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A comprehensive guide to the magic items, spells, and character abilities found in the 5th edition of Dungeons & Dragons. This article covers the various types of magic items, including those that grant combat advantage, manipulate reality, and enhance spellcasting.
| Type | Subtype | Description | Requirements |
|---|---|---|---|
| Curse Item | Cantrip, Enchantment, Evocation, or Transmutation | A curse item is a magical object that can cause harm to its wielder. | Cannot be used for non-magical purposes. |
| Amulet of Divination | Cantrip, Divination | An amulet that grants the ability to divine information about the past or future. | Requires a DC 15 Intelligence check to use. |
| School of Magic | Subschool | Description | Spell Slots |
|---|---|---|---|
| Abjuration | Casting Time: 1 action, Range: 30 ft., Target: Self or Object, Duration: Instantaneous | A conjuration spell that summons an object or constructs. | 2 slots per day for level 5 and above. |
| Charisma-based spells | Casting Time: 1 action, Range: Self (0 ft.), Duration: Instantaneous | SPELLS THAT GRANT CHARISMA-RELATED ABILITIES, SUCH AS INCREASE TO MAXIMUM CHARISMA. | Variable number of slots per day for level 5 and above. |
| Ability Score Improvement | Tertiary Ability Score Bonus | Average Ability Score Increase |
|---|---|---|
| Level 1: +1 to all ability scores for one minute. | Higher level, the bonus increases by +1 per hit point above 10,000. | For characters with at least two extra abilities, they get a base increase of +1. |
Remember to consult the official D&D sourcebook or your Dungeon Master for specific rules and information on magic items, spells, and character abilities in 5th edition Dungeons & Dragons. Always check with your DM before playing, as their house rule may override these general guidelines.