A World of Magic: 5e Magic Items from Different Campaign Settings

By admin

A magic item list is a collection of magical objects that can be found and utilized in the game Dungeons & Dragons 5th edition (5e). These items can range from powerful weapons and armor to enchanted artifacts and trinkets. Magic items in 5e can greatly enhance a player character's abilities and provide unique effects and abilities. They can be found as loot from defeated enemies, hidden in treasure chests, or awarded as rewards for completing quests. There are numerous magic item lists available for 5e, each containing a wide array of items with different rarities and power levels. The official Dungeons & Dragons 5e rulebooks provide a list of magic items, but many homebrewed items can also be found in supplemental materials and online resources.


Here's my personal highlights from this table:

Shiftweave Useful for changelings needing additional outfits to help with their natural shapeshifting ability, and is overall good for social scenarios. As of the Artificer s re-release in Tasha s Cauldron of Everything , the Replicate Magic Item infusion now allows artificers to replicate any common magic item sans potions and scrolls , rather than just the ones from Xanathar s Guide.

5e magic item list

The official Dungeons & Dragons 5e rulebooks provide a list of magic items, but many homebrewed items can also be found in supplemental materials and online resources. Magic items are classified into different categories based on their rarity, which determines how powerful and valuable they are. Common magic items are the least powerful, followed by uncommon, rare, very rare, and legendary items.

[UPDATED] List of common magic items from all official adventures, settings, and source books that the Artificer can replicate.

As of the Artificer's re-release in Tasha's Cauldron of Everything, the Replicate Magic Item infusion now allows artificers to replicate any common magic item (sans potions and scrolls), rather than just the ones from Xanathar's Guide. Below I have made a list of all common magic items that appear in official adventures, settings, and source books. Note, of course, that some items make for better infusions than others.

Item Attunement Brief Description
Hoard of the Dragon Queen
Tankard of Plenty No Speak command word to fill with 3 pints of ale. (3/Day)
Waterdeep: Dungeon of the Mad Mage
Chest of Preserving No Food and other perishables don't decay when stored inside. Dimensions: 2½ feet long, 1½ feet wide, and 1 foot tall.
Orb of Gonging No Use action to cause orb to loudly gong (audible from 600 ft.) each round until disabled as another action.
Ghosts of Saltmarsh
Pipe of Remembrance No When smoked, smoke forms shapes that reenact the smoker's most impressive achievements. (1/Day)
Pressure Capsule No Consumer ignores effects of swimming lower than 100 ft.
Sekolahian Worshipping Satuette No A satuette of a shark that bites Tiny creatures that get near it.
Icewind Dale: Rime of the Frostmaiden
Lantern of Tracking No When lit, flame turns green when within 300 ft. of one specific creature type. Types include: Abberations, celestials, constructs, dragons, elementals, fey, fiends, giants, monstrosities, and undead.
Thermal Cube No Radiates heat (95° F) out to 15 feet.
Call of the Netherdeep
Earring of Message No Has 5 charges, spend 1 charge to cast message. Regains 1d4+1 charges at dawn.
Medal of Muscle No One use. Use action to gain advantage on Strength checks and saves for 1 hour.
Medal of the Conch No One use. Use action to gain swim speed equal to walk speed for 1 hour.
Medal of the Horizonback No One use. Use reaction when hit by an attack to gain +5 AC until next turn.
Medal of the Maze No One use. Use action to gain advantage on Wisdom checks and know the quickest route to end of non-magical path or maze for 1 hour.
Medal of the Meat Pie No One use. Use action to gain 2d4+2 temporary hit points.
Medal of the Wetlands No One use. Use action to ignore difficult terrain for 1 hour.
Medal of Wit No One use. Gain advantage on Intelligence checks and saves for 1 hour.
Guildmaster's Guide to Ravnica
Moodmark Paint No Face paint that reflects your mental state.
Eberron: Rising From the Last War
Armblade Yes (Warforged Only) A one handed melee weapon that attaches to a warforged's arm. Can use bonus action to retract or extend weapon.
Cleansing Stone No When touched, dirt and grime is removed from your garments and person.
Everbright Lantern No A lantern that requires no fuel, functions similar to the continual flame spell.
Feather Token No When falling at least 20 ft., descend 60 ft. per round and take no damage. After landing, token becomes inert.
Glamerweave No Magical clothing. Can use bonus action to create a moving illusory pattern within the cloth.
Imbued Wood Focus Yes A rod, staff, or wand used as a spellcasting focus. Gain a +1 bonus to damage rolls of spells that deal a damage type corresponding to the material used in the focus.
Keycharm Yes (Mark of Warding Only) When you cast alarm, arcane lock, or glyph of warding (some of your Mark spells), you can tie the spell to the key. Whoever holds the key receives the alarm or bypasses the arcane lock or glyph of warding, and can end a tied spell.
Orb of Shielding Yes A spellcasting focus. When you take damage from a type associated with the material of the orb, can use reaction to reduce damage by 1d4.
Prosthetic Limb No replaces a hand, arm, foot, leg, or similar appendage. When attached, cannot be removed unless by the attached creature, and functions identically to original body part.
Scribe's Pen Yes (Mark of Scribing Only) Can write on any surface, can be invisible to all except those with the Mark of Scribing. Those with the mark can touch the writing and make it visible.
Shiftweave No Magical clothing. Use bonus action to switch between up to 5 different outfits.
Spellshard No A gem that can store up to 320 pages of text.
Wand Sheath Yes (Warforged Only) Allows a wand to be slotted into a warforged's arm. If the wand requires attunement, the wand and sheath share attunement slots.
Explorer's Guide to Wildemount
Breathing Bubble No When worn on the head like a helmet, provides 1 hour of breathable air. (1/Day)
Coin of Delving No Sheds 5-foot-radius dim light. When dropped more than 5 feet, rings melodiously. Anyone who hears it can determine the distance the coin was dropped.
Vox Seeker No Dinner plate sized clockwork resembling a metal crab. Must be wound, every action taken to wind allows operation for 1 minute, 10 minutes max. When activated, moves towards the nearest voice and attacks. (+2 to hit, 1d4 piercing + 3 lighting) Includes a stat block, is controlled by the DM.
Acquisitions Incorporated
Cartogapher's Map Case No Use action to make a DC 15 Wisdom (Perception) check to find a map of a shortcut. Travel time is reduced by half when following this route. (1/Day) Use action to make DC 15 Wisdom (Perception) check to find a map to a prominent landmark relating to your quest, or a new quest. (1/Week)
Coin of Decisionry No A coin that, when flipped by another creature, you choose the result out of four results.
Documancy Satchel No Send and receive documents from "Head A.I. Office" (What does that mean if you're not in a franchise?), and produce prewritten contracts.
Occultant Abacus Yes Spend 1 minute examining a killed creature, then grant a d10 to the creature that killed it. That d10 can be added to one attack roll, ability check, or saving throw. (1/Day)
Spyglass of Clairvoyance No As an action, look at a location within 1 mile of you and make a DC 15 Wisdom (Cartographer's Tools) check. On a success, you map the natural terrain within 3 miles of that point.
Voting Kit No Can place one set of tools you're proficient with into the kit. Can also cast charm person (DC 15). (1/Day)
Whisper Jar Yes An ether-filled jar with a hose. Creatures can speak into the hose to record their voice. Use an action to play back a particular recording.
Strixhaven: A Curriculum of Chaos
Bottle of Boundless Coffee No A thermos of endless coffee. Must be drunk from directly, can't be poured.
Cuddly Strixhaven Mascot No Stuffed toy that can adhere to your limb for 1 hour. Can gain advantage on a save to avoid or end the frightened condition. (1/Day)
Masque Charm No Cast disguise self (1/Day) Can have a duration of 6 hours, becomes non-magical if done so.
Strixhaven Pennant No Sheds 10 feet bight light and 10 feet dim beyond that when waved.
Xanathar's Guide to Everything
Armor of Gleaming No This armor never gets dirty.
Bead of Nourishment No Provides as much nourishment as 1 day of rations.
Bead of Refreshment No Transforms 1 pint of any harmless non-magical liquid into cold drinking water.
Boots of False Tracks No Can only be worn by humanoids (sorry satyrs and centaurs). Leaves tracks like those of another kind of humanoid of your size.
Candle of the Deep No Remains lit unerwater.
Cast-Off Armor No Can be doffed as an action.
Charlatan's Die Yes When this 6-sided die is rolled, choose the result.
Cloak of Billowing No Use bonus action to make the cloak billow dramatically.
Cloak of Many Fashions No Use bonus action to change the cloak into the appearance of any other cloak.
Clockwork Amulet No When you make an attack roll, can forego rolling a d20 and get a 10 instead. (1/Day)
Clothes of Mending No Clothes that repair themselves.
Dark Shard Amulet Yes (Warlock Ony) Spellcasting focus. Use action to attempt to cast any warlock cantrip. (1/Day)
Dread Helm No Eyes glow red while wearing this helmet.
Ear Horn of Hearing No Ignore the deafened condition while held up to your ear.
Enduring Spellbook No Spellbook that can't be destroyed by fire or water and doesn't deteriorate with age.
Ersatz Eye Yes Replaces a missing eye, can only be removed by you. Functions as a normal eye.
Hat of Vermin No Pull an uncontrolled bat, frog, or rat from the hat. (3 Charges)
Hat of Wizardry Yes (Wizard Only) Spellcasting focus. Use action to attempt to cast any wizard cantrip (1/Day)
Heward's Handy Spice Pouch No Summon a pinch of any seasoning, enough for 1 meal. (10 Charges)
Horn of Silent Alarm No Blow horn to cause only one creature within 600 feet to hear the horn. (4 Charges)
Instrument of Illusions Yes While playing, create illusory images within a 5 foot radius (15 foot radius if you're a bard).
Instrument of Scribing Yes While playing, write a short message on a surface. (3 Charges)
Lock of Trickery No DC 15 lock (comes with a key) with disadvantage on all Dexterity checks made to pick it.
Moon-Touched Sword No Glows in the dark. 15 foot radius bright light, 15 feet dim light beyond.
Mystery Key No 5% chance to unlock any lock. Vanishes after being successfully used.
Orb of Direction No Use action to determine which way is north. (Material Plane only.)
Orb of Time No Use action to determine whether it's morning, afternoon, evening, or night. (Material Plane only.)
Perfume of Bewitching No 1 dose. For 1 hour, have advantage on all Charisma checks against humanoids of CR 1 or lower. Creature's don't know they're being influenced by magic.
Pipe of Smoke Monsters No When smoked, use action to exhale smoke in the shape of a creature.
Pole of Angling No 10-foot pole that transforms into a fishing pole with hook, line, and reel at will.
Pole of Collapsing No 10-foot pole that can shrink down to 1 foot.
Pot of Awakening No When a shrub is planted in the pot and tended to for 30 days, transforms into an awakened shrub and breaks the pot.
Rope of Mending No 50-foot coil of rope that can be cut and magically mended back together.
Ruby of the Warmage Yes (Spellcaster Only) Can be attached to a weapon, allowing it to be used as a spellcasting focus.
Shield of Expression No A shield with a face. Use bonus action to change the expression of the face.
Smoldering Armor No Harmless smoke rises from the armor.
Staff of Adornment No A staff that can float up to three 1 pound objects above its tip.
Staff of Birdcalls No Use action to cause the staff to create one of a variety of birdcalls. (10 Charges)
Staff of Flowers No Use action to cause staff to produce a flower of your choice from a patch of dirt within 5 feet. (10 Charges)
Talking Doll Yes Progam up to six short phrases (up to 6 words each) into the doll, which are repeated when a condition is met.
Tankard of Sobriety No Alcoholic beverages drunk from the tankard do not make you inebriated. Doesn't effect magical liquids or harmful substances such as poison.
Unbreakable Arrow No Can't be broken.
Veteran's Cane No Cane that transforms into a sword. Once.
Walloping Ammunition No Creatures hit make a DC 10 Strength save, falling prone on a failure.
Wand of Conducting No Use action create orchestral music while waving the wand. (3 Charges)
Wand of Pyrotechnics No Create a burst of light up to 60 feet away, crackling audibly from up to 300 feet away. (7 Charges)
Wand of Scowls No Targeted humanoid makes a DC 10 Charisma save, scowling for 1 minute on a failure. (3 Charges)
Wand of Smiles No Targeted humanoid makes DC 10 Charisma save, smiling for 1 minute on a failure. (3 Charges)
Tasha's Cauldron of Everything
Illuminator's Tattoo Yes Can write with your fingertip as if it were a pen. Can cause 1 page of writing to become invisible to all except yourself and one creature you choose for 24 hours. (1/Day)
Masquerade Tattoo Yes Can change the appearance to the tattoo as a bonus action. Can cast Disguise Self (DC 13 to discern). (1/Day)
Spellwrought Tattoo (Cantrip or 1st Level) No Cast a spell stored within the tattoo (Ability Mod +3, Save DC 13, Attack Bonus +5). Tattoo then disappears.

Here's my personal highlights from this table:

  • Chest of Preserving: While its dimensions are a bit cumbersome, it's helpful to have a cooler when you really need it.
  • Clockwork Amulet: Being able to take 10 on an attack roll once per day is practically a guaranteed hit at higher levels.
  • Lantern of Tracking: While normally a lantern of tracking can only ever track one creature type, as an infusion, you simply need to create a new one at the end of your long rest, thus allowing you much more versatility with the lantern than normal.
  • Masque Charm: Free 6-hour disguise self, just make a new one the next day!
  • Medals of Merit: The Medals of Merit from Call of the Netherdeep are a bit stronger than typical for uncommon items because they're single use. But by being able to replicate it each day, they become much more useful!
  • Perfume of Bewitching: Normally a one-use item, an Artificer is able to make a new dose each day. Useful for haggling during your shopping trips!
  • Pot of Awakening: One of the more well known uses of Infusions, make an army of shrubs one month at a time!
  • Shiftweave: Useful for changelings needing additional outfits to help with their natural shapeshifting ability, and is overall good for social scenarios.
  • Spellwrought Tattoo: Thanks to vague rules about replicating it, you may be able to choose a different spell each time you make this tattoo, and the spell doesn't even need to be on your spell list! YMMV of course, a conservative ruling may limit to a single spell per infusion choice, and only spells from your Artificer spell list. Ask your DM before choosing this tattoo!
  • Vox Seeker: Admittedly not the most effective, but can cause havoc when unleashed on a crowd of low hp enemies like goblins. I also like that this allows a battle smith to have 3 construct companions, along with the steel defender and the homunculus servant. Remember to be silent around it, otherwise it'll attack you!
As of the Artificer's re-release in Tasha's Cauldron of Everything, the Replicate Magic Item infusion now allows artificers to replicate any common magic item (sans potions and scrolls), rather than just the ones from Xanathar's Guide. Below I have made a list of all common magic items that appear in official adventures, settings, and source books. Note, of course, that some items make for better infusions than others.
5e magic item list

The rarer the item, the harder it is to find and the more powerful its effects. Some examples of magic items include the Staff of Power, which grants the wielder control over various magical spells and abilities, and the Ring of Invisibility, which allows the wearer to become invisible at will. These items can greatly enhance a player character's capabilities and provide unique tactics and strategies in combat and exploration. Magic items in 5e can also have special properties and abilities tailored to specific classes and character builds. For example, a spellcaster may benefit from a magic staff that enhances their spellcasting abilities, while a warrior might prefer a magic weapon that grants powerful combat bonuses. Overall, the magic item list in 5e provides players with a variety of unique and powerful items that can greatly enhance their characters' abilities and add depth to their gameplay experience. Whether found in official rulebooks or created by the Dungeon Master, magic items are an integral part of the world of D&D 5e..

Reviews for "Into the Unknown: 5e Magic Items for Explorers and Adventurers"

1. John - 2 stars - The "5e magic item list" was a huge disappointment for me. I was expecting an extensive and diverse list of magical items for my Dungeons and Dragons campaign, but instead, I found the selection to be quite limited and uninspired. Many of the items felt generic and lacked creativity, which was a letdown for someone looking to bring unique and exciting items to their gameplay. Overall, I felt underwhelmed and would not recommend this list to other players.
2. Sarah - 1 star - I was really excited to use the "5e magic item list" in my game, but it turned out to be a complete waste of money. The items listed were either too overpowered or completely useless, leaving no room for balance. It felt like the creators didn't put much thought or effort into creating a cohesive and well-balanced list. I ended up having to homebrew my own items, which defeated the purpose of purchasing this list. I would advise others to save their money and look for better alternatives.
3. Emma - 2 stars - The "5e magic item list" had so much potential, but it fell short in delivering a satisfying collection of magical items. The list lacked variety and depth, with many items feeling like mere reskins of the same mechanics or abilities. I also found that the descriptions and explanations were often vague and didn't provide enough information for implementing the items in gameplay. It felt like a rushed and half-hearted attempt at creating a magic item list. I was left disappointed and regretful of my purchase.

The Elemental Edge: Harnessing the Power of 5e Elemental Magic Items

The Artificer's Toolbox: Crafting and Enhancing 5e Magic Items