Below is a list of possible magical abilities that may be assigned to generated items. Any text in {curly brackets} refers to a random range or category. The categories should be self-explanatory.
Elemental:
Your weapon attacks deal +{1-3} additional {elements} damage. You may benefit from to more than one elemental item only if they are different damage types.
Arcane Focus:
Your Spell attacks gain a +{1-3} bonus to attack rolls.
Arcane Empowerment:
The save DC for your spells increases by +{1-3}.
Nourishment:
By tapping this item to an empty bowl or plate, it produces 1 day worth of bland but nutritious rations.
Volatile Enchantment:
If you roll a 1 on a spell attack roll, additionally roll on the wild magic table.
Shadowbank:
As an action, you may make an offering of {100-300}gp to this item. Roll a DC {10-16} Charisma (Persuasion) check. On a success, you cast Summon Shadowspawn as a bonus action. The gold is consumed regardless of success or failure.
Containment:
This item functions as a miniature Bag of Holding with a maximum capacity of 100lbs
Poisonous:
On the first hit you make with a weapon attack during your turn, the target must succeed at a DC {10-16} Constitution Save or be poisoned until the end of their next turn.
Reinforced:
Your AC increases by +1.
Heroic:
At the end of each long rest you gain {2-15} temporary hit points.
Skillful:
You receive +{1-3} bonus to {skill} checks. You may attune to more than one skillful item only if their bonuses are for different skills.
Mastery:
Your weapon attacks gain a +{1-3} bonus to attack rolls.
Swift:
You gain a +10ft bonus to movement speed.
Scholar's:
You become proficient in the {skill} skill. You may only be attuned to one scholar’s item at a time
Resistant:
you reduce incoming {element} damage by {1-5}.
Padded:
You reduce incoming {piercing|slashing|bludgeoning} damage by {1-5}.
Comprehension:
You can speak or understand but not speak {language}.
The Stone Giant's:
Your strength score increases by +{1-2}. This cannot increase your strength score above 20.
Sign of the Dragonfly:
Your dexterity score increases by +{1-2}. This cannot increase your ability score above 20.
Titan's Rune:
Your constitution score increases by +{1-2}. This cannot increase your ability score above 20.
Gift of the Elder Brain:
Your intelligence score increases by +{1-2}. This cannot increase your ability score above 20.
Nature’s Wisdom:
Your Wisdom score increases by +{1-2}. This cannot increase your ability score above 20.
Silver-tongued:
Your charisma score increases by +{1-2}. This cannot increase your ability score above 20.
Phylactery:
When you are reduced to 0 hit points. You are instead reduced to 1 hit point and this item is destroyed.
Mordenkainen’s Spell-storing:
You may cast the [cantrips] cantrip. {Intelligence|Wisdom|Charisma} is your spellcasting ability for this cantrip. After each casting there is a {5-20}% chance the item will disintegrate.
Glitterbomb:
Once per rest, when you are subjected to a critical hit, you may use your reaction to cast Faerie Fire.
Smokebomb:
Once per rest, when you are subjected to critical hit, you may use your reaction to cast Fog Cloud centered on yourself.
Tiefling's Talent:
You may cast the cantrip Thaumatury. Charisma is your spellcasting ability for this spell. If you are attuned to two or more Tiefling’s Talent items, you may also cast Darkness once/long rest.
Mordenkainen’s Unstable Spell-storing:
This item has 3 charges, you may expend a charge to cast the {1st level spell} spell. After each casting there is a {15-40}% chance this item will disintegrate. It regains 1d3 charges at dawn.
Empowering:
Cantrips that deal {element} damage, deal +1d4 additional damage.
The Leech:
Whenever you kill a creature, you gain temporary hit points equal to the creature's proficiency bonus.
Blessed by Golorr:
Once per long rest when you fail a death save, you may choose instead succeed on that save.
Wild Magic:
As an action, you may roll 1d3 and cast one of a randomly selected list of 3 cantrips.
Arcane Channeling:
This item may be used as a spell focus.
Homunculus:
You may use an action to cast Find Familiar. If the summoned familiar is ever reduced to 0 hit points, this item is destroyed.
Returning:
You may use an action to summon this item to yourself from anywhere within 100 miles. The item appears in your hands in 1d4 rounds.
Master Toshi's Sermon:
As an action, you can summon a writing set from this item. You may dismiss these items as a bonus action.
Dragonshard Engine:
whenever you cast a spell of 3rd level or lower, there is a 14% chance that is casts at +1 level.
Knotty:
You may use an action to transform this item into a Rope of Climbing or back.
Vengeful:
Whenever you kill a creature, your next attack roll against another creature of the same type is made with advantage
Mortuary:
Your outward signs of life are undetectable by nonmagical means.
Last Stand:
While you have 5 or fewer hit points, you gain advantage on all attack rolls.
Supply kit:
you may use an action to transform this item into any set of artisan's tools or back.
Ascetic’s Meditation:
Whenever you expend one or more ki points, there is a 10% chance that you gain 1 ki point.
Mu'ltiBear's Wisdom:
Whenever you expend one or more superiority dice, there is a 10% chance that you regain 1 superiority dice.
The Flat Earth:
Difficult terrain doesn’t cost you extra movement and you count as one size larger when determining the weight you can push, drag, lift or carry.
Cursed Scales:
Your {ability} score increases by 4, however your {different ability} score decreases by 2. This cannot increase your ability score above 20.
Blessing of the Heavens:
Once per rest as a bonus action, you may heal 2d4+4 hit points.
Elven Gift:
You gain advantage on saves against sleep and charm. Additionally, you no longer need to sleep, instead you gain the full benefits of a long rest from 4-hours of meditation.
Moonless Night:
You are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors.
Shielding:
You have resistance to force damage. Additionally, you have immunity to damage from the Magic Missile spell.
Displacement:
Attack rolls against you have disadvantage. If you take damage, this item's magic ceases to function until the start of your next turn.
Of the Depths:
You can breathe underwater, and you have a swimming speed of 60ft.
Brightness:
You may use an action to cast the Light spell. Once per rest, as an action, you may fire a beam of blinding light at a creature within 60ft. They must succeed on a DC {10-20} Constitution save or be blinded for 1 minute.
Master Toshi's Reflexes:
When a ranged weapon attack hits you, you can use your reaction to reduce the damage by 1d10 + your Dexterity modifier, if you have a free hand. If you reduce the damage to 0, you can choose to catch the missile.
Jarlaxle's Gift:
You may cast Disguise Self at-will.
Spell Resistance:
You gain advantage on spell saving throws.
Mountain Air:
You can breathe normally in any environment and you have advantage on saving throws made against harmful gases and vapors.
Greasy:
Your skin is covered in a thin layer of slippery oil. This grants you advantage on checks made to escape a grapple.
Healing Ward:
You are immune to disease while you are attuned to this item.
Haunting Whispers:
Once per long rest, you may use an action to create an eerie, spellbinding tune. Each hostile creature within 30ft must succeed on a DC {10-20} Wisdom saving throw or become frightened for 1 minute.
Icarian Flight:
You may cast the Jump spell as a bonus action. However, you may only target yourself.
The Prophet:
You can stand on and move across any liquid surface as if it were solid ground.
The Spider:
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You have a climbing speed equal to your walking speed.
Uncanny:
This item has 3 charges and it regains 1d3 charges daily at dawn. While you are attuned to it, and you fail {a} [abilities] saving through, you may expend one charge to succeed on that saving throw instead.
Luckstone:
You gain a +1 bonus on ability checks and saving throws.
The Investigator:
You gain advantage on Intelligence (Investigation) and Wisdom (Perception) checks to find secret doors, compartments and traps.
Thief's Special:
You may use this item to unlock any non-magical lock. However, each time this ability is used there is a 30% chance it will break.
Indigenous Terrain:
You gain advantage on {skill} checks while you are {terrain}.
Feather Falling:
You descend 60 feet per round and take no falling damage.
Gift of the Weave:
You may use an action to regain one spell slot of 3rd level or lower. Once you have used this power, it can't be used again until the next dawn.
Unity:
Once per short or long rest, when you use the help action, your ally may add 1d4 to an ability check or attack roll before the end of the of their next turn.
Shadowstep:
When you reduce a creature to 0 hit points, you may use a bonus action to move up to half your speed.
Courageous:
You gain advantage on saving throws against fear.
Alertness:
You gain advantage on initiative rolls.
Ritual:
Once per long rest, when you fail a saving throw to maintain concentration on a spell, you may instead choose to succeed.
Dual-form:
You may use an action to transform this item into a different type of item or back.
- An unlimited free stay at a local hotel, hostel or Inn of poor quality.
- Passage aboard a ship to a destination of your choosing.
- Spellcasting services for a spell of {1-5}th level.
- An apprentice wizard will cast Find Familiar for you. The spell's effects last 24 hours.
- Hidden sanctuary with an underground organization for up to one week.
- A meeting with an influential figure such as a guild leader, noble or expert.
- Free healing at a nearby temple.
- the mercenary services of one spy for 24 hours.
- A blessing from Gond. For the next 24 hours your intelligence score increases by +4.
- A flashmob-style crowd of up to 20 commoners at a location and time of your choosing.
- Bail paid for minor crimes.
- Reinforcements of One acolyte for 24 hours.
- An Official warrant from the local Watch or Militia.
- {non-magical|magical} Disguises and fake identities.
- Use of any Uncommon or Rare magic item for 24 hours. However, it must be returned in good condition.
- Crafting of any one Uncommon Magic item.
- Basic information about the strengths and weaknesses of a creature of your choosing.
- Basic information on an important NPC.
- Up to 500gp worth of construction work.
- Free food and drink at an inn or tavern.
- Guidance in the form of the Divination Spell (4th level).
- Guidance in the form of the Commune Spell (5th level).
- A blessing from a powerful wizard. For the next 24 hours your maximum hit points increase by 10.
- A temporary tattoo that lasts for 24 hours. While you have this tattoo you know the [cantrips] cantrip. {intelligence|charisma|wisdom} is your spellcasting ability for this cantrip.
- A temporary tattoo that lasts for 24 hours. While you have this tattoo you may cast the spell {1st-3rd level spell} once.
- The services of a guide through an unfamiliar or dangerous wilderness.
- A complete and detailed map of a nearby area.
- Basic adventuring supplies (up to 100gp).
- secret passage into or out of a public ally accessible but restricted space (such as a court-house, temple or fortified city).
- Pro bono legal aid for a major crime.
- Spell components (up to 500gp).
- An invite to an exclusive event or gathering
- Gain resistance to {element} damage for 10 minutes.
- Restore 2d4+2 hit points.
- Increases AC by +2 until the end of your next turn.
- +2 bonus to spell attack rolls until the end of your next turn.
- You gain advantage on the next Wisdom save you make within the next 1 minute.
- You gain advantage on the next Strength check you make within the next 1 minute.
- The next time you hit with a weapon attack before the end of your turn, you may teleport up to 15ft into an unoccupied space.
- The next time you are hit with a melee attack, you may use your reaction to deal 1d4 fire damage to your attacker.
- Your speed decreases by 10ft for 1 minute.
- Gain advantage on Grapple checks for 1d6 rounds.
- Gain resistance to Lightning damage until the end of your next turn.
- For 1 minute, your melee and ranged weapon attacks score a critical hit on 19-20.
- For 1 minute you may use a bonus action to cast Minor Illusion
- Until the end of your next turn, you may disengage as a bonus action.
- Gain advantage on the next attack roll you make before the end of your turn.
- Increases speed by +15ft until the end of your next turn.
- Regain 1 level of exhaustion.
- Double proficiency bonus on stealth and sleight of hand checks for 1 hour.
- Once before the end of your next turn you may impose disadvantage on one attack roll or ability check made by a creature you can see.
- You may reroll 1’s and 2’s on the next spell damage roll you make within 1 minute.
- You do not need to breathe for the next 1 hour.
- You gain darkvision for 24 hours.
- Add +1d4 to the next attack roll you make before the end of your turn.
- For 1 minute gain the effects of the Comprehend Languages spell.
- You suffer 1d4 {element} damage.
- You suffer disadvantage on the next Wisdom save you make within the next 1 minute.
- Any spell that deals {element} damage, deals an additional +1d4 until the start of your next turn.
- Your [{bility} score {decreases|increases} by 2 for the next 1 minute. This cannot raise an ability score above 20 or reduce it below 8.
- For the next 1d4 rounds, you gain the effects of the Protection from Good and Evil spell.
- You suffer disadvantage on the next attack roll you make.
- For 1 minute your {abilities} score decreases by 2.
- You take 1d4+{1-4} necrotic damage.
- You gain 1 level of exhaustion.
- Your speed decreases by {5|10|15|half} for 1 minute.
- For 1 minute, you suffer disadvantage on {abilities} checks and saves.