Extra Magic Items

Download as pdf or txt
Download as pdf or txt
You are on page 1of 30

Confidential

information of Wizards of the Coast LLC.


Do not distribute.

Magic Items
Magic items make characters more powerful and
versatile, allowing them to fly like birds, walk on Buying Magic Items
ceilings, resist damage, vanish without a trace, Unless you decide your campaign works
and do other amazing things. Such wonders are otherwise, magic items are, by and large, so rare
desirable, but characters do not need magic that no market exists for them. Most such
items to be effective, nor are they entitled to wonders arent sold in mass quantities, although
them. situations might arise that allow player
A magic item is a wondrous treasure that characters to buy or sell particular items. Buying
adventurers find in a monsters hoard, in a trap- magic items might be easier in a city with a
riddled dungeon, or in the possession of a slain magical academy or a large temple, or in some
foe. Every adventure holds the promisebut not other location that serves as a hub where
a guaranteeof finding one or more magic items, adventurers can sell their loot. For example, an
and part of the fun of exploring a dungeon is the apothecary might offer a small selection of
thrill of unearthing a unique item found nowhere potions, or the adventurers might hear rumors
else. Who knows what the next room or the next of an undercity market where a magic item is
chest might hold? being auctioned off.
Every magic item has a purpose. An especially Common magic items, such as certain potions
rare item might have a proper name, a and scrolls, can sometimes be procured from an
personality, and secrets. Even the most common, alchemist or a spellcaster. Individuals who arent
least powerful magic item can have a remarkable normally in the business of selling magic items
appearance and history, or idiosyncratic might want something other than gold in
properties. exchange. For example, an NPC wizard might
create a scroll for adventurers if they complete a
Encountering Magic Items quest for her.

When you create your own adventures, its up to Selling Magic Items
you as the DM to determine where magic items If a player character wants to sell a magic item,
are located. Such scarce commodities are usually the lack of an established market makes doing so
hidden in deep dungeons, sealed inside trapped difficult. Usually, selling anything more than a
chests, buried in ancient treasure hoards common item requires an interested buyer first.
guarded by monsters, or wielded by powerful Finding someone willing to purchase a magic
foes. item for anything even approaching its true
Intelligent monsters and NPCs use the magic worth is no simple matter, though. The buyer
items in their possession, much as adventurers might be a wizard in a lonely tower in the hills, a
do. If theres a magic shield in a troglodyte wealthy dwarf lord with a mountain stronghold,
warren, it is probably being worn by a troglodyte or some other isolated or powerful person. A few
champion. Similarly, a ring of water walking buyers can afford to pay in coins or gems, but it's
taken from an ill-fated Underdark explorer is more likely that someone who wants the magic
more likely to be on a drow clerics finger than item will offer to trade some other item or
hidden in her belt pouch. service. Such negotiations can lead to interesting
Powerful villains sometimes bequeath magic quests.
items to their favored minions. For example, an If the characters do find someone willing to
evil dukes trusted guard captain might wield a put up gold, theyll probably have to settle for
magic sword, while the goblin chiefs wizardly less than the items true worth. An items price is
advisor might carry a magic staff. based on its rarity.

D&D Next Playtest 2012 Wizards 1


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Rarity than common itemsif they find any magic
A magic items rarity provides a rough measure items at all. Tougher challenges are more likely
of its power level compared to other magic items. to yield such rewards, and the magic items
If your campaign allows for trade in such items, discovered after such challenges are potentially
rarity can help you set a base price. rarer.
Rarity also gives you a sense of how likely
characters are to find such an item, given their Using the Magic Item Award Tables
level. That said, magic item rarity shouldnt get These tables are designed to help you award
in the way of your storytelling. If you allow a magic items based on the difficulty of a given
vorpal longsword or a ring of invisibility to fall encounter. You can determine the available
into the hands of a 1st-level character, then so be items at the start of each encounter for a taste of
it. Its not the end of the world and might, in fact, unpredictability, or roll for all the encounters in
be a significant feature of your campaign. a given adventure area ahead of time and parcel
There are six different magic item rarities, them out as you see fit.
from most to least available: common, Choose the table appropriate to the difficulty
uncommon, rare, very rare, legendary, and of the encounter, and roll percentile dice (d%).
artifact. The closer an items rarity is to artifact, (See the Encounters and Rewards section for
the less numerous and pervasive such items guidance on setting an encounters difficulty.)
become. Many legendary items and all artifacts Then select items of the rarity you rolled, if any,
are unique. and decide how to place them. You might give
some items to the villains or monsters as
MAGIC ITEM RARITY equipment and place others somewhere
Rarity Character Level Item Value appropriate, such as in a monsters hoard.
Common* 2+ 50100 gp You can ignore the result of a roll or modify it
Uncommon 3+ 100500 gp as suits your needs. For instance, if you roll high
Rare 5+ 5002,000 gp for a given encounter, you dont have to include
Very rare 7+ 2,0005,000 gp every magic item indicated. You could instead
Legendary 9+ 5,00010,000 gp pick one or two appropriate items for that award
Artifact 11+ 10,000+ gp and scatter the rest throughout the adventure.
*Playtest Note: The number of common items available Or you could save up several results and award
in this playtest document is limited; more will be them all at once, when dramatically appropriate.
available in future updates. For example, an adventure might culminate with
fighting a dragon in its lair. The dragons hoard
Character Level: The recommended level a could contain all the magic items in the
character should be to find or use the magic item. adventure, while earlier encounters leading up
Item Value: The recommended amount that to the final confrontation offer no magic reward.
the magic item is worth, in gold pieces. Consumable Items: Some items, such as
potions or scrolls, can be used only once before
Awarding Magic Items their magic is spent. When determining what
The tables that follow provide guidelines for magic items the characters find, you can swap
awarding magic items based on the difficulty of out a given permanent magic item for 1d2 + 2
encounters. You can add or withhold magic consumable items of the same rarity. For
items in your adventures as you see fit; such example, instead of finding an uncommon magic
items are a reward, not a necessary part of a weapon, the characters might find three
player characters advancement. uncommon potions or scrolls.
In most campaigns, the greater the risk, the
greater the reward. The guidelines presented
here adopt this philosophy. If adventurers
consistently face easy challenges, those
characters are unlikely to find anything more

D&D Next Playtest 2012 Wizards 2


Confidential information of Wizards of the Coast LLC.
Do not distribute.

EASY ENCOUNTER TOUGH ENCOUNTER
d% Magic Item(s) Found d% Magic Item(s) Found
0150 None 0125 1 common
5170 1 common 2650 1d2 common
7190 1d2 common 5170 1d2 common
9196 1d2 common 1d21* uncommon
1d21* uncommon 7190 1d2 common
9799 1d2 common 1d2 uncommon
1 uncommon 1d21* rare
1d21* rare 9196 1d2 common
100 1d2 common 1d2 uncommon
1d2 uncommon 1d2 rare
1 rare 1d21* very rare
1d21* very rare 9799 1d2 common
*A result of 0 indicates that no item is found. 1d2 uncommon
1d2 rare
AVERAGE ENCOUNTER 1 very rare
d% Magic Item(s) Found 1d21* legendary
0125 None 100 1d2 common
2650 1 common 1d2 uncommon
5170 1d2 common 1d2 rare
7190 1d2 common 1d2 very rare
1d21* uncommon 1d21* legendary
9196 1d2 common 1 artifact
1d2 uncommon *A result of 0 indicates that no item is found.
1d21* rare
9799 1d2 common
1d2 uncommon
Identifying Magic Items
100 1d2 common Magic items rarely disclose their true nature
1d2 uncommon upon discovery. Player characters have some
1d2 rare straightforward ways to determine whether an
1 very rare item is magical and, if so, how it works. There
1d21* legendary
are also ways to uncover some of the magic
*A result of 0 indicates that no item is found.
items history, or learn if the item carries a curse.
Divination Magic: Using the detect magic
spell is a good way to determine if there is
something special about an item. The identify
spell provides considerably more information
about a magic item, including whether you can
attune yourself to it (see Magic Item
Attunement).
Trial and Error: In the absence of divination
magic, a character might simply experiment with
an item and try different things. I put the ring
on and jump up and down, flapping my arms, a
player might say. If the item happens to be a ring
that allows one to fly or to jump long distances,
then the experiment (and good guesswork)
should be rewarded. Or, after putting on the
same ring, the character might ask if he or she
feels anything. In this case, you might say, You

D&D Next Playtest 2012 Wizards 3


Confidential information of Wizards of the Coast LLC.
Do not distribute.

feel lightheaded, and your stomach lurches
upward, or You feel particularly light on your
Magic Item Creation
feet. Rules for magic item creation will be in a future
With consumable magic items such as potions, playtest packet.
minor experimentation is fine. A sip of a potion,
for example, might be enough to give a character
a tingling sensation and some sense of the
Wearing Magic Items
potions nature while leaving enough of the In most cases, a magic item thats meant to be
potion to be useful. worn will adjust its size to suit a creature
Examination: Close study of an item might regardless of the wearers size, gender, or race. If
provide some information. A ring might be you have a good reason for why a magic item
activated by a command word, which could be shouldnt fit, though, run with it. Armor made
etched in tiny letters on the inside, or a feathered specifically by the self-absorbed drow might fit
design might hint that the ring allows one to fly. elves only. Dwarves might make items usable
In such a case, examination might be enough to only by dwarf-sized and dwarf-shaped
discern the items purpose and properties. characters to keep such items from being used
Knowledge Skills: Someone with the against them. Such items should be exceptions,
appropriate knowledge skill might learn a magic however, not the rule.
items function (though perhaps not specific If youre running a campaign where even
properties). For example, a magic weapon common magic items are hard to acquire, you
crafted by devils might be familiar to a character might decide that items do not resize at all, or
well versed in forbidden lore. Similarly, a only rarely.
character with knowledge of arcana might Use common sense to determine whether
recognize boots of elvenkind on sight. more than one of a given kind of magic item can
A character familiar with a magic items lore be worn. Can a character wear two necklaces? Of
typically knows (or can correctly guess) the course! People in the real world wear multiple
command word(s) needed to activate it. necklaces, amulets, medallions, and holy
The Item Itself: An intelligent item might symbols at the same time, and theres no
reveal its lore and properties through prohibition against a character employing a
conversation (actual or telepathic) or provide necklace of fireballs while wearing an amulet of
the information through dreams, empathic protection. Two belts? Sure, thats easy to picture,
sensations, illusory images, or other means. A perhaps with a weapon hanging from each one.
nonintelligent item might contain a fragment of But can a character wear two pairs of boots? No,
the previous owners spirit, which could provide thats silly.
information about the item. The simple rule is that a character cant wear
Attunement: A magic item might require a more than one pair of footwear (boots, sandals,
character to attune to it before all its properties slippers, and so on), more than one pair of gloves
are accessible. See Magic Item Attunement for or gauntlets, more than one suit of armor, more
details. than one cloak, or more than one item of
headwear (a helmet, hat, circlet, crown, or
Secrets similar item). Feel free to impose other limits or
Some items have secrets. An item might be grant exceptions where appropriate. For
secretly cursed or possessed by a fiend, or it instance, a hat of disguise might allow the
might have a hidden property that is revealed wearing of a mask or a circlet, but a character
only when the item is worn by an elf or wielded might not be able to wear two sets of bracers.
by a lawful good creature. Items that are meant to function in pairs,
A secret should be a surprise to the items user, including boots, bracers, gauntlets, and gloves,
whether pleasant or unpleasantif it comes to do not impart their benefits unless the entire
light at all. pair is worn. A character cant wear a boot of

D&D Next Playtest 2012 Wizards 4


Confidential information of Wizards of the Coast LLC.
Do not distribute.

striding and springing on one foot and a boot of Experimental Rule: Maximum
elvenkind on the other foot to use the properties
of either or both magic items. Number of Attuned Items
A creature can have a number of magic items
Magic Item Attunement attuned to it at any time equal to its Charisma
modifier (minimum 1).
Some magic items require a character to attune
to them before the magical properties of those
Experimental Rule: Test of Wills
items can be enjoyed. An intelligent or cursed magic item might resist any
Attuning to a Magic Item: Attuning to a attempt to remove it, let go of it, attune to it, or
magic item requires that you first discover end its attunement. Any such conflict is resolved as
whether you can attune yourself to it. The a Charisma contest between the magic item and its
identify spell is the most common way of user. If the user fails to win the contest, he or she
discovering this fact. Unusual items magically is forbidden from taking the specified action;
reveal that fact to certain types of creatures or in however, another attempt can be made after 24
certain circumstances. hours have elapsed. If the intelligent or cursed item
The attunement process requires you to grasp does not have a specified Charisma score, assume
or wear the item and spend 10 minutes it has Charisma 10 and a +0 modifier to its
concentrating on it. Depending on the nature of Charisma checks.
the item, this concentration can take the form of Once attuned to you, some cursed items can
prayers, weapon practice, or meditation. In any terminate your attunement to other items. See the
case, the concentration period must be items description for details.
uninterrupted.
Once you are attuned to an item, you can use
any magical properties that require the
Magic Item Durability
attunement. You also learn how to activate those A magic item is at least as durable as a regular
abilities and any necessary command words or item of its kind. Uncommon, rare, very rare, and
phrases to do so. See Using Magic Items for legendary magic items are resistant to all
different methods of magic item activation. damage unless their descriptions note otherwise.
An item cannot be attuned to more than one Artifacts are practically indestructible and
creature at a time. Another creature that takes require extreme measures and special quests to
possession of a magic item to which you are destroy.
attuned can attempt to attune to it. If it succeeds,
you are no longer attuned to the item.
A magic item might require you to meet one
Using Magic Items
or more prerequisites before you can attune to it. Each magic item has one or more magical
Maximum Number of Attuned Items: A properties that it imparts to its user when
creature can have no more than three magic properly held, wielded, or donned. How a user
items attuned to it at any given time. activates the items properties varies from item
Ending a Magic Items Attunement: A magic to item.
items attunement ends when you no longer Worn: Many items must be worn to gain their
satisfy the magic items attunement benefits. A suit of armor must be donned, a
prerequisites, when the item has been more than shield strapped to the arm, a cloak fastened
100 feet away from you for over 24 hours, or about the shoulders, a ring placed on a finger,
when you wish to end the attunement. You can and so on. Simply carrying around an item thats
voluntarily end an items attunement with 10 meant to be worn is not sufficient to gain its
minutes of uninterrupted concentration. benefits.
Wielded: Most magic weapon properties
apply in combat. A weapon might have

D&D Next Playtest 2012 Wizards 5


Confidential information of Wizards of the Coast LLC.
Do not distribute.

properties that are useful when the item is Abyssal: The item is made of black metal or
drawn or held. horn, and any cloth or leather components are
Action-Activated: A magic item that falls into crafted from the tanned hide of demons. Runes
this category requires an action to activate. appear on its surface here and there, spelling out
Potions, scrolls, and many wondrous items fall nonsense words. The owner of this item suffers
into this category. nightmares, the substance of which he or she
Some item properties not only take an action forgets immediately upon awakening.
to activate, but also require the items user to Ancient Human: This item is old but plainly
speak a command word or phrase. The of human manufacture. The meaning of any
command word or phrase must be audible. symbols or heraldry emblazoned upon it is likely
Special Activations: Sometimes a user must lost to antiquity. Pick a fallen kingdom from your
do something special to activate a magic item, as campaign or an ancient figure of legend. The
revealed in the magic items descriptive text. item is somehow connected to that place or
person.
Magic Item Details Celestial: The weapon is light (half its normal
weight) and inscribed with feathered wings,
The following tables allow you to add flavorful suns, and other symbols of good. Evil creatures
details to magic items. They are particularly are put off by its wholesome presence.
useful for turning a +1 longsword, a suit of +1 Draconic: Crafted by dragons, this item is
chainmail, and similarly basic magic items into made from scales and talons shed by a dragon
more interesting discoveries. The tables can also during its life. The item incorporates precious
give you and your players a sense of each items metals and gems from the dragons hoard. It
history and purpose. grows warm when a dragon is within 100 feet of
Some of the table entries are more it.
appropriate for particular kinds of magic items. Drow: The item is black as pitch, light (half its
If a rolled result doesnt make sense for a normal weight), and inscribed with spiders and
particular item, roll again or choose a better webs in honor of Lolth, Demon Queen of Spiders.
result. It might function poorly or disintegrate if
exposed to sunlight for a significant time.
CREATOR Dwarven: The item is durable and has
d20 Creator Dwarven runes worked into its design. It is not
1 Abyssal easily broken, torn, or otherwise damaged.
24 Ancient human Elemental (Air): A metal item is light (half the
5 Celestial normal weight) and feels hollow, but is as tough
6 Draconic as normal, while fabrics are wispy gauze and silk.
7 Drow Elemental (Earth): This item is crafted from
810 Dwarven stone rather than metal, though it weighs as
11 Elemental (air)
much as normal. Any cloth or leather elements
12 Elemental (earth)
are studded with finely polished rock.
13 Elemental (fire)
Elemental (Fire): This item is warm to the
14 Elemental (water)
1517 Elven
touch, and any metal parts are crafted from black
18 Fiendish iron. Sigils of flames and leering efreets cover its
19 Giant surface. Shades of red and orange are the
20 Gnome prevailing color scheme.
Elemental (Water): Lustrous fish scales
The items creator was a specific type of creature, replace leather or cloth on this item, while metal
or it crafted the magic item to be used by portions are instead crafted from seashells and
specified creatures. worked coral as hard as any metal.

D&D Next Playtest 2012 Wizards 6


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Elven: The item is well preserved, light (half Religious Icon: This item was used in
the normal weight), flexible where desirable, and religious ceremonies dedicated to a particular
adorned with leaf and vine motifs. god. It has holy symbols worked into it, and
Fiendish: The item is made of black iron followers of that god will attempt to reclaim the
inscribed with runes, is warm to the touch, and item if they spot it.
features leering, fiendish faces on the guard or Sinister: This item is linked to a terrible deed
hilt. Any cloth or leather components are crafted of evil, such as a massacre or assassination.
from the hide of demons or devils. Good Anyone who sees the item and succeeds at a DC
creatures are put off by its unwholesome 15 Intelligence check recalls the items role in
presence. that event.
Giant: The giants crafted many items for their Symbol of Power: This item was once used as
smaller allies. This item is somewhat oversized part of royal regalia, an icon of a noble title, or a
but still usable without penalty. badge of office. Its former owner might desire it,
Gnome: The item is crafted to appear or someone might mistakenly assume its new
thoroughly unremarkable. The item might look owner is the items legitimate inheritor.
tattered, battered, or well-wornall the better
to discourage thieves from stealing it. MINOR PROPERTIES
d20 Minor Property
NATURE 1 Beacon
d8 Nature 2 Compass
1 Arcane 3 Conscientious
2 Bane 4 Delver
3 Legendary 5 Easygoing
4 Ornament 6 Gleaming
5 Prophecy 7 Guardian
6 Religious icon 8 Hidden Message
7 Sinister 9 Illusion
8 Symbol of power 10 Key
11 Language
The item has a special purpose or contains 12 Sentinel
echoes of an important event or person. 13 Song Craft
Arcane: This item was created by a powerful 14 Strange Material
15 Traveler
wizard and bears his or her symbol or sigil. A
16 Tyrant
faint magical glow surrounds it, but the light is
17 Unbreakable
too dim to illuminate anything other than the
18 War Leader
item. 19 Waterborne
Bane: This item was created to slay or 20 Roll twice, rerolling any additional 20s
contend with a particular kind of enemy. The
item is also recognized and hated by such This item has a minor but useful ability, which
creatures. might be connected to its purpose.
Legendary: A great hero or villain once Beacon: On command, this item sheds bright
wielded this item. light in a 10-foot-radius sphere. Darkness within
Ornament: Used in parades or to 10 feet of the sphere of bright light becomes dim
commemorate a special occasion, the item is light. Speaking the command word again douses
festooned with inset gemstones, gold or the light.
platinum inlays, and decorative filigrees. It might Compass: If the items bearer concentrates for
have been commissioned as a gift to 1 round, he or she immediately knows which
commemorate a great deed. way is north.
Prophecy: Whoever bears this item is Conscientious: When the bearer of this item
destined to play a key role in future events. contemplates or undertakes a malevolent act,

D&D Next Playtest 2012 Wizards 7


Confidential information of Wizards of the Coast LLC.
Do not distribute.

the item grows uncomfortably warm. Clearly it Tyrant: When the bearer contemplates or
was created for a good purpose. undertakes a benevolent act, the item grows icy
Delver: While underground, the items bearer cold. Clearly it was created for an evil purpose.
always knows her or his depth and the direction Unbreakable: The item cannot be broken by
(though not distance) to the nearest staircase, normal means.
ramp, or other path leading upward. War Leader: When the bearer so chooses, he
Easygoing: The item can be attuned in one- or she can make his voice audible to any creature
tenth the normal time (1 minute instead of 10 within 500 feet.
minutes). Waterborne: This item floats. Its bearer gains
Gleaming: Dirt and grime never accumulate a +2 bonus to any check made to swim.
on this item.
Guardian: The item whispers warnings to its MINOR QUIRKS
bearer, granting a +2 bonus to initiative checks. d20 Minor Quirk
Hidden Message: A message is hidden 1 Blissful
somewhere on the item. It might be visible only 23 Confident
at a certain time of the year, under the light of a 4 Coveted
specific phase of the moon, or in a specific 5 Covetous
location. 6 Depleted
Illusion: The item is imbued with minor 7 Friable
89 Hungry
illusion magic, allowing its bearer to alter the
10 Loud
items appearance in minor ways. Such
11 Melancholy
alterations dont change how the item is worn,
12 Metamorphic
carried, or wielded and have no effect on its 13 Mistaken
other magical properties. (For example, the 14 Muttering
bearer can make a red robe appear blue, or make 15 Painful
a gold ring look like its made of ivory.) The item 1617 Possessive
always displays its true appearance when left 18 Repellent
unattended. 19 Slippery
Key: The item is used to open or otherwise 20 Slothful
unlock a container, chamber, vault, or perhaps
an entire tomb or dungeon. This item has a flaw, a defect, or some other
Language: The bearer can speak the item minor quirk that can be uncomfortable or
creators language (or a language of the DMs irritating, but generally not harmful to the
choice). bearer.
Sentinel: Choose a kind of creature that is an Blissful: While in possession of the item, the
enemy of the items creator. This item glows bearer feels fortunate and optimistic about what
when such creatures are within 100 feet of the the future holds. Butterflies and other harmless
item. creatures might frolic in the items presence.
Song Craft: Whenever this item is struck or is Confident: The item makes its bearer feel nigh
used to strike a foe, its bearer hears a fragment invincible. This sensation does not protect the
of an ancient song. Learning the songs lyrics bearer from fear effects.
might reveal a secret that the item was crafted to Coveted: Other intelligent creatures that see
keep safe. the item desire it for themselves, although few
Strange Material: The item was created from take action against the bearer to claim it.
a material (such as wood, bone, or glass) that is Covetous: The items bearer becomes
bizarre given its purpose. obsessed with material wealth.
Traveler: The bearer does not feel the effects Depleted: The item has only one charge left.
of cold temperatures as low as 0 F or as warm Activating it has the normal chance of burning
as 120 F. out the item.

D&D Next Playtest 2012 Wizards 8


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Friable: The item crumbles, frays, chips, or Slothful: As long as the item is in the bearers
cracks slightly when wielded, worn, or activated. possession, the bearer takes a 2 penalty to
This has no effect on its properties, but if the initiative checks.
item has seen much use, it might look very
decrepit. Armor
Hungry: This items magical properties
function only if fresh, humanoid blood has been Magic armor is a common but vital item. In
applied to it within the past day. It needs no general, it protects the wearer to a greater extent
more than a drop to activate. than nonmagical armor.
Loud: The item makes a loud noise, such as a
clang or a shout, when wielded or when one or +1 Armor
more of its properties are activated. The most basic form of magic armor is of fine
Melancholy: While carrying the item, the craftsmanship, a work as much of art as of utility.
bearer experiences feelings of ennui and might Magic armor comes in all kinds, though exotic
cry when confronted with failure or types are rare compared to the more common
overwhelming odds. ones. The DM chooses a suit of armor from the
Metamorphic: The item periodically and equipment list or rolls percentile dice to
randomly alters its appearance in slight ways. randomly determine its type.
The bearer has no control over these minor
transformations, which do not affect the items d% Armor Type Rarity
use or magical properties. 0107 Leather Uncommon
Mistaken: While in possession of the item, the 0821 Displacer beast hide Rare
bearer is often mistaken for someone else. 2230 Mithral chain Very rare
Strangers might feel that the bearer is someone 3137 Studded leather Uncommon
familiar to them but cant remember his or her 3852 Scale mail Rare
name. 5360 Dragon scale Very rare
Muttering: The item grumbles and mutters all 6166 Ringmail Uncommon
6774 Chainmail Uncommon
the time. A character who listens carefully to
7581 Banded Rare
what the item says has a 1% chance per month
8288 Splint Rare
of learning something useful or disturbing, at the 8900 Plate Very rare
DMs discretion.

Painful: The bearer experiences a lingering
Property: You gain a +1 bonus to AC while
ache while wielding the item or has a flash of
wearing this armor.
pain when activating one or more of its
Rarity: By armor type.
properties. The pain has no other adverse effects.
Possessive: The item demands attunement
Black Dragon Scale of Resistance
when first wielded or worn and does not allow
The midnight-black scales of this armor fit
its bearer to attune other items. (Other items
together perfectly and move with the
already attuned to the bearer remain so until
smoothness of a slithering serpent. A suit of this
their attunement expires.)
armor usually has a matching helmet that
Repellent: The bearer feels a sense of distaste
incorporates a dragons horns. The helmet is
on first touching or handling the item, and
often mundane but sometimes has its own,
continues to sense foreboding or discomfort
distinct magical properties.
while using or carrying it.
While worn, this armor trails a ghostly
Slippery: The item resists being picked up or
darkness resembling a dragons folded wings
drawn. Any attempt to do so requires a contest
and tail. When the wearer is agitated or attacked,
of Dexterity. For purposes of the contest, the
this shadow cloak flares and spreads, suggesting
item has a default Dexterity of 10 and a +0
outstretched wings, as the tail thrashes behind.
modifier on the skill check. If the item wins the
contest, it is dropped.

D&D Next Playtest 2012 Wizards 9


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Crafting a suit of armor from the scales of a Elven Chain
dragon is a monumental undertaking, beginning Elven chain is exceptionally fine and light
but hardly ending with killing the dragon. mithral chainmail, elaborately decorated with
Working the scales requires incredible woven lines that twist like vines, and
temperatures that are hard to achieve with a incorporating other precious metals, such as
mundane forge. The dwarves of old were silver, gold, and platinum.
masters of this art, but few smiths now Donning the armor feels like slipping into a
remember the techniques required. silk robe, and the chainmail does not constrain
Property: While wearing this dragon scale the wearers movement. The magic woven into
armor, you have acid resistance. In addition, the elven chain enables the wearer to cast spells
once per day, you can take an action to gain freely as well.
bludgeoning, piercing, and slashing resistance Mithral chain is usually made by dwarves, who
for 5 minutes. mine the metal deep in the earth. Where
Rarity: Rare. dwarves and elves come together for trade or
another common purpose, elven smiths craft
Magic Armor with a Bonus Higher their own version of the armor, weaving subtle
than +1 magic into every link.
A basic suit of armor can have a bonus to AC that The elves guard elven chain jealously. In
is greater than +1, but such armor is unusual. ancient times, they sometimes bestowed such
Typically, a higher bonus appears in a magic armor on a dwarf who had earned their
item, such as efreeti chain, that has additional friendship, but generally it is meant for elves use.
properties. A gift of such armor is a sign of deep respect.
Property: You can wear this mithral chain
Efreeti Chain regardless of your armor proficiencies. In
The links of this suit of chainmail look like addition, if wearing armor normally prevents
theyre forged of brass, but they are stronger you from casting spells, you can cast spells while
than ordinary iron. wearing this armor.
Efreeti chain protects its wearer from extreme Rarity: Very rare.
heat, so even the most sweltering temperatures
feel comfortably warm. It gives off a dim white Glamoured Studded Leather
glow when exposed to flames. This armor resembles normal studded leather,
This armor is said to come from the fabled City but the metallic studs that cover its surface are
of Brass, the home of the efreets. Sometimes it is etched with fine lines that trace complex
available for purchase in the extravagant patterns. Close inspection reveals a word woven
markets of the city, but more commonly it is into the patterns.
found in treasure hoards or the collections of Crafted in conjunction with skilled illusionists,
eccentric and wealthy patrons. this armor is ideal for a spy or assassin who
Property: While wearing this chainmail, you wants to blend into a crowd without sacrificing
enjoy the following benefits. the protection it affords. Because of the origin of
You gain a +2 bonus to AC. this armor, some cities where intrigue is the
You have fire resistance. norm have passed laws outlawing glamoured
You can move on molten rock as if it were armoralthough the armors nature makes such
solid ground. laws difficult to enforce.
You can speak, read, and write Draconic and Property: You gain a +1 bonus to AC while
Primordial. wearing this studded leather armor.
Rarity: Rare. If you speak the armors command word while
wearing it, the armor assumes the appearance of
a normal set of clothing or some other kind of
armor. You decide what it looks like, including

D&D Next Playtest 2012 Wizards 10


Confidential information of Wizards of the Coast LLC.
Do not distribute.

color, style, and accessories. The armor retains Property: While you are using this shield, you
its normal bulk and weight, however. The have advantage on saving throws against spells.
illusionary appearance lasts until you speak the Rarity: Rare.
command word again to change its appearance.
Rarity: Uncommon. Weapons
Plate Mail of Etherealness Magic weapons are a staple of all campaigns.
The metal plates of this armor resemble polished Adventurers of all kinds value such weapons
marble, with white markings in cloudlike increased accuracy and damage.
patterns across their surfaces. Magic Ammunition and Breakage: When a
The plates are as light as cotton when lifted or magic arrow, crossbow bolt, or sling bullet is
worn. Donning the armor creates a sensation of fired, it does not break or use up its magic under
light-headedness, reminiscent of intoxication, normal circumstances, whether or not it hits its
that quickly passes. The wearer also seems to target. Abnormal circumstances might put the
fade slightly from reality, taking on a smoky and ammunition at risk. For example, even magic
ghostlike appearance. arrows might have a chance to break if fired at
The armor is forged from an alloy of mithral an iron golem.
and rare minerals mined from chunks of earth
drifting in the Ethereal Plane. Working with this +1 Weapon
substance requires tremendous skill and magical The most basic form of magic weapon is a
aid, since it phases in and out of an ethereal state superb product of the forge.
while being shaped. Basic magic weapons are predominantly
The first suit of this armor was created by longswords, but other such weapons certainly
servants of a great khan of the dao (a genie race exist. The DM chooses a weapon from the
native to the Elemental Plane of Earth). Others equipment list or rolls percentile dice to
found in the world use the same pattern, crafted randomly determine its type.
in exotically elegant styles.
Property: This plate armor has 6 charges. It d% Weapon Type
regains expended charges at dawn each day. 0130 Longsword
When you speak the command word and 3140 Dagger
expend a charge, you become ethereal for 10 4150 Mace
minutes, along with your clothing, armor, 5155 Battleaxe
weapons, and other equipment. You can speak 5660 Warhammer
the command word again to end this effect at 6170 Rapier
7175 Greataxe
any time.
7680 Greatsword
Rarity: Very rare.
81-85 Bastard sword
8690 Maul
Spellguard Shield 9195 Crossbow, light or heavy
This shields face features a metallic circular 9600 Bow, short or long
design inscribed with various arcane runes,
combining the straight, sharp lines of Dwarven Property: You gain a +1 bonus to the attack
letters with flowing Elven script. When the rolls and the damage rolls you make with this
shield is held defensively, this rune-scribed weapon.
circle seems to lift off the face of the shield, then Rarity: Uncommon.
rotate.
The design of this shield originated in a Magic Weapons with a Bonus Higher
dwarven kingdom beset by drow. Its champions
carried spellguard shields to defend against drow
than +1
wizards and priestesses in battle. A basic magic weapon can have a bonus to attack
rolls and damage rolls that is greater than +1,

D&D Next Playtest 2012 Wizards 11


Confidential information of Wizards of the Coast LLC.
Do not distribute.

but such a weapon is unusual. Typically, a higher Dancing Sword
bonus appears in a magic item, such as the rod of Etchings along the blades length depict blowing,
lordly might, that has additional properties. spinning leaves and leaping, twirling blades.
Drawing the sword causes it to twitch and jerk,
Arrow of Dragon Slaying as if eager to be free of the hand holding it.
Sigils of anathema twist around this arrows Such weapons are sought by warrior mages,
shaft. The arrowhead is made from the fused who are adept with both sword and spell. They
scales and teeth of a reptilian monster, while the delight in harrying their foes in melee with
fletching is stiff, coarse, and black. dancing swords as they step back and unleash an
If the arrow of dragon slaying is fitted to a onslaught of magic. The first dancing sword was
bowstring, the sigils blaze with fell light and the forged at the request of a once-powerful king
arrow emits a sound like a tolling bell of doom. who gained the throne by force of arms. Grown
Property: When you use this arrow as old and tired, he commissioned a blade that
ammunition for an attack using a bow, you gain a fought with the strength and fury of his youth.
+3 bonus to the attack roll and the damage roll. Property: You gain a +1 bonus to the attack
A dragon hit by this arrow must make a DC 17 rolls and the damage rolls you make with this
Constitution saving throw. The dragon takes longsword.
6d10 extra damage on a failed saving throw, or You can also toss the sword into the air and
half that extra damage on a successful saving command it to dance; doing so does not take an
throw. action. The sword then hovers in the air. On that
Rarity: Rare. turn and for the next 3 rounds after it, you can
command the sword to move up to 30 feet and
Dagger of Venom attack a creature you choose. The sword attacks
The black, obsidian blade of this weapon is as if you were wielding it. You can take actions
serrated on one edge. Its pommel is carved to normally while commanding the sword.
resemble two fanged serpents that twine When the sword finishes dancing, it speeds
together, their outstretched heads forming the back to your grasp, if you have a hand free, or
blades quillon. Anyone wielding the blade notes falls to the ground at your feet, provided it has
a bitter, acrid scent from it. an unobstructed path to you. Otherwise, it
A dagger of venom is most often crafted for the moves as close as it can and then drops to the
use of a yuan-ti or a powerful assassin. Each of ground.
these weapons has a distinct pattern to its blade Rarity: Rare.
or pommel that indicates its original owner.
Assassins guilds and yuan-ti cults prize these Defender
blades as relics. If news of such a dagger reaches The broad blade of this greatsword is sharp near
them, they send agents to collect the weapon by the tip and notched with defensive rills near the
trickery or force. crossguard. An enameled shield design is
Property: You gain a +1 bonus to the attack blazoned at the base of the hilt, over which is
rolls and the damage rolls you make with this inset the symbol of a gauntlet.
dagger. In addition, the saving throw DC of any When the blade is handled, its balance seems
poison you apply to the dagger increases by 2. to shift from moment to moment, not
Once per day, you can take an action to cause unpleasantly but intuitively to match the
thick, black fluid to cover the daggers blade for 1 wielders grip.
minute. The first time you hit a living creature Property (Attuned): You gain up to a +3
with the coated weapon, that creature must bonus to the attack rolls and the damage rolls
make a DC 15 Constitution save against poison. you make with this greatsword. At the start of
On a failed saving throw, it becomes paralyzed each of your turns, you decide how much of the
for 1 minute. The poison then vanishes from the bonus applies to your attack rolls and damage
blade. rolls. If you do not use the entire bonus, any
Rarity: Rare.

D&D Next Playtest 2012 Wizards 12


Confidential information of Wizards of the Coast LLC.
Do not distribute.

remainder becomes a bonus to your AC that lasts elemental energy. Surviving flame tongue
until the start of your next turn. weapons are said to be copies of the sword of
Rarity: Very rare. fire they crafted.
Property: When you speak the command
Dwarven Thrower word, flames erupt from the longswords blade.
The sledge atop this warhammer is wrought to The flames shed bright light in a 20-foot radius,
resemble a dwarfs visage, hair streaming out to and darkness within 20 feet of the bright light
form the claw at the back. When the weapon is becomes dim light.
held, the dwarfs face twists as if yelling a battle While this effect is active, when you hit with
cry. an attack using this longsword, it deals 2d6 extra
When giants threatened their mountain fire damage.
kingdoms, the dwarves forged these weapons of Speaking the command word again
hope and fury in the deeps and gave them to the extinguishes the flames.
greatest warriors of each clan. Dwarven throwers Rarity: Rare.
are one reason that the hardy race of dwarves
remains yet in the world. Frost Brand
Most dwarven throwers are lost in ancient The blade of this longsword is constantly rimed
ruins, lying interred with the heroes who last with frost and ice, and its hilt is wrapped in
wielded them. Dwarves who see someone white leather. When it is drawn from its
wielding one of these warhammers, regardless of scabbard, nearby fires gutter, and a plume of
the wielders race, sometimes honor the wielder condensing air steams from the weapons
for having returned a weapon of storied wonder surface.
to the light. Property: You gain a +1 bonus to the attack
Property: You gain a +1 bonus to the attack rolls and the damage rolls you make with this
rolls and the damage rolls you make with this longsword, and it deals 1d6 extra cold damage
warhammer. on a hit.
Requirement: You must be a dwarf to become While you have this sword drawn and in hand,
attuned to this weapon. it grants you fire resistance.
Property (Attuned): The warhammers While drawn and in hand in freezing
bonus to attack rolls and damage rolls increases temperatures, the sword also sheds bright light
to +3. in a 10-foot radius, and darkness within 10 feet
In addition, you can use this warhammer as a of the bright light becomes dim light.
thrown weapon with a range of 20/80 feet. Finally, whenever you draw this weapon, you
When you throw this weapon and hit, the target can choose to douse all nonmagical flames
takes 1d8 extra damage, or 3d8 extra damage if within 30 feet of you. When you do so, the sword
the target is a giant. cannot extinguish flames again for 1 hour.
Rarity: Very rare. Rarity: Very rare.

Flame Tongue Longsword Hammer of Thunderbolts


This blade is etched with flame designs that This large, extra-heavy maul sports a storm
sometimes flare as if they were real fire. It is motif on its sledge and along the metal haft. The
warm to the touch. weapon is quite heavy, weighing about 50
In combat, the blade roars to life. It burns like pounds. When first held, the maul sparks with
a red dragons tongue might, flaming scarlet and tiny bolts of lightning.
orange, and the weapons tip exhales a thick Long ago, storm giants used these weapons to
spiral of black smoke. hunt the mountain heights for dragons and rival
Flame tongue longswords are relics from an giants. Nearly all record of these thunderous
ancient battle against an entity known as the mauls has been lost. If any remain, they are likely
Queen of Chaos. Supposedly, a group of mighty within the hoard of a dragon or giant who was
wind lords forged four blades infused with the match of its ancient hunter.

D&D Next Playtest 2012 Wizards 13


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Requirement: You must be Medium size or Property (Attuned): The longswords bonus
larger and have an 18 Strength or higher to use to attack rolls and damage rolls increases to +3,
this weapon. and it deals 2d10 extra damage on hits against
Property: You gain a +1 bonus to the attack fiends or undead.
rolls and the damage rolls you make with this While you have this weapon drawn and in
maul. hand, the sword wards a 5-foot-radius sphere
Property (Attuned): The mauls bonus to around you. You and all creatures friendly to you
attack rolls and damage rolls increases to +2, in the sphere have advantage on saving throws
and its deals 3d6 extra damage on hits against against spells.
dragons or giants. Rarity: Legendary.
You can also use this maul as a thrown
weapon with a range of 50/120 feet. When you Javelin of Lightning
hit a creature with the thrown weapon, it issues This wooden javelin is carved from a lightning-
a deafening thunderclap. Each creature within blacked ash tree. It is tipped with iron, and iron
30 feet of the target must make a DC 15 wires with lightning-like designs trace the
Constitution saving throw. A creature takes 3d6 javelins length.
thunder damage on a failed saving throw, and When the weapon is handled, tiny bolts of
half as much damage on a successful one. A lightning leap to the wielders hand from the
creature that fails the saving throw is also shaft.
deafened for 1 hour. A javelin of lightning is sometimes gifted to a
Rarity: Very rare. devout warrior or cleric of the gods of war.
Sometimes, after a particularly ferocious storm,
Holy Avenger a javelin of lightning can be found amid the
This longswords straight blade is white as splinters of a tree struck by lightning.
alabaster, and the crossguard forms flaring Property: You use this javelin by throwing it
angelic wings of gold. Its hilt and pommel boast at a point up to 100 feet away. A 5-foot-wide line
symbols of law and good. of lightning travels from you to the point you
Whenever the blade is drawn, the sound of a choose. Each creature in the line must make a DC
distant horn fills the air, calling warriors to 13 Dexterity saving throw. The creature takes
battle. 4d6 lightning damage on a failed saving throw,
Holy avengers were forged in the heavens by and half as much damage on a successful one.
angels. They were given as gifts by various gods Once you use the javelin in this way, it
to their most reverent martial followers in an becomes a normal javelin until the next dawn, at
age of demonic aggression, tipping the balance of which point the magical energy returns.
favor from the fiends to the mortals. Any fiend Rarity: Rare.
that sees a holy avenger immediately knows that
the blade was used to destroy many of its kind, Keen Rapier
and that the wielder is an avowed warrior of the The ramrod-straight blade of this rapier springs
forces of good. from an elaborately styled wire guard. While
Property: You gain a +1 bonus to the attack surprisingly flexiblethe blade can be bent into
rolls and the damage rolls you make with this a near U-shapein battle it becomes as hard as
longsword. adamantine.
An evil creature that touches the weapon The blade has perfect balance. Its point is so
experiences strong revulsion. If it maintains sharp that even a child could force it through a
contact with the weapon for 1 round, the thick sheet of steel with little effort.
creature takes 3d6 psychic damage. That Property: You gain a +1 bonus to the attack
creature continues to take this damage each time rolls and the damage rolls you make with this
it starts its turn holding or carrying the weapon. rapier. In addition, when you score a critical hit
Requirement: You must be a paladin to with it, the target takes 2d6 extra damage.
become attuned to the weapon. Rarity: Rare.

D&D Next Playtest 2012 Wizards 14


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Mace of Disruption or fewer or until dawn seven days later. You can
This heavy maces handle is carved of pale have only one such sworn enemy at a time.
hardwood inset with gold, and its head is cast When your sworn enemy dies, you can choose a
from white ceramic harder than stone. When it is new one after dawn the next day.
drawn in battle, the maces head glows with a You gain a +3 bonus to the attack rolls you
clear, celestial light. make against the sworn enemy with the bow,
These weapons are often found in the keeping and it deals 3d6 extra damage to that enemy on a
of temples and other holy orders dedicated to hit. These attacks ignore all but total cover and
gods of good. They may be lent out to those who dont suffer disadvantage from long range.
take a vow to root out evil, whether it be While you have a sworn enemy, you make
destroying a nest of ghouls or razing a lichs attacks against all other creatures with
tomb. disadvantage, whether you use this bow or a
Property: When you attack and hit a fiend or different weapon.
an undead creature with this mace, it deals 2d6 Rarity: Very rare.
extra damage. If the creature has 25 hit points or
fewer, it must make a DC 15 Wisdom saving Vorpal Sword
throw. On a failed saving throw, the creature is This simple, almost austere bastard sword is all
instantly destroyed. On a successful save, the but indistinguishable from any ordinary weapon.
creature becomes frightened until the end of A close examination reveals a faint tracery of
your next turn. elaborate script running the length of the blade.
While you have the mace drawn and in hand, it Once noted by a sentient creature, the script
sheds bright light in a 20-foot radius, and becomes legible to that creature, even one that is
darkness within 20 feet of the bright light normally illiterate. It is a line from an ancient
becomes dim light. poem describing an epic battle between a young
An evil creature that touches the weapon hero and a monstrous beast, which was
experiences strong revulsion. If it maintains beheaded by the overwhelming power of the
contact with the weapon for 1 round, the blade.
creature takes 3d6 psychic damage. That In direct sunlight, a vorpal sword gleams with
creature continues to take this damage each time a hard, sharp edge. When handled, the blade
it starts its turn holding or carrying the weapon. produces a dreadful slicing sound as it cuts
Rarity: Uncommon. through the air.
Property: You gain a +1 bonus to the attack
Oathbow rolls and the damage rolls you make with this
This longbow is snow white and, despite its bastard sword.
slender profile, exceptionally strong. When an Property (Attuned): The swords bonus to
arrow is nocked to its string, the bow whispers attack rolls and damage rolls increases to +3.
to its wielder in Elven: Swift defeat to my Attacks you make using this weapon ignore
enemies. slashing resistance.
Oathbows are generally carried by elf heroes, Whenever you score a critical hit with this
who received them as gifts of esteem from a weapon, make another attack roll against the
Faerie queen or king. Elves who see an oathbow same target. If you hit again, the target takes 6d8
in the possession of a non-elf usually assume extra damage. If this second attack is a critical hit
that the bearer stole it. and the target has 150 hit points or fewer, you
Property: When you make a ranged attack lop off its head, killing it instantly. If the creature
using this longbow, you can speak the command doesnt have a head, you instead chop the
word and swear aloud an oath: Swift death to creature in half, with the same lethal result.
those who have wronged me. Choose one Rarity: Legendary.
creature you can see. That creature becomes
your sworn enemy until it drops to 0 hit points

D&D Next Playtest 2012 Wizards 15


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Staffs Once per day, when you fail a saving throw
against an enchantment spell, you can treat the
A typical magic staff is about 5 or 6 feet long and failed saving throw as a successful save.
as thick as a young sapling, about an inch and a Furthermore, you can expend a charge as a
half at one end, tapering to an inch at the other. reaction to apply the effects of that enchantment
Staffs vary widely in appearance: Some are of spell to its caster as if you had cast the spell.
nearly equal diameter throughout and smooth, Rarity: Rare.
others gnarled and twisted; some are made of
wood, and others of polished stone or crystal. Staff of Striking
Common Properties: A magic staff can be This sturdy staff is made of oak and lacks
wielded as a quarterstaff. adornment, except for a single glyph carved near
Many staffs hold one or more spells (or the head.
magical effects that closely resemble spells). A When held firmly, a staff of striking causes the
wielder can cast a spell from a staff by using the wielders hands to tingle slightly.
item and expending one or more charges, but These staffs are thought to have originated
only if that wielder has the ability to cast spells. among a sect of mendicant clerics who used
Spells cast from staffs use the wielders magic them for self-defense.
attack bonus, save DC bonus, and magic ability Property: You gain a +3 bonus to the attack
for resolving their effects. Casting the spell rolls and the damage rolls you make with this
otherwise follows the normal rules for staff.
spellcasting. Property (Attuned): You must be a cleric, a
Unless the items description says otherwise, a druid, or a wizard to become attuned to this item.
staff has 10 charges. A staff typically regains 1d6 You can expend up to 3 charges when you hit
+ 4 expended charges (up to a maximum of 10) with an attack using this staff. For each charge
each day at dawn. The magic fueling the staffs you spend, the creature you hit takes 1d6 extra
power is not limitless. Whenever a character bludgeoning damage.
expends the staffs last charge, roll a d20. On a 1, Rarity: Rare.
the staff blackens as the residual magic flees.
This staff cannot regain charges and thereafter Wands
functions as a normal quarterstaff.
Wands are typically about 15 inches long, crafted
Staff of Charming of ivory, bone, or wood. They are usually tipped
This length of oak has end caps of silver. Fine with metal, crystal, stone, or something similar.
threads of bright light twine almost hypnotically Common Properties: A wand is too fragile to
through the grain of the wood. be used as a weapon, even an improvised one.
A character grasping this weapon feels Many wands hold one or more spells (or
confident in social situations and believes he or magical effects that closely resemble spells). A
she can convince anyone of anything. wielder can cast a spell from a wand by using the
Property (Attuned): You must be a wizard to item and expending one or more charges, but
become attuned to this item. only if that wielder has the ability to cast spells.
As an action, you can expend a charge and cast Spells cast from wands use the wielders magic
one of the following spells contained in the staff. attack bonus, save DC bonus, and magic ability
charm person for resolving these spell effects. Casting the spell
command otherwise follows the normal rules for
comprehend languages spellcasting.
Secret: The staffs secret is revealed the first Unless the items description says otherwise, a
time the character wielding it is the target of an wand has 7 charges. A wand typically regains
enchantment spell. 1d6 + 1 expended charges (up to a maximum of
7) each day at dawn. The magic fueling the
wands power is not limitless. Whenever a

D&D Next Playtest 2012 Wizards 16


Confidential information of Wizards of the Coast LLC.
Do not distribute.

character expends a wands last charge, roll a Property: As a single action, you can expend
d20. On a 1, the wand crumbles, or turns into a up to 3 charges to cast magic missile from the
mere stick, as its magic drains away. wand, one casting for each charge.
If magic missile is not on your class spell list,
Wand of Binding you must make an attack roll to hit a missiles
This wand is actually a length of chain held rigid target, using Intelligence as your magic ability
by the magic that infuses it. The chain is crafted and applying your magic attack bonus, if any.
from adamantine, and runes of binding and Rarity: Uncommon.
imprisonment adorn each link.
Property (Attuned): You must be a cleric, a Potions
druid, or a wizard to become attuned to this item.
As an action, you can expend the specified A potion can be any kind of magical liquid, from
number of charges to cast one of the following an elixir that is drunk to an oil applied to a
spells from the wand. creature or object. Most potions consist of about
hold person (2 charges) one ounce of liquid, but others are enough to
hold monster (6 charges) anoint a creature.
In addition, while you hold the wand, you can Sampling a potion might give a character some
expend a charge as a reaction whenever you sense of the potions nature while leaving
make a saving throw to resist the hold person or enough of the potion to be useful.
the hold monster spell. If you do, you have Using a Potion: To drink or apply a potion
advantage on the saving throw. usually takes an action, consuming the entire
Rarity: Rare. potion. Similarly, administering a potion to
someone else requires an action. Once used, a
Wand of Enemy Detection potion takes effect immediately, though some
This pale wand is carved from aspenwood, potions also have lingering effects.
capped on one end with a lens-shaped crystal.
When held, the wand gives off a faint glow Oil of Etherealness
from its crystal end cap. This cloudy gray oil smells like rain.
Property: If you are holding the wand when Upon applying this oil to oneself, the user sees
you roll initiative, you can expend a charge to all color leech from the surroundings. Billowing
roll a d8 and add the result to your initiative fog boils out of thin air, making everything
check. indistinct. The mist seems more real than the
While you hold the wand, as an action you can faded world.
expend 2 charges to sense the presence of Effect: Applying this oil takes 10 minutes.
enemies nearby. One end of the wand rapidly Youalong with your clothing, armor, weapons,
pulses red light, and the wand tugs your hand in and other equipmentbecome ethereal for 1
the direction of the hostile creature nearest to hour. By default, while the effect persists, you
you within 60 feet. The wand detects potential are on the border between the Ethereal Plane
enemies even if they are invisible, hidden, or and the Material Plane. As an action, you can
disguised. The wands detection can penetrate move from this planar border fully into the
barriers, but it is blocked by 1 foot of stone, 1 Material Plane or deeper into the Ethereal Plane,
inch of metal, a thin sheet of lead, or 3 feet of or you can move from the Material Plane to the
wood or dirt. planar border again. While you remain fully on
Rarity: Uncommon. the Material Plane, you are not ethereal. When
the effect ends, you return to the Material Plane.
Wand of Magic Missiles Rarity: Uncommon.
One end of this length of slender rosewood
glimmers like a coal, but the gleam is cobalt blue. Optional Rule: Mixing Potions

D&D Next Playtest 2012 Wizards 17


Confidential information of Wizards of the Coast LLC.
Do not distribute.

A character might drink one potion while a Effect: For 1 hour, you succeed on any check
previously imbibed potions effect persists, or pour you make to climb a difficult surface.
several potions into a single container. The strange Rarity: Common.
ingredients used in manufacturing potions can
result in unpredictable interactions. Potion of Delusion
When a character mixes two potions together, This potion appears to be another sort of potion,
roll percentile dice and consult the Potion and it tastes and smells just like that potion.
Miscibility Table. If more than two are combined, Sampling produces a sensation that mimics that
roll again for each subsequent potion, stacking up of the other potion.
the results. Unless the effects are immediately Drinking the potion causes a wave of bliss to
obvious, reveal them only when they happen. ripple through the imbiber.
POTION MISCIBILITY TABLE Effect: You believe you have consumed
d% Result another potion and behave as though affected by
01 The mixture creates a magical explosion, that potion for as long as that effect normally
dealing 6d10 force damage to the mixer and lasts, until something happens to reveal the truth,
1d10 force damage to each creature within 5 or until you take a long rest. For example, if the
feet of the mixer. delusion is of a potion of healing, you believe you
0203 The mixture becomes a potion of poison. have healed until proven otherwise. If the
0408 The mixture becomes a potion of delusion that delusion is of a potion of flying, you might skip
appears to have one of the mixed potions along the ground or leap from a rooftop in the
effects. belief that you can fly.
0915 Both potions lose their effects. Rarity: Rare.
1625 One potion loses its effect.
2635 Both potions work, but with half their normal Potion of Diminution
effects. If an effect cannot be halved, at least in A character who samples this colorless,
duration, it is instead lost. transparent fluid feels his or her body being
3690 Both potions work normally.
squeezed slightly. Observers notice that the
9199 One potion has twice the normal effect. If no
character becomes a bit smaller for a moment.
effect can be doubled, at least in duration, both
On drinking this potion, the imbiber sees
potions work normally.
00 Only one potion works, but its effect is everything grow larger, as if in a land of giants.
permanent. Choose the simplest effect to make Effect: You shrink to 10 percent of your
permanent, or the one that seems the most fun. normal size and weight for 1d4 hours. Although
For example, a potion of healing might increase you retain your game statistics, you deal only 10
the drinkers maximum hit points by 4, or oil of percent of the damage you normally deal
etherealness might permanently make the user (minimum 1). Thanks to your reduced size, you
ethereal. At your discretion, dispel magic or can gain coveror greater coverfrom smaller
remove affliction might end this lasting effect. objects than normal and can more easily to
attempt hide behind such objects. You can also
Potion of Climbing stow away inside containers that would
This potion is separated into brown, silver, and ordinarily be too small to hold you.
gray layers resembling bands of stone. If the Rarity: Rare.
container is shaken, upon settling, the potion
separates once more. Potion of Flying
A character who samples the potion feels his This sky-blue liquid has cloudy impurities
or her fingers and toes itch and is momentarily drifting in it. Sampling the potion produces a
filled with the desire to climb. Drinking it causes momentary sense of weightlessness. The sense
the character to notice on every vertical surface becomes continuous on drinking the potion.
paths composed of tiny ledges, imperfections, Effect: You can use your speed to fly for 1
and cracks that offer hand- and footholds. hour. If the effect ends while youre still aloft,

D&D Next Playtest 2012 Wizards 18


Confidential information of Wizards of the Coast LLC.
Do not distribute.

you must use your movement to descend. If you saving throw. If you fail, you instead age 1d6 + 6
fail to land before 1 minute passes, you fall. years.
Rarity: Very rare. Rarity: Rare.

Potion of Healing Potion of Mind Reading


This liquid is a faintly phosphorescent blue. This cloudy liquid constantly shifts in its
Sampling the potion produces a brief sense of container. A character who samples it hears
well-being. phantom voices for a moment. Drinking the
A character who drinks this potion feels the potion causes the imbiber to briefly hear such
pain of wounds lessen. voices from every side.
Effect: You regain 2d4 + 2 hit points. Effect: When you drink this potion, choose a
Rarity: Common. creature within 50 feet of you. If the target fails a
DC 15 Wisdom saving throw, for 1 minute you
Potion of Heroism can read its surface thoughts and sense its
This colorless potion steams as if boiling. emotional state. Success on the saving throw
Sampling or drinking it causes the imbiber to doesnt reveal the attempt at mind reading to the
feel immensely healthy and robust. target. A target that suspects youre reading its
Effect: For 1 hour, your hit point maximum thoughts can make a DC 15 Wisdom check as an
increases by 10, and you gain 10 hit points. You action to end the effect. If the target moves
also gain a +2 bonus to all checks, attack rolls, farther than 50 feet from you, the effect ends.
and saving throws. If you use a capability or cast Rarity: Rare.
a spell that requires a saving throw, the DC
increases by 2. Potion of Poison
Rarity: Rare. This potion appears to be another sort of potion,
and it tastes and smells just like that potion.
Potion of Invisibility Sampling produces a sensation that mimics that
Sampling this colorless, transparent liquid of the other potion. A character who drinks the
causes the imbibers body to flicker out of sight potion is racked with pain, as though from a
for a moment. A character who drinks the potion dagger in the gut.
instantly vanishes. Effect: At the start of each of your turns, you
Effect: Youalong with your clothing, armor, take 3d6 poison damage. A dispel magic or
weapons, and other equipmentbecome remove affliction spell neutralizes the poison, as
invisible for 1 hour. The effect ends after you do two successful DC 12 Constitution checks,
make an attack or cast a spell that affects a each made as an action.
creature other than you. Rarity: Uncommon.
Rarity: Rare.
Potion of Speed
Potion of Longevity This orange fluid is streaked with black. The
This pink, frothy liquid smells sweet. A sample liquid races without pause around the interior of
tastes of sugar and a hint of grass. Upon drinking the vessel.
this potion, the imbiber looks younger and feels A character who samples the potion feels
refreshed. minor muscle spasms twitch across his or her
Effect: Your physiological age is reduced by body and briefly senses the world slowing. On
1d6 + 6 years (no lower than the age of maturity drinking this potion, all action slows down to the
for your race), restoring the appropriate amount imbiber, and sounds grow deeper and longer.
of youth and vigor. Effect: You act twice as quickly for 1 minute.
Special: Each time you drink a potion of In combat, you roll initiative twice. You take a
longevity, you must make a DC 5 Constitution turn each time your initiative count comes up,
and your ability to take a reaction renews each
time you start a new turn.

D&D Next Playtest 2012 Wizards 19


Confidential information of Wizards of the Coast LLC.
Do not distribute.

When you start your first turn after the effect Ring of Mind Shielding
ends, lethargy sweeps over you, and you become This fine ring is wrought from heavy gold.
paralyzed until the start of your next turn. Property (Attuned): You are immune to any
Rarity: Very rare. effect that allows others to read your thoughts,
to discern whether you are telling the truth, or to
Potion of Water Breathing determine your alignment. Telepathic
This greenish-blue fluid smells of the sea. A communication with you succeeds only if you
character who samples the potion coughs allow it.
involuntarily. You can take an action while wearing the ring
Effect: For 1 hour, you can breathe to render it invisible. If you do so, the ring stays
underwater. invisible until you take another action to make it
Rarity: Uncommon. visible, you no longer wear the ring, or you die.
Secret: The rings secret becomes apparent if
Rings the wearer is slain. At death, the wearers soul is
transferred to the ring. When this happens, the
Rings can hold amazing magical potency, and soul can stay in the ring or depart at any time for
many require the wearer to be attuned to them. the afterlife. While a soul remains within, it can
telepathically communicate with a new wearer,
Ring of Feather Falling who becomes aware of the rings secret. The
This ring is carved from the bone of an wearer cannot prevent this telepathic
enormous bird, such as a roc, to look like a communication but might be able to take
wreath of feathers. measures to force the soul out of the ring.
On first putting on the ring, the wearer feels Rarity: Very rare.
weightless for a moment.
Property: Whenever you fall while wearing Ring of Protection
the ring, you instead drift downward at a rate of This silver ring has a setting in the form of a
10 feet per round. You take no falling damage stylized shield, which holds a gleaming, polished
when you land, and you land on your feet. agate.
Secret: A few rings of this type are flawed or Property (Attuned): You gain a +1 bonus to
aged, so that if the wearer falls more than a AC and saving throws, which does not stack with
specified distance, the ring fails to slow the fall at any bonus to AC or saving throws from another
that point. A few such rings burn out altogether magic item.
when they fail in this way, becoming nonmagical. Rarity: Rare.
Rarity: Rare.
Ring of the Ram
Ring of Invisibility This ornate iron band features a rams-head
Examples of this simple gold band are device.
sometimes engraved with a faint saying in Elven Property: As an action, you can command the
script, such as The wind is unseen, yet it presses ring to attack a creature within 50 feet of you.
the grass as it flows. When you do so, choose whether to expend 1, 2,
Property (Attuned): As an action, you or 3 charges from the ring. The ring produces a
become invisible, along with your clothing, rams head made of force and makes its attack
armor, weapons, and other equipment. The roll with a +7 bonus to hit. On a hit, for each
effect persists until the ring is removed or until charge you expended, the target takes 1d6 force
you attack or cast a spell that affects a creature damage and is pushed back 5 feet.
other than yourself. You can also instantly end You can instead command the ring to break a
the invisibility at will. door within 50 feet of you, expending 1, 2, or 3
Rarity: Legendary. charges. The ring makes a Strength check to
break the door and is treated as having a

D&D Next Playtest 2012 Wizards 20


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Strength bonus of +5, plus 1 per charge you Whatever the nature of the magic contained in
spent. a scroll, unleashing that magic requires reading
A ring of the ram has a maximum of 3 charges. it. Once its magic has been invoked, the scroll
Expended charges return each day at dawn. cannot be used again. Its words fade, or it
Rarity: Very rare. crumbles into dust.

Ring of Regeneration Scroll of Protection from Undead


This iron band is wrapped in the rubbery, This tube of leather is inscribed with symbols of
preserved hide of a troll. skulls and capped by a plug of obsidian. Inside is
Property (Attuned): You regain 1d6 hit a rolled-up piece of fine vellum scribbled with
points for every 10 minutes you wear this ring. If spidery script. A faint odor of rot wafts up from
you lose any body part while wearing it, the the page.
body part regenerates and returns to full Requirement: You must know at least one
functionality after 1d6 + 1 days. spell to use this scroll.
Rarity: Very rare. Effect: As an action, you read this scroll and
cause a 5-foot-radius sphere of protection to
Ring of Water Walking extend from you and move with you for 5
This silver ring is inscribed with notches that minutes.
resemble stylized waves. When the wearer is To enter the sphere or target those within it,
near enough to see a large body of water, the an undead creature must make a DC 15 Wisdom
notches animate, and the waves sweep around saving throw. On a failure, the creature cannot
the ring. enter the sphere or target anyone within it
Property (Attuned): You can move across during the current turn. On a success, the
any liquid surface as if it were solid ground. creature is no longer subject to the spheres
Rarity: Uncommon. effects.
If you or any of your companions within the
Ring of Wizardry sphere attacks or casts a spell on an undead
Silver sigils of stars, comets, and suns are creature subject to the spheres effects, that
engraved on this bone ring. creature is considered to have succeeded on a
Crafting a ring of wizardry involves several saving throw against the sphere.
astounding feats of magic now lost to academic Whenever you move so that an undead
spellcasters. A wizard must grow a clone, invest creature subject to the sphere would be forced to
the clone with the knowledge of magic, and enter it, that creature must make a saving throw.
harvest a finger from it. From this fingers bones If it fails, you can push the creature back up to 15
a ring of wizardry is carved. A story exists about feet so that it remains outside the sphere, but
the Nine-Fingered Mage, a clone who escaped you cannot push the creature into terrain that is
the complete ring-making process, but not soon harmful to it or to a location where it would fall.
enough to save every digit. If you move in such a way that you cannot keep
Property: You gain an extra 1st-level, 2nd- an affected creature outside the sphere, the
level, 3rd-level, and 4th-level wizard spell slot. sphere fails and its effects end.
To use any extra slot, you must already have a Rarity: Rare.
wizard spell slot of that level.
Rarity: Very rare. Spell Scroll
Often found in a tube of ivory, jade, leather,
Scrolls metal, or wood, a spell scroll bears the magical
A scroll is typically a spell stored in written form. words of a single spell, written in a mystical
Some scrolls bear unique incantations that cipher.
produce potent wards or other magical effects. Requirement: The scrolls creator chooses
the spell borne by the scroll. To cast that spell,
you must have it on your classs spell list. If you

D&D Next Playtest 2012 Wizards 21


Confidential information of Wizards of the Coast LLC.
Do not distribute.

didnt create the scroll, you must use the read SCROLL MISHAP
magic spell or a similar effect to decipher the d6 Result
scroll before you can use it. 1 A surge of uncontrolled magical energy deals
Effect: As an action, you cast the spell written 1d6 psychic damage per spell level to the caster.
on the scroll, without having to provide any 2 The spell affects the caster or an ally instead of
components required by the spell. Casting the the intended target, or affects a random target
spell otherwise follows the normal rules for nearby if the caster was the intended target.
spellcasting. 3 The spell takes effect at a random location
within the spells range.
If the scrolls spell is of a higher level than you
4 The spells effect is contrary to its normal effect,
can normally cast, you must make a successful
but is neither harmful nor beneficial. For
check using your magic ability modifier to cast
example, a fireball might produce an area of
the spell. The DC equals 10 + the level of the spell harmless cold.
on the scroll. On a failed check, the scroll is used 5 The caster suffers a minor but bizarre effect
up and has no effect. related to the spell. Such effects last only as
Rarity: Uncommon. long as the original spells duration, or 2d10
Optional Rule: Scroll Mishaps minutes for spells that take effect immediately.
For example, a fireball might cause smoke to
A caster who fails at using a spell scroll must make
pour from the casters ears for 2d10 minutes.
a DC 10 saving throw using his or her magic ability
6 The spell activates in 1d12 hours. If the caster
modifier. Failure causes a mishap. When a mishap was the intended target, the spell takes effect
occurs, the spell on the scroll has an unintended normally. If the caster was not the intended
effect, as determined by rolling on the Scroll target, the spell goes off in the general
Mishap table. direction of the intended target, up to the
spells maximum range, if the target has moved
away.

Wondrous Items
The wondrous item category is a catchall for
magic items that dont fit neatly into other
categories. They include worn items such as
boots, belts, capes, gloves, and various pieces of
jewelry and decoration, including amulets,
brooches, and circlets. Bags, carpets, crystal balls,
figurines, horns, musical instruments, and other
objects also fall into this category.

Bag of Holding
This appears to be an ordinary cloth sack,
roughly 2 feet in diameter at the mouth and 4
feet deep. Opening the sack reveals an interior
space considerably larger than its outside
dimensions.
Rumors persist that a hidden network of
planar tunnels connects a great number of bags
of holding, and that the archdevil Baalzebul
sometimes uses these passages to replace
valuable or powerful items with fakes.
Property: The most common type of bag of
holding can hold up to 500 pounds of weight, not

D&D Next Playtest 2012 Wizards 22


Confidential information of Wizards of the Coast LLC.
Do not distribute.

exceeding a volume of 70 cubic feet. The bag d% Type Strength
always weighs 15 pounds, whether empty or not. 0150 Hill giant 21
Placing an object in the bag does not usually 5170 Stone/frost giant 23
take an action, no matter how full the bag is. 7185 Fire giant 25
Retrieving an item from the bag takes an action, 8695 Cloud giant 27
however. 9600 Storm giant 29
If the bag is overloaded, or if a sharp object
pierces it or tears it (from inside or outside), the Your Strength score increases to that granted by
bag ruptures and is ruined. Most of its contents the belt. If your Strength is already equal to the
are lost forever, but magic items turn up again belts score or higher, this item does not benefit
somewhere in the world sooner or later. If a bag you.
of holding is turned inside out, its contents spill Although they look different, the belt of stone
forth, unharmed, but the bag must be put right giant strength and the belt of frost giant strength
before it can be used again. If a living, breathing are functionally identical.
creature is placed within the bag, it can survive Rarity: Rare (belt of hill giant strength), very
for up to 10 minutes, after which time it begins rare (belt of stone giant strength or belt of frost
to suffocate. giant strength), legendary (belt of fire giant
Secret: Placing a bag of holding inside a strength or belt of cloud giant strength), or
portable hole opens a rift to the Astral Plane. The artifact (belt of storm giant strength).
rift sucks the bags contents into the void, where
they tumble away, lost forever. Boots of Elvenkind
Placing a portable hole inside a bag of holding These soft, supple boots feature intricate leaf-
opens a gate to a random plane of existence. The patterns sewn into the leather.
portable hole, the bag of holding, and all An elf who sees a non-elf wearing these boots
creatures within 10 feet of the items are forcibly typically assumes that they are stolen. Boots of
drawn into the other plane. Both items are elvenkind are occasionally presented as gifts to
destroyed in the process. the elves most trusted and valued allies,
Rarity: Uncommon. however.
Property: While wearing boots of elvenkind,
Belt of Giant Strength you make no sound when you move, regardless
This thick, wide leather belt is decorated with of the surface you move across, even dry leaves,
studs made of a material that varies depending a creaky floor, or loose gravel.
on the type of belt. For example, a belt of fire Rarity: Uncommon.
giant strength might have black iron studs, while
a belt of storm giant strength might have studs Boots of Speed
made of coral and mother-of-pearl. These supple leather boots have polished
Upon cinching this belt around the waist, the buckles that sparkle in the light, along with silver
wearer feels no special effect. But his or her inlay at their heels. After donning the boots, a
strength is so greatly increased that the wearer wearer notices that everythingeven sound
might accidentally pull a few doors off their seems to move at a slightly slower pace. This
hinges or crush a drinking cup while attempting increased speed is endurable for only so long
to pick it up. each day.
Property: Wearing a belt of giant strength Property: You can click the boots heels (not
grants you incredible strength. When one is an action) to double your speed. Opportunity
found, the DM either rolls percentile dice to attacks made against you have disadvantage.
determine the belts type or selects the desired You can end the boots effect by clicking your
type from the options available. heels again.
Once the boots property has been used for a
total of 10 minutes, their magic ceases to
function until you have taken a long rest.

D&D Next Playtest 2012 Wizards 23


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Rarity: Rare. Cloak of Invisibility
This soft, exquisitely crafted cape is half the
Boots of Striding and Springing weight of a normal cloak and smooth in texture.
These fine, leather boots have springy soles and The cloak of invisibility reveals its power when
are cushioned inside to provide a comfortable fit. donned.
On donning the boots, the wearer feels a Property: While wearing the cloak of
sudden, brief urge to travela fleeting ambition invisibility, youalong with your clothing, armor,
to walk from one end of the world to the other. weapons, and other equipmentbecome
Property: You never take a penalty to speed invisible. Once the cloak has been worn for a
from being encumbered or wearing armor while total of 2 hours, its magic ceases to function. For
wearing boots of striding and springing. In every uninterrupted period of 12 hours that it is
addition, whenever you jump, you jump three not in use, the cloak regains 1 hour of
times the normal distance. functionality.
Rarity: Uncommon. Rarity: Legendary.

Bracers of Defense Crystal Ball


These wide metal bracelets each bear a single Mist swirls inside this 6-inch-diameter crystal
symbol: a kite shield of burnished silver. The sphere, and in it you can spy visions of distant
bracers have hinges that allow them to be people and places. The orb is as heavy as a
clasped and unclasped, and they magically similarly sized piece of marble, and holding the
tighten to fit snugly on their wearers forearms. crystal ball feels like running ones hand through
When first donned, they briefly shine with soft a cool mist.
light that spreads across the wearers entire The few crystal balls known to exist are old
body before fading away. even by the standards of the ancient world.
Requirement: You must not be wearing Although many sages and spellcasters can create
armor or using a shield. scrying devices from pools and mirrors, the art
Property: While wearing bracers of defense, of crafting a crystal ball has been lost since time
your AC becomes 13 + your Dexterity modifier. beyond memory. They are among the great
Rarity: Rare. mysteries of the world and are greatly prized.
Most sages are cautious when using a crystal
Cloak of Elvenkind ball, and most describe the sensation of being
This long cloak is fashioned from gray cloth, watched while using the item. Frightening
expertly crafted, and half the weight of a normal rumors whisper that something elsesomething
cloak. from a place beyond mortal knowledgelooks
An elf who sees a non-elf wearing this cloak back through the sphere at the user.
typically assumes that it is stolen. Cloaks of Requirement: You must spend 10 minutes
elvenkind are occasionally presented as gifts to touching the crystal ball while concentrating on
the elves most trusted and valued allies, the intended target of your scrying attempt.
however. Property: You use the crystal ball by peering
Property: While wearing a cloak of elvenkind into it and visualizing the intended target. The
with the hood up, you can attempt to hide in any crystal ball can see over any distance and into
natural environment, aboveground or other planes of existence. In order to
underground, provided there are no creatures successfully view the target, however, you must
within 20 feet of you when you make the make an Intelligence check. Your familiarity with
attempt. You do not have to be obscured to make the target sets the DC.
the attempt.
Rarity: Uncommon.

D&D Next Playtest 2012 Wizards 24


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Knowledge of the Target DC rests near where the dust was sprinkled. The
None* 25 pellet can be picked up and carried; its weight is
Secondhand (you have heard of the target) 20 negligible.
Firsthand (you have met the target) 15 At any point, you or another creature can
Familiar (you know the target well) 10 smash the pellet against a hard surface as an
*You must have some sort of connection to the target, action. The pellet shatters and releases the same
such as an image of it, one of its possessions, or a lock of
volume of water that the dust absorbed.
its hair.
Secret: Dust of dryness is particularly deadly

to water creatures. A water creature exposed to
On a successful check, the crystal ball projects
a pinch of dust must immediately make a DC 12
a scrying sensor to a location where you can see
Constitution saving throw against dehydration.
the target, within 20 feet of it. You can see and
The creature takes 5d6 necrotic damage on a
hear through the sensor as if you were there.
failed saving throw, or half damage on a
The sensor has the same senses as you.
successful saving throw.
The sensor is invisible, starts hidden, and
Rarity: Uncommon.
cannot move from its position, but you can see
and hear in all directions from its position. The
Flying Carpet
target can notice the sensors presence with a
Unrolling this large silken rug reveals a beautiful
successful Wisdom check; the DC for that check
design woven of multicolored threads. Playful
is 15 + your Intelligence modifier. The target
arabesque designs scud across a background of
doesnt know the sensors exact location unless
repeating geometrical calligraphy, all bordered
it can see invisible objects. A creature that can
with a pattern that suggests clouds.
see invisible objects perceives the sensor as a
When rolled out and laid on the ground, the
spectral projection of you.
flying carpet seems to hang for a moment an inch
Your sensor has an AC equal to 10 + your
above it, as if buoyed by the air beneath.
Intelligence modifier, makes saving throws using
A typical flying carpet measures 5 feet by 10
your ability scores, and has 1 hit point. It is
feet and can carry up to two Medium or smaller
immune to all damage except psychic damage.
creatures.
When the sensor drops to 0 hit points or fewer,
Property: When you sit on the rug and speak
it disappears, the scrying effect ends
the command word, the flying carpet rises into
immediately, and you take 10d6 psychic damage.
the air. You use your movement to control the
You can dispel the scrying sensor at any time
flying carpet, and the carpet has a fly speed of 40
(no action required). As long as the sensor exists,
feet. A flying carpet can move at full speed as
you are restrained and cannot take actions.
long as it carries no more than 400 pounds. It
Rarity: Legendary.
can carry up to double this weight, but if it does
so, its speed is halved.
Dust of Dryness Speaking the command word again causes the
This fine-grained gray powder sparkles in the
carpet to slowly descend at a rate of 10 feet per
light and is usually stored in a small pouch or
round until it lands.
envelope made of folded parchment. A pouch or
Rarity: Very rare.
envelope typically contains 1d6 + 4 pinches of
dust of dryness.
Gauntlets of Ogre Power
A sniff of the powder reveals the scent of
Made from thick leather, these gauntlets have
sunbaked clay and leaves one with a parched
iron studs on the back that run halfway down
mouth. Touching dust of dryness immediately
the length of each finger.
dries the skin, and tasting a pinch makes one
The gauntlets are heavier than they lookas if
desperately thirsty.
lead were sewn between the layers of leather. A
Property: You can sprinkle a pinch of dust as
creature that dons the gauntlets feels as strong
an action. The dust turns up to 100 gallons of
as an ogre, and the gauntlets do not seem nearly
water into a marble-sized pellet, which floats or
as weighty.

D&D Next Playtest 2012 Wizards 25


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Property: While wearing gauntlets of ogre Rarity: Uncommon.
power, your Strength increases to 19. If your
Strength is already 19 or higher, the gauntlets do Horn of Blasting
not benefit you. This plain brass horn is badly dented, but
Rarity: Uncommon. despite the apparent damage, it is fully
functional and highly resilient.
Gem of Seeing A horn of blasting functions as a normal
This finely cut and polished diamond is the size trumpet unless someone speaks the command
of a human eye. word and then blows the horn. Even without the
A creature that holds the gem to its eye notices command word, when blown, the horn emits a
that its perfectly transparent, and peering deep, roaring rumble. The blast causes the
through the gem in no way blurs or distorts the ground in front of the horn to quake slightly, and
creatures vision. One can turn a gem of seeing dust kicks into the air as if disturbed by a sudden
into a pendant by setting it in a loop of precious gale.
metal, so that the gem is always within easy Property: If you speak the command word
reach and hard to lose. A dread pirate lord had and then blow the horn, it creates a thunderous
one set in an ornate eye patch. blast in a 30-foot cone. Each creature in the cone
Property: As an action, you can peer through must succeed at a DC 14 Constitution saving
the gem of seeing to spot hidden, invisible, throw against thunder or take 5d6 thunder
illusory, astral, or ethereal creatures or objects damage and become deafened for 1 minute.
as though they had no such benefit, out to the Crystalline creatures and objects make the
range of your vision. saving throw with disadvantage; those that fail
Secret: A character who uses a gem of seeing take 7d6 thunder damage. Creatures that
has a 5 percent chance with each use of seeing a succeed at the saving throw take only half
hallucination or mistaking a real object for an damage.
illusion. When the horns effect is used more than once
Rarity: Very rare. in a given day, each extra use has a 20 percent
cumulative chance of causing the horn to
Hat of Disguise explode, dealing the blower 10d6 thunder
A hat of disguise looks like a cheap, well-worn damage and destroying the horn, but harming no
wool cap. Its colors have faded from sunlight and one else.
many years of hard use. Rarity: Rare.
Putting the hat on for the first time causes a
ripple of spontaneous and random illusory Ioun Stone
changes to the wearers appearance. The effect is When tossed into the air, this tiny gem orbits the
fleeting. head of its owner and confers a benefit based on
Property: While wearing the hat, you make its color and shape.
yourselfincluding clothing, armor, weapons, Ioun stones are named after Ioun, a god of
and other equipmentlook different. You can knowledge and prophecy revered by sages and
change your height by up to 25 percent and your seers. How they came to be attributed to the god
weight by up to 50 percent. You must maintain is a hotly debated topic among Iouns faithful,
the same body type, such as humanoid, but but ironically, it remains a mystery. Some believe
otherwise, the extent of the apparent change is that worshipers of Vecna, the undead god of
up to you. All changes are illusory, and a creature secrets, stole and hid this ancient lore.
justifiably suspicious of your appearance can Property: You can release an Ioun stone into
make a Wisdom check opposed by your the air as an action, whereupon it orbits around
Charisma check. The hat grants a +5 bonus to your head, 1d3 feet away. Thereafter, the stone
your check, but if you lose the contest, the must be grasped or netted to separate it from
creature sees through the illusion. you. You can voluntarily seize and stow a stone
Removing the hat ends the effect. (to keep it safe while sleeping, for example); no

D&D Next Playtest 2012 Wizards 26


Confidential information of Wizards of the Coast LLC.
Do not distribute.

action is required to do so, and the stones effect by a spell of level 8 or lower, you can use the
ends immediately. stone to absorb the spell without harm. The
A stone has AC 24 and 10 hit points, and is stone cant, however, absorb spells that dont
resistant to all damage. target you alone, such as fireball.
Many different Ioun stones exist, including Once the stone has absorbed 50 levels of spells,
those described here. it burns out and turns dull gray, forever useless.
Clear Spindle (Rare): You do not suffer from If you are targeted by a spell whose level is
hunger or thirst and have no need to eat or drink. higher than the number of spell levels the stone
Dusty Rose Prism (Rare): You gain a +1 bonus has left, it cannot absorb the spell.
to AC.
Deep Red Sphere (Very Rare): Your Dexterity Necklace of Fireballs
score increases by 1. Red beads in gold fittings hang from a delicate
Incandescent Blue Sphere (Very Rare): Your golden chain, and the ends of the chain may be
Wisdom score increases by 1. tied together to form a necklace. The beads
Pale Blue Rhomboid (Very Rare): Your Strength quiver and shake, as if they struggle to contain a
score increases by 1. powerful force.
Pink Rhomboid (Very Rare): Your Constitution Property: The necklace of fireballs has 1d6 + 3
score increases by 1. beads hanging from it. You use the necklace as
Pink and Green Sphere (Very Rare): Your an action by detaching a bead and throwing it up
Charisma score increases by 1. to 100 feet. Upon striking a solid surface, the tiny
Scarlet and Blue Sphere (Very Rare): Your sphere explodes in a 20-foot-radius cloud of
Intelligence score increases by 1. roiling flame. Each creature in the area must
Dark Blue Rhomboid (Rare): You gain a +3 make a DC 13 Dexterity saving throw against fire.
bonus to checks made to listen, search, or spot. The target takes 5d6 fire damage, or half damage
Vibrant Purple Prism (Legendary): You can if the saving throw succeeds.
store spells that you know in the stone, which You can hurl multiple beads or even the entire
can hold up to three levels of spells. Storing a necklace. The effect is the same except that the
spell expends it and takes an action. Casting a explosion deals 5d6 fire damage plus 1d6 extra
spell stored in the stone also takes an action. fire damage for each additional bead after the
Pale Lavender Ellipsoid (Legendary): As a first.
reaction, when you are attacked by or targeted The fire created by this item ignites
by a spell of level 4 or lower, you can use the combustibles.
stone to absorb the spell without harm. The Once all of its beads are expended, the
stone cant, however, absorb spells that dont necklace melts away.
target you alone, such as fireball. Rarity: Rare.
Once the stone has absorbed 20 levels of spells,
it burns out and turns dull gray, forever useless. Pearl of Power
If you are targeted by a spell whose level is This pearl comes in many colors but is average
higher than the number of spell levels the stone in size and luster. When grasped, it feels warm to
has left, it cannot absorb the spell. the touch. Once the pearls magic is discharged, it
Pearly White Spindle (Legendary): You regain 1 feels like any other pearl.
hit point each hour. Requirement: You must be able to prepare
Pale Green Prism (Legendary): You gain a +1 and cast spells.
bonus to attack rolls, saving throws, checks, and Property: Once per day, you can speak the
AC. pearls command word to recall one spell of 3rd
Orange Prism (Legendary): Once per day, you level or lower that you have prepared and cast
can cast the highest level spell you know without today. You regain the spell as if you had never
using a spell slot or any other resource. cast it.
Lavender and Green Ellipsoid (Legendary): As a Rarity: Uncommon.
reaction, when you are attacked by or targeted

D&D Next Playtest 2012 Wizards 27


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Portable Hole Requirement: You must be able to cast at
This fine cloth, soft as silk, unfolds and expands least one spell from the wizards spell list.
into a circular sheet. When spread across a Property: While wearing robes of the
surface, the sheet seems to vanish, dropping archmagi, you gain the following benefits.
away into a hole that wasnt there before. Your AC is 15 + your Dexterity modifier.
Property: When opened fully, the portable You make saving throws against magical
hole covers a 6-foot-diameter surface. You can effects with advantage.
fold it up as small as a handkerchief. When You gain a +2 bonus to magic attacks.
spread across any solid surface, the portable hole The saving throw DC to resist your spells
creates an extradimensional hole that is 10 feet increases by 2.
deep. Since the space within the hole does not Secret: The robes color corresponds with the
exist in the same plane as the item itself, the alignment for which the item was created. A
portable hole cant be used to create open white robe is made for good alignments, gray for
passages through floors, walls, doors, and other neutral alignments, and black for evil alignments.
surfaces. If a character dons a robe of the archmagi that
The portable hole can be stowed by taking doesnt match in alignment, the wearer makes all
hold of the edges of the magical cloth and folding attacks and checks with disadvantage.
it up. Folding the cloth closes the hole, and any Furthermore, the wearer makes saving throws
creatures or objects within remain in the holes with disadvantage, while creatures making
extradimensional space. Creatures or objects saving throws against the wearers spells do so
placed in the portable hole do not add to the with advantage.
items weight, which is negligible. Rarity: Legendary.
A creature inside the portable hole can exit the
hole by walking, crawling, or climbing out of it. If Rod of Absorption
the item is folded up, a creature can make a DC This scepter-like rod is crafted from dark metal.
10 Strength check as an action to force its way If picked up, the rod is surprisingly heavy, and it
out, in which case it appears within 5 feet of the seems to vibrate in its wielders hand.
portable hole or the creature possessing it. Property: While wielding a rod of absorption,
Theres enough air in a closed portable hole to as a reaction when you are attacked by or
sustain creatures for up to 10 minutes. targeted by a spell, you can have the rod absorb
Each portable hole has its own that spell without harm. The rod cant, however,
extradimensional space. absorb spells that dont target you alone, such as
Secret: Placing a bag of holding inside a fireball. The rod nullifies the spells effect and
portable hole opens a rift to the Astral Plane. The stores the spells energy, which you can use to
rift sucks the bags contents into the void, where fuel your own spells. You instantly detect a
they tumble away, lost forever. spells level as the rod absorbs its energy.
Placing a portable hole inside a bag of holding The amount of energy (spell points) stored in
opens a gate to a random plane of existence. The the rod depends on the level of the spell
portable hole, the bag of holding, and all absorbed.
creatures within 10 feet of the items are forcibly
drawn into another plane. Both items are
destroyed in the process.
Rarity: Rare.

Robe of the Archmagi


This elegant garment is made from exquisite
cloth and adorned with silvery runes. It is clearly
a vestment of power and authority. The robes
color is always white, gray, or black.

D&D Next Playtest 2012 Wizards 28


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Spell Level Spell Points Wisdom saving throw against being frightened.
0 0 On a failed saving throw, the target is frightened
1 1 until it uses an action to make a DC 13 Wisdom
2 2 check and succeeds.
3 3 Drain Life (1/day): Make a melee attack with
4 5 the rod against a creature within your reach. If
5 6
the attack hits, it deals 4d6 extra necrotic
6 7
damage, and you regain 2d6 hit points.
7 9
Buttons: Once per round on your turn, you can
8 11
9 14
press one of the rods six buttons (no action).
10 20 The buttons effect lasts until you push a
different button or until you push the same
As the rod accumulates absorbed spells, you button again, which causes the rod to revert to
can spend the stored spell points to cast any its normal form.
spell you know and have prepared. To do so, you 1. A fiery blade sprouts from the end
must take an action and spend a number of spell opposite the rods flanged head. The rod
points equal to the number of spell points the becomes a flame tongue longsword.
rod would gain by absorbing a spell of that level. 2. The rod becomes a +3 battleaxe as its
For example, an enemy spellcaster targets you flanged head folds down and two crescent-
with charm person, a 1st-level spell. The rod of shaped blades spring out.
absorption nullifies the spell and converts it to 1 3. The rod becomes a +3 spear as its flanged
spell point. On your next turn, you can use the head folds down, a spear point springs
rod to cast a 1st-level spell by expending the from the rods tip, and the rods handle
spell point, or you can wait for the rod to absorb lengthens into a 6-foot haft.
more spells so that you can use the stored spell 4. The rod transforms into a climbing pole. A
points to cast higher-level spells. spike at the bottom anchors the pole in
A rod of absorption can store up to 20 spell surfaces as hard as granite, while the other
points. A newly found rod has 1d10 spell points end sprouts three sharp grappling hooks.
stored within it. If you are targeted by a spell The rod stretches to a maximum length of
whose level would convert to more spell points 50 feet, stopping at whatever length you
than the rod has available, it cannot absorb the choose. Horizontal bars 3 inches long fold
spell. out from the sides, 1 foot apart, in a
Rarity: Legendary. staggered progression, forming a ladder.
The rod is firmly held in position by the
Rod of Lordly Might spike and hooks, and it can bear up to
This metal rod resembles a mace with a flanged 4,000 pounds.
head at one end and six brass buttons in a row 5. The rod transforms into a handheld
along the haft. battering ram, which can be used to break
Property (Attuned): The rod of lordly might down doors, barricades, and other
can be wielded as a +2 mace. Additionally, you unattended objects. The force exerted by
can use the following properties. the rod is equivalent to Strength 30.
Immobilizing Strike (1/day): Make a melee 6. The rod indicates magnetic north and
attack with the rod against a creature within gives you knowledge of your approximate
your reach. If the attack hits, the target is also depth beneath the surface or your height
restrained until it uses an action to make a DC 13 above it.
Strength check and succeeds. Rarity: Legendary.
Invoke Fear (1/day): Using this power is an
action. Each enemy within 30 feet of you that can Slippers of Spider Climbing
see both you and the rod must make a DC 13 Woven from spider silk, these soft slippers fit
snugly and comfortably.

D&D Next Playtest 2012 Wizards 29


Confidential information of Wizards of the Coast LLC.
Do not distribute.

Property: While wearing these slippers, you Property: While wearing winged boots, you
can move up, down, or across vertical surfaces or can use your speed to fly.
even upside down along ceilings while leaving You can use the boots for up to 4 hours each
your hands free. You move in this way at your day, all at once or in several shorter flights.
normal speed and without needing to make a Attempting to fly beyond that time causes the
check. magic to gradually fade, and you slowly descend
Very slippery surfacesincluding those that at a rate of 10 feet per round until you land.
are icy, oiled, or greasedcannot be climbed For every uninterrupted period of 12 hours
using the slippers. that they are not in use, the boots regain 2 hours
Rarity: Uncommon. of flying.
Rarity: Rare.
Tome of the Stilled Tongue
This thick, leather-bound volume has a
particularly disgusting decorationa desiccated
tongue nailed to the front cover.
There are five of these tomes in all, and its not
certain which one is the original. The grisly cover
decoration on the first tome of the stilled tongue
once belonged to a former servant of Vecna who
betrayed the lich. The tongues pinned to the
covers of the four copies came from anonymous
spellcasters who also crossed the one-eyed god
of secrets.
The first few pages of each tome are filled with
indecipherable scrawls, like the meandering
scribbles of a lunatic. The remaining pages are
blank and pristine.
Prerequisite: You must be able to cast at least
one spell from the spell list of the cleric, the
druid, or the wizard.
Property: You can use this tome as a
spellbook.
In addition, you can cast one spell per day that
you have written into the book without using an
action, and without having to speak or
gesticulate. On any round you use this property
of the tome, you cannot spend your action to cast
a spell.
Secret: Vecna watches and keeps tabs on the
individual using this tome, and he can write
cryptic messages in the book that appear at
midnight and fade before dawn.
Rarity: Very rare.

Winged Boots
These fine boots appear to be ordinary footwear.
When the boots are donned, tiny wings sprout
from the ankles and flutter gently as if longing to
take flight.

D&D Next Playtest 2012 Wizards 30

You might also like