14 Magic Accessories
W
hen it comes to convenience, nothing beats a
magical accessory. Rings, necklaces, cloaks,
and hats are lightweight, easy to use, and often
found in treasure chests or on the corpses of
fallen enemies. Here's a selection of items,
mostly new but including some of our favorites
from various Patreon books.
Bearskin Cloak
Wondrous item, very rare (requires attunement)
While attuned to this ursine pelt, you have resistance to
bludgeoning, piercing, and slashing damage. Furthermore,
once per day you can use an action to polymorph yourself
into a cave bear for 1 hour. While polymorphed in this way,
you retain your mental ability scores and the ability to
understand (but not speak) any languages you would
normally be proficient in.
Cloak of No Particular Color
Wondrous item, legendary (requires attunement)
This mysterious cloak once belonged to a great hero, and
still contains enough of their power to get you out of sticky
situations. While attuned to this cloak, you can use a bonus
action to recover one expended use of any class or racial
ability that you possess that would normally recharge on a
short or long rest. Alternatively, you can regain expended
spell slots with a total combined level no higher than 6. Once
the cloak has been activated in this way, you must wait 24
hours before you can use it again.
Furthermore, while attuned to the cloak of no particular
color, you can reroll the die whenever you roll a natural 7 on
an attack roll, ability check, or saving throw. You must keep
the new roll.
Coral Pendant
Wondrous item, very rare (requires attunement)
A pendant of blood-red coral that no human hand could
have wrought, time seems to move a fraction more slowly for
the wearer. While attuned to it, your attack rolls score a
critical hit on a roll of 19 or 20.
Elemental Charm
Wondrous item, uncommon
This tiny chain can be attached to or removed from a
weapon as an action. When a weapon has an elemental
charm hanging from it, the damage type dealt by that weapon
changes to one determined by the charm (a weapon can only
accommodate one charm at a time). A charm's gem indicates
the type, which the DM chooses or determines randomly.
d6 Damage Type Gem
1 Acid Pearl
2 Cold Tourmaline
3 Fire Garnet
4 Lightning Citrine
5 Necrotic Jet
6 Thunder Spinel
Faerie Bells Iron Boots
Wondrous item, uncommon (requires attunement) Wondrous item, uncommon (requires attunement)
These small bells are worn around the neck by people who These leather boots are covered in thick iron plates, but
regularly travel through fey-haunted places. All fey creatures never hinder their wearer’s movement. While wearing them,
have disadvantage on attack rolls against a person wearing you can use a bonus action to speak a command word and
faerie bells, as long as they moved at least 15 feet in their activate the boots, causing them to drastically increase in
previous turn. weight. While the boots are active, you can’t swim or fly, and
you are pulled to the ground at a rate of 60 feet per round.
Gloves of Sure Grip You have advantage on any ability checks and saving throws
Wondrous item, uncommon (requires attunement) to avoid being moved against your will. You can end this effect
While attuned to these rubber-lined gloves, you cannot be as a bonus action by speaking the command word again.
disarmed of any object you are holding and creatures that you
have grappled have disadvantage on any check made to Nekomimi
escape your grasp. Wondrous item, uncommon
This enchanted hairband is shaped like a pair of cat ears.
Hat of the Wanderer While wearing it, you have advantage on Wisdom
Wondrous item, rare (requires attunement) (Perception) checks related to hearing, and you can
This wide-brimmed Stetson hat confers a strong sense of communicate with felidae (including cats, lions, tigers,
outdoorsmanship to its wearer. While attuned to this hat and panthers, jaguars, and ocelots) as if you shared a language.
wearing it, you gain the following benefits:
Nymph Cloak
Difficult terrain doesn’t slow your group’s travel. Wondrous item, rare (requires attunement)
You can’t become lost except by magical means. This silky, iridescent cloak is made by a dryad, oread, or
You have advantage on ability checks made to navigate an undine out of their own hair. They take great time and effort
environment. to make, so it is a great honor to receive one. Your Charisma
You have advantage on Wisdom (Perception) checks made score is 21 while you wear this cloak. It has no effect on you
to locate traps and environmental hazards, such as pitfalls if your Charisma is already 21 or higher.
or quicksand. If the cloak is stolen or taken by force, it loses its magic
Moving through nonmagical difficult terrain costs you no and turns into a threadbare, grey rag.
extra movement. You can also pass through nonmagical
plants without being slowed by them and without taking Pretty Ribbon
damage from them if they have thorns, spines, or a similar Wondrous item, legendary
hazard. While wearing this colorful ribbon in your hair, you are
Your movement speed increases by 10 feet. immune to the blinded, charmed, deafened, frightened,
Curse. This hat is cursed. Attuning to it curses you until incapacitated (unless you are also unconscious), paralyzed,
you are targeted by the remove curse spell or similar magic. petrified, poisoned, restrained, and stunned conditions. You
Removing the hat fails to end the curse on you. Whenever are immune to all magical and nonmagical curses, diseases,
you spend longer than 1 day within a mile of the last place and poisons. Magic cannot put you to sleep and you cannot
you took a long rest, you suffer 1 level of exhaustion. You be grappled or knocked prone unless you choose to be. Tying
suffer an additional level of exhaustion for each consecutive or untying the ribbon takes 1 minute.
day spent in the area. Exhaustion gained by this effect cannot If you are suffering from any of these conditions when you
be resisted or mitigated as long as you are attuned to the hat, don the ribbon, they are suppressed as long as you wear it.
unless you walk at least 10 miles for each level of exhaustion While a condition is suppressed, it has no effect on you, but
you’ve gained. For every 10 miles you walk, you lose a level of the time it spends suppressed counts against its duration if it
exhaustion. has one.
Ring of Barrels
Ring, uncommon (requires attunement)
This ring has 6 charges. While wearing the ring, you can
use an action and expend 1 to 3 of its charges to summon a
number of empty barrels in spaces adjacent to you equal to
the number of charges expended. The barrels are sizeable,
fully 6-feet high and 4-feet in diameter, occupying the same
space as a Medium creature and providing three-quarters
cover from ranged attacks. Barrels weigh 150 pounds and
can be moved with an action. You can summon the barrel
around incapacitated Medium size creatures, restraining
them, or around Small or smaller creatures, trapping them
inside. A creature can break free of a barrel by making a DC
22 Strength check. This ring regains 1d6 expended charges
daily at dawn.
Ring of Prosperity
Ring, rare
This gold-and-platinum ring is set with all
manner of precious stones. While attuned to it, you can use
an action to invoke its magic to transmute one
nonmagical object that is not being worn or held and is
no larger than a 5-foot cube into a solid gold version of
that object. Once you have used the ring, roll a d6. On a
1, the ring is destroyed; otherwise its power is spent
until it recharges at dawn the next day.
Ruby Slippers
Wondrous item, rare (requires attunement)
These slippers are carved from a deep ruby, but fit perfectly
whoever wears them. While wearing the slippers, you can
click your heels together as an action to teleport yourself
back to the location where you last finished a long rest.