Wearables
This page lists all the magical wearable items. The rules on how many of each type you may wear at one time are detailed on the Equipment Basics page.
Head Gear
Breathing Bubble
200 §
This translucent, bubble-like sphere has a slightly tacky outer surface, and you gain the item’s benefits only while wearing it over your head like a helmet.
The bubble contains 1 hour of breathable air. The bubble regains all its expended air daily at dawn.
Circlet of Blasting
2 000 §
While wearing this circlet, you can use an action to cast the scorching ray spell with it. When you make the spell’s attacks, you do so with an additional attack bonus of +5. The circlet can’t be used this way again for the next 24 hours.
Dread Helm
300 §
This fearsome steel helm makes your eyes glow red or dark purple while you wear it.
Finder’s Goggles
2 500 §, attunement
The lenses of these garish goggles are made from igsan infused glass. While wearing these lenses, you gain the following benefits:
When you make an Intelligence (Search) or Charisma (Insight) check to determine intentions or search for clues, you can roll a d4 and add the number rolled to the check.
As an action, you can use the goggles to examine an object to identify the aura of the last creature that touched it. Make an Intelligence (Search) check against a DC of 13 + the number of days since the last contact occurred. On a success, you learn the creature’s type and can immediately use the goggles to cast locate creature to find that creature. This property can’t be used again for the next 24 hours.
Goggles of Night
2 000 §
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
Goggles of Object Reading
2 000 §, attunement
These leather-framed goggles feature purple crystal lenses. While wearing the goggles, you have advantage on Intelligence (Search) checks made to reveal information about a creature or object you can see.
In addition, you can cast the identify spell using the googles. Once you do so, you can’t do so again for the next 24 hours.
Hat of Vermin
400 §
This hat has 3 charges. While holding the hat, you can use an action to expend 1 of its charges and speak a command phrase that summons your choice of a bat, a frog, or a rat. The summoned creature magically appears in the hat and tries to get away from you as quickly as possible. The creature is neither friendly nor hostile, and it isn’t under your control. It behaves as an ordinary creature of its kind and disappears after 1 hour or when it drops to 0 hit points. The hat regains all expended charges daily at dawn.
Hat of Water Breathing
5 000 §
While wearing this cap underwater, you can speak its command phrase as an action to create a bubble of air around your head. It allows you to breathe normally underwater. This bubble stays with you until you speak the command phrase again, the cap is removed, or you are no longer underwater.
Helm of Teleportation
15 000 §, attunement
This helm has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the teleport spell from it, with the following limitation – you may only target yourself for the teleport. The helm regains all expended charges daily at dawn.
Peregrine Mask
35 000 §, attunement
While wearing this winged helm, you have a flying speed of 60 feet. In addition, you have advantage on initiative rolls.
Queen’s Crown
65 000 §, attunement
This symbiotic crown is carved from dark purple and mauve stone, with ten points like stalks set with gemstones resembling the eyestalks of a beholder. To attune to this item, you must wear it on your head for the entire attunement period, during which the crown’s hidden tendrils burrow into your scalp to bond with your skull. While wearing the crown, you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet.
Spells – The crown has 10 charges. While wearing it, you can use an action to expend some of its charges to cast one of the following spells from it (spell save DC 16): charm person (1 charge), disintegrate (6 charges), fear (3 charges), finger of death (7 charges), flesh to stone (6 charges), hold person (2 charges), ray of enfeeblement (2 charges), sleep (1 charge), telekinesis (5 charges). The crown regains all expended charges daily at dawn. You can also spend 2 FP to regain back one charge.
Symbiotic Nature – The crown can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the crown ends, and it detaches from you.
Spectacles of Charming
3 000 §, attunement
These crystal lenses fit over the eyes. They have 3 charges. While wearing them, you can expend 1 charge as an action to cast the charm person spell (spell save DC 13) on a humanoid within 30 feet of you, provided that you and the target can see each other. The lenses regain all expended charges daily at dawn.
Spies’ Murmur
1 500 §, attunement
This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies’ murmur or spies’ whisper and that creature is within 1 mile of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated.
Spies’ Whisper
800 §
This headpiece, crafted from dark metal, is worn curved around the ear. If you know a creature wearing another spies’ murmur or spies’ whisper and that creature is within 30 ft. of you, you can communicate telepathically with each other. As a bonus action, you can allow that creature to hear everything you hear for 1 hour. You can end this effect as a bonus action, and it ends if you’re incapacitated.
Neck Gear
Amulet of Channeling
20 000 §, attunement
This copper amulet is engraved with sparkling lines. While wearing this amulet, your SF is reduced by 10%.
Amulet of the Planes
30 000 §, attunement
While wearing this amulet, you can use an 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 the plane shift spell. On a failure, you and each creature and object within 15 feet of you travel to a random destination. Roll a d100. On a 1- 60, you travel to a random location on the plane you named. On a 61- 100, you travel to a randomly determined plane of existence.
Regardless of the outcome, this item then cannot be used for the next 24 hours.
Amulet of the Drunken Master
5 000 §
This amulet smells of old, ale-stained wood. While wearing it, you can regain 4d4 + 4 hit points when you drink a pint of beer, ale, mead, or wine. Once the amulet has restored hit points, it can’t do so again for the next 24 hours.
Clockwork Amulet
500 §
This copper amulet contains tiny interlocking gears and is powered by magic from the plane of Radiance. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within.
When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can’t be used again for the next 24 hours.
Suppression Necklace
1 000 §
This necklace looks like a normal pendant, but if has been enchanted to give protection against all types of magic at the cost of the wielder’s own magical abilities. While it is active, you gain advantage for all Saving throws against spells and spell-like effects and your AC increases by 4 for the purpose of any Spellcasting rolls made against you. In addition, when a Saving throw against a spell or spell-like effect allows you to take half damage on a successful saving throw, you instead take no damage. While it is active, you cannot cast spells or use any spell-like abilities. Activating and deactivating the necklace takes 1 minute. If you necklace leaves your grasp, the effects linger for a minute before disappearing.
Back Gear
Charlatan’s Cape
11 000 §
This cape smells faintly of brimstone. While wearing it, you can use it to cast the dimension door spell as an action. This property of the cape can’t be used again for the next 24 hours.
When you disappear, you leave behind a cloud of smoke, and you appear in a similar cloud of smoke at your destination. The smoke lightly obscures the space you left and the space you appear in, and it dissipates at the end of your next turn. A light or stronger wind disperses the smoke.
Cloak of Displacement
13 000 §, attunement
While you wear this cloak, it projects an illusion that makes you appear to be standing in a place near your actual location, causing any creature to have disadvantage on attack rolls against you. If you take damage, the property ceases to function until the start of your next turn. This property is suppressed while you are incapacitated, restrained, or otherwise unable to move.
Cloak of Dramatic Entrances
500 §
While wearing this cloak, you can use a bonus action to make it billow dramatically.
Cloak of Many Styles
700 §
While wearing this cloak, you can use a bonus action to change the style, color, and apparent quality of the garment. The cloak’s weight doesn’t change. Regardless of its appearance, the cloak can’t be anything but a cloak. Although it can duplicate the appearance of other magic cloaks, it doesn’t gain their magical properties.
Cloak of Protection
6 000 §, attunement
You gain a +1 bonus to AC and +1 to Saving throws while you wear this cloak.
Cloak of the Bat
12 000 §, attunement
While wearing this cloak, you have advantage on Ability checks you make to be stealthy. In an area of dim light or darkness, you can grip the edges of the cloak with both hands and use it to fly at a speed of 40 feet. If you ever fail to grip the cloak’s edges while flying in this way, or if you are no longer in dim light or darkness, you lose this flying speed.
While wearing the cloak in an area of dim light or darkness, you can use your action to cast polymorph on yourself, transforming into a bat. The cloak can’t be used this way again for the next 24 hours.
Mantle of Spell Cancelling
11 000 §, attunement
This mantle has the strange property of sucking the energy of a spell into itself and nullifying their effect. The mantle starts with 10 charges. When you are the target of a spell or in an AoE of a spell and you can see the caster and are aware that a spell is being cast, you can use your reaction to expend a number of charges equal to the spell’s level (1 if the spell is a cantrip) to nullify the effect. If the spells level is higher than the number of charges left in your mantle, you cannot nullify its effect. The Mantle regains all its used charges upon finishing a long rest.
Nature’s Mantle
8 000 §
This cloak shifts color and texture to blend with the terrain surrounding you. While you are in an area that is lightly obscured, you can Hide as a bonus action even if you are being directly observed.
Rainbow Robe
60 000 §, attunement
This robe has 3 charges, and it regains all expended charges daily at dawn. While you wear it, you can use an action and expend 1 charge to cause the garment to display a shifting pattern of dazzling hues until the end of your next turn. During this time, the robe sheds bright light in a 30-foot radius and dim light for an additional 30 feet. Creatures that can see you have disadvantage on Attack rolls against you. In addition, any creature in the bright light that can see you when the robe’s power is activated must succeed on a DC 15 Saving throw or become stunned until the effect ends.
Robe of Eyes
13 000 §, attunement
This robe is adorned with eyelike patterns. While you wear the robe, you gain the following benefits:
The robe lets you see in all directions, and you have advantage on Intelligence (Perception) checks that rely on noticing something with sight.
You have darkvision out to a range of 120 feet.
You can see invisible creatures and objects, as well as see into the Ethereal Plane, out to a range of 120 feet.
The eyes on the robe can’t be closed or averted. Although you can close or avert your own eyes, you are never considered to be doing so while wearing this robe. A light spell cast on the robe or a daylight spell cast within 5 feet of the robe causes you to be blinded for 1 minute. At the end of each of your turns, you can make a Saving throw (DC 11 for light or DC 15 for daylight), ending the blindness on a success.
Robe of Stars
75 000 §, attunement
This black or dark blue robe is embroidered with small white or silver stars. You gain a +1 bonus to Saving throws while you wear it. Six stars, located on the robe’s upper front portion, are particularly large. While wearing this robe, you can use an action to pull off one of the stars and use it to cast magic missile as a 5th-level spell. Daily at dusk, all removed stars reappear on the robe.
While you wear the robe, you can use an action to enter the Ethereal Plane along with everything you are wearing and carrying. You remain there until you use an action to return to the plane you were on. You reappear in the last space you occupied, or if that space is occupied, the nearest unoccupied space.
Robe of the Magi
90 000 §, attunement
This elegant garment is made from exquisite cloth of white, gray, or black and adorned with silvery runes. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 15 + your Dexterity divided by two, rounded down.
You have advantage on Saving throws against spells and other magical effects.
Your Spell save DC and Attack (Spellcasting) bonus each increase by 2.
Robe of the Novice
30 000 §, attunement
This plain but stylish garment is always made out of white, gray, or black cloth. You gain these benefits while wearing the robe:
If you aren’t wearing armor, your base Armor Class is 11 + your Dexterity modifier divided by two, rounded down.
You have advantage on Saving throws against spells and other magical effects.
Your Spell save DC and Attack (Spellcasting) bonus each increase by 1.
Spider’s Cloak
30 000 §, attunement
This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits:
You have resistance to toxic damage.
You have a climbing speed equal to your walking speed.
You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free.
You can’t be caught in webs of any sort and can move through webs as if they were difficult terrain.
You can use an action to cast the web spell (spell save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can’t be used for the next 24 hours.
Wings of Flying
12 000 §, attunement
While wearing this cloak, as an action you can speak a command phrase. This turns the cloak into a pair of bat wings or bird wings on your back. The wings give you a flying speed of 60 feet. You can use the wings to fly for up to 4 hours, all at once or in several shorter flights, each one using a minimum of 1 minute from the duration. If you are flying when the duration expires, you descend at a rate of 30 feet per round until you land. The wings regain 2 hours of flying capability for every 12 hours they aren’t in use.
Bracers
Archery Bracers
3 000 §, attunement
While wearing these bracers, you gain a +2 bonus to Attack and damage rolls made with any ranged weapons.
Bracers of Alacrity
15 000 §, attunement
While wearing these bracers, you gain advantage on initiative rolls.
Defensive Bracers
4 000 §, attunement
While wearing these bracers, you gain a +2 bonus to AC if you are wearing no armor without the flexible property and using no shield.
Illusionist’s Bracers
15 000 §, attunement
While wearing the bracers, whenever you cast a cantrip, you can use a bonus action on the same turn to cast that cantrip a second time.
Boots
Boots of False Tricks
500 §
Only humanoids can wear these boots. While wearing the boots, you can choose to have them leave tracks like those of another kind of humanoid of your size.
Boots of Levitation
10 000 §, attunement
While you wear these boots, you can use an action to cast the levitate spell on yourself at will.
Boots of Speeeeeeeeeeeeeed
12 000 §, attunement
While you wear these boots, you can use a bonus action and click the boots’ heels together. If you do, the boots double your walking speed, and any creature that makes an opportunity attack against you has disadvantage on the attack roll. If you click your heels together again, you end the effect.
When the boots’ property has been used for a total of 10 minutes, the magic ceases to function until you finish a long rest.
Boots of Sprinting
15 000 §, attunement
While you wear these boots, your walking speed becomes 40 feet, unless your walking speed is higher, and your speed cannot be reduced unless you are grappled, incapacitated or restrained. In addition, you can jump three times the normal distance, though you can’t jump farther than your remaining movement would allow.
Boots of the Foresteer
9 000 §
While you wear these boots, your steps make no sound, regardless of the surface you are moving across. You also have advantage on Dexterity (Stealth) checks that rely on moving silently.
Winged Boots
9 000 §, attunement
While you wear these boots, you can use an action to speak its command phrase. You gain a flying speed equal to your walking speed. This effects lasts for 1 hour or until you repeat the command phrase as an action. When the effect ends, you can’t use them again for 3 hours.