System Reference Document 5.2.1
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Magic Items A–Z
Magic items are presented in alphabetical order. 
 If a magic item description capitalizes a creature’s 
name and presents it in bold  type, that’s a visual 
cue pointing you to the creature’s stat block. Unless 
the text states otherwise, the stat block is in “Mon -
sters.” How to read and use a stat block is explained 
in “Monsters.”
Adamantine Armor
Armor (Any Medium or Heavy, Except Hide Armor), 
Uncommon
This suit of armor is reinforced with adamantine, 
one of the hardest substances in existence. While 
you’re wearing it, any Critical Hit against you be -
comes a normal hit.
Ammunition, +1, +2, or +3
Weapon (Any Ammunition), Uncommon (+1), Rare (+2), 
or Very Rare (+3) 
You have a bonus to attack rolls and damage rolls 
made with this piece of magic ammunition. The bo -
nus is determined by the rarity of the ammunition. 
Once it hits a target, the ammunition is no longer 
magical.
 This ammunition is typically found or sold in 
quantities of ten or twenty pieces. Ten pieces of this 
ammunition are equivalent in value to a potion of 
the same rarity.
Ammunition of Slaying
Weapon (Any Ammunition), Very Rare 
This magic ammunition is meant to slay creatures 
of a particular type, which the GM chooses or de -
termines randomly by rolling on the table below. If 
a creature of that type takes damage from the am -
munition, the creature makes a DC 17 Constitution 
saving throw, taking an extra 6d10 Force damage 
on a failed save or half as much extra damage on a 
successful one.
 After dealing its extra damage to a creature, the 
ammunition becomes nonmagical.
1d100 Creature Type 1d100 Creature Type
01–10 Aberrations 51–60 Fey
11–15 Beasts 61–70 Fiends
16–20 Celestials 71–75 Giants
21–25 Constructs 76–80 Monstrosities
26–35 Dragons 81–85 Oozes
36–45 Elementals 86–90 Plants
46–50 Humanoids 91–00 Undead
Amulet of Health
Wondrous Item, Rare (Requires Attunement)
Your Constitution is 19 while you wear this amulet. 
It has no effect on you if your Constitution is 19 or 
higher without it.
Amulet of Proof against Detection  
and Location
Wondrous Item, Uncommon (Requires Attunement)
While wearing this amulet, you can’t be targeted 
by Divination spells or perceived through magical 
scrying sensors unless you allow it.
Amulet of the Planes
Wondrous Item, Very Rare (Requires Attunement)
While wearing this amulet, you can take a Magic 
action to name a location that you are familiar with 
on another plane of existence. Then make a DC 15 
Intelligence (Arcana) check. On a successful check, 
you cast Plane Shift. On a failed check, you and each 
creature and object within 15 feet of you travel to 
a random destination determined by rolling 1d100 
and consulting the following table.
1d100 Destination
01–60 Random location on the plane you named
61–70 Random location on an Inner Plane deter -
mined by rolling 1d6: on a 1, the Plane of Air; 
on a 2, the Plane of Earth; on a 3, the Plane of 
Fire; on a 4, the Plane of Water; on a 5, the 
Feywild; on a 6, the Shadowfell
71–80 Random location on an Outer Plane deter -
mined by rolling 1d8: on a 1, Arborea; on a 2, 
Arcadia; on a 3, the Beastlands; on a 4, Byto-
pia; on a 5, Elysium; on a 6, Mechanus; on a 7, 
Mount Celestia; on an 8,  Ysgard
81–90 Random location on an Outer Plane deter -
mined by rolling 1d8: on a 1, the Abyss; on a 
2, Acheron; on a 3, Carceri; on a 4, Gehenna; 
on a 5, Hades; on a 6, Limbo; on a 7, the Nine 
Hells; on an 8, Pandemonium
91–00 Random location on the Astral Plane
Animated Shield
Armor (Shield), Very Rare (Requires Attunement)
While holding this Shield, you can take a Bonus 
Action to cause it to animate. The Shield leaps into 
the air and hovers in your space to protect you as if 
you were wielding it, leaving your hands free. The 
Shield remains animate for 1 minute, until you take 
a Bonus Action to end this effect, or until you die or 
have the Incapacitated condition, at which point the 
Shield falls to the ground or into your hand if you 
have one free.