Staff of the Witch
  84–87
  Wand of Banishment
  88–91
  Wand of Displacement
  92–96
  Wand of Frost
  97–00
  Wand of Negation
  Legendary Magic Items (Table I)
  d100
  Magic Item
  01–09
  Anything Wand
  10–17
  Elixir of Luck
  18–25
  Elixir of Time
  26–33
  Ring of Legendary Resistance
  34–42
  Ring of Seeing
  43–50
  Rod of Death
  51–58
  Staff of Devotion
  59–66
  Staff of Miracles
  67–75
  Staff of the Fates
  76–83
  Staff of the Necromancer
  84–92
  Staff of the White Well
  93–00
  Staff of Wizardry
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/5th Edition (5e)/3rd Party/M.T. Black/Mordenkainens Tome of Marvelous Magic II.pdf