I’ve done it. I’ve given one of my players a cursed item.

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I’ve done it. I’ve given one of my players a cursed item.
Enchanted Arrows
Business savvy wizards have taken up the craft of enchanting arrows with elemental magic and other sources of energy. The ability to combine spells and runes with arrows is a trade known only to a small number of Wizards, who have cornered the market and refuse to share their secrets. Further more, the arrows are designed for obsolescence – losing all magical abilities after one use. These arrows are pricey, but there’s nowhere else to get them. If a creature is immune to the damage type of the arrow, they are also immune to all effects.
Fire – On contact the arrow deals an additional 2d8 fire damage. Flammable object hit by this arrow ignites if it isn’t being worn or carried.
Cold – A creature hit by this arrow has its speed reduced to 0, at the end of its turn it regains 10 feet of movement speed, it regains 10 feet to all available movement speeds at the end of every turn until it.
Acid – A creature hit with this arrow has its armour structurally weakened on the point of contact. The creature suffers -1 deduction to AC. If the creatures armour is natural, the effect lasts for 1 minute. If their armour is made of non-magic organic material or metals it is permanent. A creature can only take a cumulative loss of 2 to their AC from these arrows.
Poison – A creature hit with this arrow takes an additional 1d6 poison damage. At the end of each of their turns they must succeed a DC15 CON saving throw or take another 1d6 damage. This effect lasts until the saving throw is successful.
Lightning – A creature hit with this arrow is surrounded with fingers of electricity that arc from them in a bolt of lightning to a creature of the shooters choice within 15 feet of the hit creature. The creature makes a DC15 DEX saving throw taking 2d6 lightning damage on a fail or half as much on a pass. If creature hit with the arrow is wearing metal armour – the saving throw is increased to DC17.
Thunder – When this arrow hits a creature a thunderous roar booms out over 100 ft. Each creature within 5 foot of the target takes 1d6 thunder damage.
Radiant – When a creature is hit with an arrow of this type, the next attack roll made against the target has advantage. Additionally, the target sheds 10 feet of dim light and loses all benefits from invisibility if they are invisible for 1 minute.
Necrotic – When a creature is struck with this arrow, all effects that would heal that creature are negated and the creature has disadvantage on all strength and dexterity saving throws for 1 minute.
Force – A creature hit with this arrow takes an additional 2 force damage from the attack. Also, the target is pushed back 15 feet.
Psychic – A creature hit by this arrow is wracked with crippling voices. Until the end of their turn the creature is frightened of the person who shot the arrow. Additionally, for 1 minute the creature has disadvantage on wisdom saving throws.
I made these arrows a little stronger than most would, in hopes it will give your higher-level players a reason to spend some of their gold. As always feel free to nerf or buff as you see appropriate. I like to make these readily available, but rather expensive.
100 Magic Items for 5e Pt. 15
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 45 - 50
Items 51 - 55
Items 56 - 60
Items 61 - 65
Items 66 - 70
71. Ring of Race Changing
Wondrous Item (Ring), Rare,
This ring is crafted of simple silver; the band is etched with different letters from all languages of the realms - some unrecognisable to any living person. Every morning the player wakes up taking on the features of a different race according to a D8 roll. If the player is already the race rolled the character is unaffected that morning (Or roll again; DM’s choice). Every morning the player loses the abilities of the previous days roll and takes on the new effects.
1 – Elf. The players’ ears grow long and pointy, and any facial hair they have grown becomes patchy and light. They become more slender and agile gaining 5 additional movement speed.
2 – Dwarf. The player wakes up having grown a large beard if they are able. They also appear to have gained a few pounds – and have acquired a taste for ale. The player also gains the “Stonecunning” and “Dwarven Resilience” traits.
3 – Halfling. The player takes on a cheery disposition to life and a newfound love for music and performance, also becoming noticeably shorter (Player is still considered the same size) They gain the “Halfling Luck” trait.
4 – Tabaxi. The player becomes covered in fur, and their pupils become slit, as well as gaining a penchant for mischievous curiosity. Additionally, they gain the “Cat’s claws” and “Feline Agility” traits.
5 – Half-Orc. The player gains thick, strong muscles, developing an underbite and pronounced teeth. The player becomes proficient in intimidation and gains the “Relentless Endurance” trait.
6 – Tiefling. The player’s skin takes on a tone of red or purple, their eyes turning red and a tail sprouts from behind them. They gain a darkvision of 60 feet and the “Infernal Legacy” trait.
7 – Triton. The players take on a tone of the blue or green in their skin and hair, as well as growing gills on their ribs, cheeks or similar area. They take on the “Amphibious” trait and they suddenly gain a kinship with marine animals gaining the “Guardians of the Depths” trait.
8 – Gnome. The player becomes stout and short of leg finding themselves more in tune with nature, they gain the “Gnome Cunning” trait and their size becomes small if it wasn’t already.
72. Symbol of the Lich Slayer
Wondrous Item, Very Rare, Requires Attunement by a Cleric
This holy symbol is made of weighted gold, crafted in the shape of a sun and its rays. A cleric who is attuned and uses this symbol for their holy symbol gains resistance to necrotic and poison damage. Additionally, when using the “Turn Undead” ability the target has disadvantage on the saving throw.
73. Bouquet Staff
Staff, Uncommon
This staff is a long hollowed out clay tube filled with potting soil. Every day 1d4 flowers grow from the top of the staff, with a max of 7 flowers. When the player presses a button on the side of the staff, causing one of the flowers to explode in a plume of pollen and colour, casting the “Colour Spray” spell. The player can explode multiple flowers at once, casting the spell at one level higher for every flower exploded.
74. Guardian Shield
Armour (Shield), Very Rare, Requires Attunement
A glorious steel kite shield, symmetrical jade patterns adorn its front side. As a bonus action you can cause the shield to levitate moving it up to 30 feet to occupy the same space as another creature. When in the same space as a creature that creature gains +2 AC. The creature attuned to this shield cannot wield a weapon in their shield hand while using this effect, guiding the shield telepathically with sematic gestures. The player can move the shield 30 feet as a reaction or call it back to their hand as an action.
75. Soul Tether
Wondrous Item (Rope), Uncommon, Requires Attunement
A length of ethereal rope invisible to a layman’s eyes. The character attuned to this rope ties it around their torso, once tied the rope becomes a tether directly attached to the living energy of the creature. The player may then tie the other end of the rope to another creature’s torso – this creature does not become attuned to the tether. The tethered creatures can not exist on different planes of existence – whenever one is sent to a different plane (such as the astral plane), the other tethered player is also summoned to that realm appearing in a spot within 30 feet of the other tethered creature.
100 Magic Items for 5e Pt. 16
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 45 - 50
Items 51 - 55
Items 56 - 60
Items 61 - 65
Items 66 - 70
Items 71 - 75
76. Wizards MindBomb
Consumable, Uncommon
For centuries, deep blue crystals called “Brikken” were harvested out of the dwarven mountains, with no known use. It took a wizard, half mad from age and half from the consequences of failed concoctions to discover that when these crystals are put into a solution of Auroch’s milk and wyvern venom, it creates a sky blue frothy brew that can tap into the magical essence of anybody who drinks it.
A creature under the influence of this substance gains the following effects for 4 Hours:
· The creature may cast a spell with a casting time of “1 Action” as a bonus actions if they expend a spell slot higher than the required spell slot to cast the spell.
· Add half your spellcasting modifier (rounded down) to all intelligence skill checks. (Minimum of 1)
· Once per dose when the player deals damage with a spell, they can decide to deal an additional amount of damage equal to their character level.
When the effects wear off, the player is left with a splitting headache, until they complete 2 long rests. As they recover they reduce their spellcasting modifier by 1 – and all intelligence checks are made with disadvantage, additionally one spell slot of the player’s highest available level is considered empty until the “hangover” is finished.
77. Spinning Shield
Armour (+1 Shield), Rare
A rusty iron shield with an inner working of turning gears, despite its age – it’s craftsmanship grants it an additional +1 bonus to AC. The player can decide to make the shield spin at a rapid pace either clockwise (right) or counter-clockwise (left) at the push of a button. When a creature attacks, the player wielding this shield and misses, the attacking creature is pushed 5 feet in the direction the wheel is spinning.
78. Automatic Dart Gun
Weapon (Blowgun), Very Rare, Requires Attunement
A large blowgun fitted to shoot darts instead of small projectiles, it’s made of sturdy metal and has a crank on the side that allows a strip of darts to be fed into the barrel of the dart gun at a brisk pace. A player uses their action hunkering down and prepping the dart gun. Once setup the player can’t move or take any other actions other than shooting the gun or changing direction until they spend an action to stop. On their turn the player may shoot a dart in the direction they are facing. The player forfeits their reaction, and instead gain the ability to attack or change direction at the end of every players turn in the turn order. At the end of the shooters turn, they are pushed 5ft in the opposite direction they are shooting. The darts deal 1d4+DEX (Max. of 2) piercing damage.
79. Shield of Unmoving
Armour (Shield), Uncommon, Requires Attunement
A sturdy wooden shield rimmed with iron, and a large domed boss placed in the center. When a creature attuned to this shield is forced to occupy another space – they can instead choose to stay in the same space. They also gain immunity to the prone condition.
80. Roll-on Concealer
Consumable (Soap), Uncommon
A small brick of pressed moist powder that is completely odourless and has 1d4 uses. When this brick is rubbed on a creature that creature also becomes completely odourless using up 1 use. The substance can be rubbed over an inanimate object – requiring 1 stack for every 5 x 5 square it occupies. This effect lasts for 1 hour.
100 Magic Items for 5e Pt. 1
Other Entries
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 46 - 50
1. Tome of Invigoration
Wondrous Item, Uncommon
A leather-bound book, the size of a travel journal and indistinguishable from one on the outside. The pages are filled with the teachings of a famed scholar of magics, it’s said that each hour spent studying this book is the equivalent of 4 hours of regular magical studies. Over a short rest – a player with spellcasting abilities can read this tome to regain 1 spell slot of the highest level available to them (Max of Level 5). The tome can’t be read again until the player completed a long rest.
2. Tempus’ Shout
Halberd, Very Rare, Requires Attunement
This sparking Halberd delivers jolts of electricity that surges through the targets body dealing an additional 1d6 thunder damage on every attack.
Active: By speaking a command word Tempus’ Shout extends and begins sparking and flashing threatening coils. While activated increase its reach to 15 feet. Additionally, once per turn on hit you cast the Thunderwave spell at level one, on the point of impact for the attack. The save DC for the spell is 8 + your proficiency + your constitution modifier.
After using this weapons active, it’s electrical current becomes tame and fading. It no longer deals an additional 1d6 thunder die until the wielder completes a long rest. At which point Tempus’ Shout is fully recharged and its active can be used again.
3. Abjurers Staff
Staff, Rare, Requires Attunement by Bard, Cleric, Druid, Sorcerer, Wizard, Warlock
A strong metal staff, heavy and thick with a shield at the top. If attuned this staff can be used as a focus. At the start of each long rest you gain 1d6+1 stacks, this staff can carry a max of 7 charges. If the staff ever has 0 charges roll a d20, on a 1 the staff becomes a mundane focus.
The Wielder may cast the following the spells in exchange for the following charges. Your spellcasting modifier remains the same.
· Expend 1 charge to cast the shield spell. (Can cast as reaction if staff is being wielded)
· Expend 2 charges to cast Counterspell (Can cast as reaction if staff is m being wielded)
· Expend 3 charges to cast Banishment.
4. Boots of Sneaking
Wondrous Item, Legendary, Requires Attunement by a Rogue
These soft leather shoes are so black that it appears that they drink the light in around them. Making the wearers feet almost appear as black holes, with intricate laces as dark as night running all the way up them. The player attuned to these boots has advantage on all stealth skill checks.
Active: By uttering the boots command word, the rogue attuned to these boots gains an additional number of d6 to their sneak attack equal to their proficiency. This active lasts for 1 minute and can’t be used again until a long rest.
5. The Immobilizer
Weapon (Maul), Very Rare
An oversized maul with one face of the head lined with pyramid shaped spikes. Damage rolls with this weapon gain +2. On a critical hit the creature struck is permanently knocked prone, due to a shattered kneecap, broken rib or similar injury that would hinder movement. This effect can only be cured by proper medical attention and healing time or a “lesser restoration” or superior spell.
100 Magic Items for 5e Pt.3
Other Entries
Items 1 - 5
Items 6 - 10
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 46 - 50
11. Crystal Ball of Divination
Wondrous Item, Uncommon
A ball made of flawless crystal that glows slightly, it is imbued with the ability to cast the following spells with no material components. The ball has 7 charges and after use of its charges it becomes a mundane crystal ball with no magical properties (Although it can be used as a focus)
· Expend 1 Charge to cast the Detect Magic spell
· Expend 2 charge to cast the Identify spell
· Expend 2 charges to cast the Locate Object spell
· Expend 3 charges to cast the Clairvoyance spell
12. Radiance
Weapon (Bow), Rare, Attunement
A bow crafted from wood that shimmers yellow. Its handles are plated in gold. Each attack done with this bow deal an additional 1d4 radiant damage. Additionally by speaking Radiance’s command word, the player can cast the “light” cantrip focused on the bow.
Attunement: Over a short rest, the bow calls its owner to it and upon touch teaches it a secret hymn that attunes the player to Radiance. Learning the command word.
13. Dagger of Interdimensional Metal
Weapon (Dagger), Very Rare
A dagger made of a compound of metals from across dimensions, resulting in the dagger to not just exist in one plane – but all at once. Any attack from this dagger penetrates and slices as if no material object is in the way of it, while still causing physical damage to the objects it passes through dealing 1d4 force damage. On attack rolls this dagger automatically hits on all rolls between 2 and 19. On a 20 the attack is a critical hit as usual. A 1 is still considered a critical fail and the attack will be a miss (Or other result depending on the DM)
14. Gearwork Crossbow
Weapon (Crossbow), Very Rare, Non-Magical
This crossbow is equipped with the latest in Gnome engineering, including a fitted looking glass to target your enemies and a series of levers and pulleys to help load and reload, though the working of which are a maze of steel and string. This weapon scores a critical hit on a 19 or a 20. Additionally, when a ranged attack with this crossbow misses, the player can still roll damage die – dealing damage equal to half of the number rolled with no modifier.
When this crossbow must be loaded roll a d6, on a 6 the player can ignore the loading property for this turn. On a success the player can make a DC16 perception to check to see if they better understand the working of how to load the crossbow, on a pass the next time a d6 roll is made to load the crossbow – the loading property is ignored by a 5 or a 6. This effect can continue until the player has achieved a complete mastery of the workings of this crossbow, and can always ignore the loading property.
15. Chain of Savage Impact
Armour (Shield), Very Rare
A coil of magical steel links about 5 feet in length – that looks like a mundane chain to the non-trained eye. This chain can only be worn effectively by a player with proficiency in shields. When wrapped around the wearers off-hand It acts a shield granting them +1 AC. Additionally, the wearer can take a bonus action to attack with their chain wrapped fist. Dealing 1d6+Str bludgeoning damage. On a critical hit – this damage is increased to 4 times the amount of dice, instead of 2 times. (4d6+Str)
100 Magic Items for 5e Pt.10
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
46. Rod of the Eldritch King
Rod, Legendary, Requires Attunement by Warlock
The Warlock attuned to this rod gains another spell slot. In addition, they another “Mystic Arcanum” of the 6th level spell. Also, when they cast the “Eldritch Blast” it has the following effects.
Pact Loyalist – Each beam of your “Eldritch Blast” deals 1d12 damage instead of 1d10
Sundering Blast – When a creature is hit with “Eldritch Blast” that creature’s AC is reduced by 1 for 1 minute. To a maximum reduction of 2.
Power of the Great One – You can call upon your patron to bestow more magical powers upon for a short period. For 1 minute you gain an additional bolt of “Eldritch Blast” every time you cast it.
47. Orb of Bombardment
Wondrous Item (Orb), Rare, Requires Attunement
A glowing orb a little larger than a humans head. The orb is bouncy and has a texture like rubber. A creature who is proficient in simple ranged weapons can use this weapon. To throw this ball you can use either your strength or dexterity modifier. When thrown, it deals 1d6+Modifier bludgeoning damage. It then bounces to a creature within 10ft of the throwers choice. The attacker then makes another attack throw with a -2 penalty to the result dealing 1d6 bludgeoning damage. The orb can bounce an unlimited number of times, taking an additional -2 penalty for every new attack. (Can hit the same target multiple times)
48. Berserker Salt
Consumable, Common
In the dark alleys of major cities, you can find procurers of goods and services you can’t find elsewhere. One of these products is Berserker Salt, ground crystals the consistency of sand, the crystals range from clear, to milky white, to a sickly yellow depending on quality. A player who snorts the salt up their nose gains the following benefits for 1 hour. The player can snort multiple doses at a time.
· +1 to attack and damage rolls
· +5 movement speed
· +2 to initiative
· Player can move up to half of their movement speed and make a melee attack as their reaction
When the effect of the salt has worn off the player gains a stack of exhaustion for each dose consumed.
49. Pillow of Sleeping
Wondrous Item (Pillow), Uncommon
A medium sized square satin pillow, a deep lush red stitched with golden string and unrivaled in comfort. There’s a small zipper on the side of the pillow. Inside the pillow is an unassembled tent big enough for one person. The tent takes 30 minutes assemble and 30 minutes to disassemble. A single player can stay inside the tent – once inside the tent becomes a cocoon of force energy, not allowing any player to enter and the zipper becoming an unmoveable object.
50. Wand of Spells
Wand, Legendary, Requires Attunement by a Wizard
The perfect wand, delicate yet sturdy; awesome yet modest and more powerful than any one person should have in their possession. This wand begins with 50 charges, the Wizard attuned to this wand may cast a spell of any level between 1 and 7, expending an equal number of charges instead of a spell slot. The user can select any spell from the wizard spell list. When the wand loses all of its charges it becomes an ordinary mundane wand – losing all the properties that made it so magnificent in the first place.
100 Magic Items for 5e Pt. 14
Past Posts
Items 1 - 5
Items 6 - 10
Items 11 - 15
Items 16 - 20
Items 21 - 25
Items 26 - 30
Items 31 - 35
Items 36 - 40
Items 41 - 45
Items 45 - 50
Items 51 - 55
Items 56 - 60
Items 61 - 65
66. Witches Broom
Rod, Rare, Requires Attunement by a Warlock
This straw broom looks ordinary in appearance, old and dusty with an old cracked wooden shaft when attuned to a Warlock it allows them to cast the “Hex” and “Witch Bolt” spells once per long rest using this as a focus, additionally they can fly on the broom for a total of 1 minute every day. The broom has a flying speed of 60 feet.
67. Shadow Strike Claws
Weapon (Unarmed Melee), Very Rare, Requires Attunement by a Monk
These hand claws are mitts that the attuned player can wear, covering the tops of their hands in steel and their knuckles in cruel spikes. All melee attacks made with this weapon have +1 to attack and damage rolls. Additionally, the claw gains 3 charges after every long rest and can carry a max of 3 charges. The attuned player can expend charge to use one of the following effects.
The player can attempt to blind a target; the player makes an attack roll as usual. The target makes a WIS saving throw the save DC is equal to the amount of damage done on the damage roll, on a fail the target is blinded for 1 minute.
The player gains a climbing speed of 30 feet for 1 minute. If the player already has a climbing speed of 30 or higher, increase it by 10 feet.
The player can apply a bleed to a target. The player makes an attack roll as usual. The target makes a CON saving throw the save DC is equal to the amount of damage done on the damage roll, on a fail the target takes an amount of damage equal to half the users monk level at the end of their turn for 1 minute. This wound can be healed by a DC13 medicine check.
68. Straw of Water Displacement
Wondrous Item (Drinking Straw), Uncommon
A half foot long piece of hollowed out bamboo. Up to 10 gallons can be sucked up through the straw, at a rate of a gallon a minute. When the bamboo sucks up liquid, the liquid is stored inside the bamboo tube until it is released. A player can release all the stored liquid by blowing into the straw.
69. Boomerang Fan
Wondrous Item (Folding Fan), Uncommon, Requires Attunement
A traditional silk blue folding fan; trimmed with white. When the fan is thrown, it can travel up to 50 feet. The fan can only travel in directions that are diagonal and can not travel to a space twice in the same trajectory. This fan can hit multiple targets with the same throw, when the fan travels through the same spot as a creature, that creature is knocked 5 feet in a random non-diagonal direction (Up, down, left or right). When the fan has traveled 50 feet or when the thrower chooses, the fan lands. If the fan crosses paths with the thrower, the thrower can choose to catch the fan – not requiring them to retrieve it.
70. Boots of Teetering
Boots, Rare, Requires Attunement
These egg-shaped boots fit comfortably around the wearers feet – when in combat the boots inflate on either side making the wearer so bottom heavy they can’t fall down, instead bouncing back to their feet. While attuned to these boots, the player is immune to the prone condition. Additionally, once per round when a player is hit by a melee attack, they can choose to bounce back and make an attack of their own in response.
Alternative name: Boots of Weeble-Wobbling