DnD Item Blitz

Five independent item sections from the 2024 SRD database.


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Uniqueness is enforced within each 4-item section by item family. The two Rare sections are independent draws.

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Current set: 2026-10-19 07:31:32 UTC

Section 1 (lvl 0)

4 x Uncommon

  • Boots of Elvenkind

    Wondrous Item - Uncommon

    Item details

    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.

    Source: SRD 2024

  • Headband of Intellect

    Wondrous Item - Uncommon - Attunement required

    Item details

    Your Intelligence is 19 while you wear this headband. It has no effect on you if your Intelligence is 19 or higher without it.

    Source: SRD 2024

  • Slippers of Spider Climbing

    Wondrous Item - Uncommon - Attunement required

    Item details

    While you wear these light shoes, you can move up, down, and across vertical surfaces and along ceilings, while leaving your hands free. You have a Climb Speed equal to your Speed. However, the slippers don't allow you to move this way on a slippery surface, such as one covered by ice or oil.

    Source: SRD 2024

  • Stone of Good Luck (Luckstone)

    Wondrous Item - Uncommon - Attunement required

    Item details

    While this polished agate is on your person, you gain a +1 bonus to ability checks and saving throws.

    Source: SRD 2024

Section 2 (lvl 3)

4 x Rare

  • Bowl of Commanding Water Elementals

    Wondrous Item - Rare

    Item details

    While this bowl is filled with water and you are within 5 feet of it, you can take a Magic action to summon a Water Elemental. The elemental appears in an unoccupied space as close to the bowl as possible, understands your languages, obeys your commands, and takes its turn immediately after you on your Initiative count. The elemental disappears after 1 hour, when it dies, or when you dismiss it as a Bonus Action. The bowl can't be used this way again until the next dawn. The bowl is about 1 foot in diameter and half as deep. It holds about 3 gallons.

    Source: SRD 2024

  • Ring of Free Action

    Ring - Rare - Attunement required

    Item details

    While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

    Source: SRD 2024

  • Helm of Teleportation

    Wondrous Item - Rare - Attunement required

    Item details

    This helm has 3 charges. While wearing it, you can expend 1 charge to cast Teleport from it. The helm regains 1d3 expended charges daily at dawn.

    Source: SRD 2024

  • Bead of Force

    Wondrous Item - Rare

    Item details

    This small black sphere measures 3/4 of an inch in diameter and weighs an ounce. Typically, 1d4 + 4 Beads of Force are found together. You can take a Magic action to throw the bead up to 60 feet. The bead explodes in a 10-foot-radius Sphere on impact and is destroyed. Each creature in the Sphere must succeed on a DC 15 Dexterity saving throw or take 5d4 Force damage. A sphere of transparent force then encloses the area for 1 minute. Any creature that failed the save and is completely within the area is trapped inside this sphere. Creatures that succeeded on the save or are partially within the area are pushed away from the center of the sphere until they are no longer inside it. Only breathable air can pass through the sphere's wall. No attack or other effect can pass through. An enclosed creature can take a Utilize action to push against the sphere's wall, moving the sphere up to half the creature's Speed. The sphere can be picked up, and its magic causes it to weigh only 1 pound, regardless of the weight of creatures inside.

    Source: SRD 2024

Section 3 (lvl 6)

4 x Rare

  • Ring of Free Action

    Ring - Rare - Attunement required

    Item details

    While you wear this ring, Difficult Terrain doesn't cost you extra movement. In addition, magic can neither reduce any of your Speeds nor cause you to have the Paralyzed or Restrained condition.

    Source: SRD 2024

  • Wand of Enemy Detection

    Wand - Rare - Attunement required

    Item details

    This wand has 7 charges. While holding it, you can take a Magic action to expend 1 charge. For 1 minute, you know the direction of the nearest creature Hostile to you within 60 feet, but not its distance from you. The wand can sense the presence of Hostile creatures that are Invisible, ethereal, disguised, or hidden, as well as those in plain sight. The effect ends if you stop holding the wand. Regaining Charges. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll 1d20. On a 1, the wand crumbles into ashes and is destroyed.

    Source: SRD 2024

  • Belt of Giant Strength (Hill)

    Wondrous Item - Rare - Attunement required

    Item details

    While wearing this belt, your Strength changes to a score granted by the belt. The type of giant determines the score (see the table below). The item has no effect on you if your Strength without the belt is equal to or greater than the belt's score.

    | Belt | Str. | Rarity |
    |-----------------------------------------|------|-----------|
    | Belt of Giant Strength (hill) | 21 | Rare |
    | Belt of Giant Strength (frost or stone) | 23 | Very Rare |
    | Belt of Giant Strength (fire) | 25 | Very Rare |
    | Belt of Giant Strength (cloud) | 27 | Legendary |
    | Belt of Giant Strength (storm) | 29 | Legendary |

    Source: SRD 2024

  • Handy Haversack

    Wondrous Item - Rare

    Item details

    This backpack has a central pouch and two side pouches, each of which is an extradimensional space. Each side pouch can hold up to 200 pounds of material, not exceeding a volume of 25 cubic feet. The central pouch can hold up to 500 pounds of material, not exceeding a volume of 64 cubic feet. The haversack always weighs 5 pounds, regardless of its contents. Retrieving an item from the haversack requires a Utilize action or a Bonus Action (your choice). When you reach into the haversack for a specific item, the item is always magically on top. If any of its pouches is overloaded, pierced, or torn, the haversack ruptures and is destroyed. If the haversack is destroyed, its contents are lost forever, although an Artifact always turns up again somewhere. If the haversack is turned inside out, its contents spill forth unharmed, and the haversack must be put right before it can be used again. Each pouch of the haversack holds enough air for 10 minutes of breathing, divided by the number of breathing creatures inside. Placing the haversack inside an extradimensional space created by a Bag of Holding, Portable Hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

    Source: SRD 2024

Section 4 (lvl 9)

4 x Very Rare

  • Amulet of the Planes

    Wondrous Item - Very Rare - Attunement required

    Item details

    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 determined 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 determined by rolling 1d8: on a **1,** Arborea; on a **2,** Arcadia; on a **3,** the Beastlands; on a **4,** Bytopia; 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 determined 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 |

    Source: SRD 2024

  • Rod of Absorption

    Rod - Very Rare - Attunement required

    Item details

    While holding this rod, you can take a Reaction to absorb a spell that is targeting only you and doesn't create an area of effect. The absorbed spell's effect is canceled, and the spell's energy—not the spell itself—is stored in the rod. The energy has the same level as the spell when it was cast. A canceled spell dissipates with no effect, and any resources used to cast it are wasted. The rod can absorb and store up to 50 levels of energy over the course of its existence. Once the rod absorbs 50 levels of energy, it can't absorb more. If you are targeted by a spell that the rod can't store, the rod has no effect on that spell. When you become attuned to the rod, you know how many levels of energy the rod has absorbed over the course of its existence and how many levels of spell energy it currently has stored. If you are a spellcaster holding the rod, you can convert energy stored in it into spell slots to cast spells you have prepared or know. You can create spell slots only of a level equal to or lower than your own spell slots, up to a maximum of level 5. You use the stored levels in place of your slots but otherwise cast the spell as normal. For example, you can use 3 levels stored in the rod as a level 3 spell slot. A newly found rod typically has 1d10 levels of spell energy stored in it. A rod that can no longer absorb spell energy and has no energy remaining becomes nonmagical.

    Source: SRD 2024

  • Staff of Frost

    Staff - Very Rare - Attunement: Requires Attunement by a Druid, Sorcerer, Warlock, or Wizard

    Item details

    You have Resistance to Cold damage while you hold this staff.

    **_Spells._** The staff has 10 charges. While holding the staff, you can cast one of the spells on the following table from it, using your spell save DC. The table indicates how many charges you must expend to cast the spell.

    | Spell | Charge Cost |
    |--------------|-------------|
    | Cone of Cold | 5 |
    | Fog Cloud | 1 |
    | Ice Storm | 4 |
    | Wall of Ice | 4 |

    **_Regaining Charges._** The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll 1d20. On a 1, the staff turns to water and is destroyed.

    Source: SRD 2024

  • Carpet of Flying

    Wondrous Item - Very Rare

    Item details

    You can make this carpet hover and fly by taking a Magic action and using the carpet's command word. It moves according to your directions if you are within 30 feet of it.

    Four sizes of *Carpet of Flying* exist. The GM chooses the size of a given carpet or determines it randomly by rolling on the following table. A carpet can carry up to twice the weight shown on the table, but its Fly Speed is halved if it carries more than its normal capacity.

    | 1d100 | Size | Capacity | Fly Speed |
    |-------|---------------|----------|-----------|
    | 01–20 | 3 ft. × 5 ft. | 200 lb. | 80 feet |
    | 21–55 | 4 ft. × 6 ft. | 400 lb. | 60 feet |
    | 56–80 | 5 ft. × 7 ft. | 600 lb. | 40 feet |
    | 81–00 | 6 ft. × 9 ft. | 800 lb. | 30 feet |

    Source: SRD 2024

Section 5 (lvl 12)

4 x Legendary

  • Sovereign Glue

    Wondrous Item - Legendary

    Item details

    This viscous, milky-white substance can form a permanent adhesive bond between any two objects. It must be stored in a jar or flask that has been coated inside with Oil of Slipperiness. When found, a container contains 1d6 + 1 ounces. One ounce of the glue can cover a 1-foot square surface. Applying an ounce of Sovereign Glue takes a Utilize action, and the applied glue takes 1 minute to set. Once it has done so, the bond it creates can be broken only by the application of Universal Solvent or Oil of Etherealness, or with a Wish spell.

    Source: SRD 2024

  • Iron Flask

    Wondrous Item - Legendary

    Item details

    While holding this brass-stoppered iron flask, you can take a Magic action to target a creature that you can see within 60 feet of yourself. If the flask is empty and the target is native to a plane of existence other than the one you're on, the target must succeed on a DC 17 Wisdom saving throw or be trapped in the flask. If the target has been trapped by the flask before, it has Advantage on the save. Once trapped, a creature remains in the flask until released. The flask can hold only one creature at a time. A creature trapped in the flask doesn't age and doesn't need to breathe, eat, or drink. You can take a Magic action to remove the flask's stopper and release the creature in the flask. The creature then obeys your commands for 1 hour, understanding those commands even if it doesn't know the language in which the commands are given. If you issue no commands or give the creature a command that is likely to result in its death or imprisonment, it defends itself but otherwise takes no actions. At the end of the duration, the creature acts in accordance with its normal disposition and alignment. An Identify spell reveals if the flask contains a creature, but the only way to determine the type of creature is to open the flask. A newly discovered Iron Flask might already contain a creature chosen by the GM.

    Source: SRD 2024

  • Horn of Valhalla

    Wondrous Item - Legendary

    Item details

    You can take a Magic action to blow this horn. In response, warrior spirits from the plane of Ysgard appear in unoccupied spaces within 60 feet of you. Each spirit uses the **Berserker** stat block and returns to Ysgard after 1 hour or when it drops to 0 Hit Points. The spirits look like living, breathing warriors, and they have Immunity to the Charmed and Frightened conditions. Once you use the horn, it can't be used again until 7 days have passed.

    Four types of *Horn of Valhalla* are known to exist, each made of a different metal. The horn's type determines how many spirits it summons, as well as the requirement for its use. The GM chooses the horn's type or determines it randomly by rolling on the following table.

    If you blow the horn without meeting its requirement, the summoned spirits attack you. If you meet the requirement, they are Friendly to you and your allies and follow your commands.

    | 1d100 | Horn Type | Spirits | Requirement |
    |-------|-----------|---------|--------------------------------------|
    | 01–40 | Silver | 2 | None |
    | 41–75 | Brass | 3 | Proficiency with all Simple weapons |
    | 76–90 | Bronze | 4 | Training with all Medium armor |
    | 91–00 | Iron | 5 | Proficiency with all Martial weapons |

    Source: SRD 2024

  • Talisman of Ultimate Evil

    Wondrous Item - Legendary - Attunement required

    Item details

    This item symbolizes unrepentant evil. A creature that isn't a Fiend or an Undead that touches the talisman takes 8d6 Necrotic damage and takes the damage again each time it ends its turn holding or carrying the talisman. Holy Symbol. You can use the talisman as a Holy Symbol. You gain a +2 bonus to spell attack rolls while you wear or hold it. Ultimate End. The talisman has 6 charges. While wearing or holding the talisman, you can take a Magic action to expend 1 charge and target one creature you can see on the ground within 120 feet of yourself. A flaming fissure opens under the target, and the target makes a DC 20 Dexterity saving throw. If the target is a Celestial, it has Disadvantage on the save. On a failed save, the target falls into the fissure and is destroyed, leaving no remains. On a successful save, the target isn't cast into the fissure but takes 4d6 Psychic damage from the ordeal. In either case, the fissure then closes, leaving no trace of its existence. When you expend the last charge, the talisman dissolves into foul-smelling slime and is destroyed.

    Source: SRD 2024