MAGICAL IMPLEMENTS
The following are items usable only by spellcasters, or are the products of spells cast.
ADVENTURING GEAR (MAGICAL IMPLEMENTS)
Item Cost Weight
Arcane focus
Crystal 10 gp 1 lb.
Etching 50 gp —
Orb 20 gp 3 lb.
Rod 10 gp 2 lb.
Staff 5 gp 4 lb.
Wand 10 gp 1 lb.
Component pouch 25 gp 2 lb.
Druidic focus
Ritual sickle 2 gp 2 lb.
Sacrifice — —
Sprig of mistletoe 1 gp —
Totem 1 gp 4 lb.
Totem, greater 35 gp —
Wooden staff 5 gp 4 lb.
Yew wand 10 gp 1 lb.
Holy symbol
Amulet 5 gp 1 lb.
Amulet, ornamental 10 gp 1 lb.
Emblem 5 gp —
Flask (empty, 1 pint) 6 gp —
Ordination 100 gp —
Reliquary 5 gp 1 lb.
Holy water (flask) 25 gp 1 lb.
Ink, rare (1-ounce bottle) 100 gp —
Potion of climbing 25 gp 1/2 lb.
Potion of healing 50 gp 1/2 lb.
Spellbook 50 gp 3 lb.
Spellbook, travelling 30 gp 2 lb.
Spell scroll (1st-level) 50+ gp —
Spell scroll (cantrip) 10+ gp —
Torch, everburning 50 gp 1 lb.
DESCRIPTIONS
Magical implements are described below.
Arcane
Focus (any). Although arcane foci come in many varieties, rods, staves,
and wands, particularly when crafted from once-living material like
bone or wood, make excellent focusing tools for magical power. A
sorcerer, warlock, or wizard can use these items as spellcasting foci,
as described in chapter 10 of the Player’s Handbook.
Arcane Focus,
Crystal. The crystals of this arcane focus come in many shapes and
colors. The most popular crystal arcane foci retain much of their
natural shape and coloration.
Arcane Focus, Etching. Adding the
appropriate runes and sigils to a weapon can turn it into an arcane
focus. This is costlier than other weapon-shaped arcane foci; the
techniques are easily applied to rods and staffs, but other weapons,
those not traditionally associated with arcane magic, are harder to
convert.
The charted cost for this arcane focus represents rituals
and arcane markings applied to an existing weapon; the cost of the
affected weapon is not included.
Arcane Focus, Orb. An orb is a
smooth, polished sphere made of glass, crystal, quartz or another
mineral substance. It is 3 to 5 inches in diameter, small enough to rest
in a Medium humanoid’s palm.
Arcane Focus, Rod. This arcane focus
is created by etching a heavy, two-foot baton with runes and sigils. A
rod functions in all ways as a club in addition to being an arcane
focus.
Arcane Focus, Staff. This arcane focus is created by etching a
normal quarterstaff with runes and sigils. A staff functions in all
ways as a quarterstaff in addition to being an arcane focus.
Arcane
Focus, Wand. Wands are simple and lightweight arcane foci, making them
some of the most popular. A wand is typically shorter than the forearm
of the user and is convenient to store in a sleeve.
Component Pouch.
This pouch contains all the material components a spellcaster might
need. The pouch does not contain costly spell components, those with
specific costs indicated in their spell descriptions.
Druidic Focus (any). A druid can use these items as spellcasting foci, as described in chapter 10 of the Player’s Handbook.
Druidic
Focus, Greater Totem. This focus is prepared in the same way as a
normal totem, but the treatments are applied to a much larger object,
typically a living tree or a half-buried log.
Druidic Focus, Ritual
Sickle. Representing the harvest, this tool is typically prepared in a
way that leaves no obvious markings; to the untrained eye, it is no more
than a farming implement. A ritual sickle functions in all ways as a
sickle in addition to being a druidic focus.
Druidic Focus,
Sacrifice. Certain druidic traditions call for blood sacrifices. These
sacrifices can be mere animals, or they can be intelligent humanoids or
other creatures. Using sacrifices as magical foci is a hallmark of evil
druidic traditions, not normally intended for use by player characters.
Creating a sacrifice requires one hour of ritual preparation (and a
creature to sacrifice). Each druid that participates in the full ritual
is thereafter considered to be holding a druidic focus for a certain
time, even if using both hands for other purposes. This effect lasts for
1 hour per point of the sacrificed creature’s intelligence. The
sacrificed creature must be restrained during the ritual and is killed
at its conclusion. The ritual must take place in a natural environment
like a forest or a naturally-occurring underground cavern.
Druidic
Focus, Sprig of Mistletoe. This sprig of mistletoe is worn on a string
or thong around the neck. It is the most recognizable symbol of druidic
power.
Druidic Focus, Totem. This focus takes the form of a short
pole, about three feet long, treated with ritual ointments and herbs.
Some are carved with symbols of natural power, like animals. A totem is
designed for one end to be planted in the ground. It is intended for
repeated use; a druid must simply lay a hand on the totem to make use of
it as a focus. Often, multiple druids will stand around the focus to
use it at the same time.
Druidic Focus, Wooden Staff. This druidic
focus is created using a length of wood naturally shaped as a
quarterstaff. These are often made from tall saplings. A wooden staff
functions in all ways as a quarterstaff in addition to being a druidic
focus.
Druidic Focus, Yew Wand. Yew wood comes from a small
collection of coniferous trees or shrubs. The wood is commonly
associated with fey creatures and with magical manipulations of life,
death, and rebirth. A yew wand often takes the form of a natural stick
of yew, groomed and then trimmed, but uncarved.
Holy Symbol (any). A
cleric or paladin can use these items as spellcasting foci, as
described in chapter 10 of the Player’s Handbook.
Holy Symbol,
Amulet. This hanging icon typically bears a small representation of a
deity, pantheon, or philosophy. A typical holy symbol is made of silver.
Holy Symbol, Emblem. The symbol of a deity or pantheon, engraved or
inlaid on a shield. The cost of this holy symbol does not include the
cost of the shield it is applied to.
Holy Symbol, Flask. A container
for liquid with a tight stopper or cap and the symbol of a deity or
pantheon emblazoned on the side. Flask holy symbols are typically made
of metal, not suitable for throwing as missile weapons since they do not
easily shatter.
Holy Symbol, Ornamental Amulet. This is a more
expensive version of the amulet holy symbol. It is typically crafted
with intricate details, made of more precious materials, and sometimes
decorated with tiny gemstones.
Holy Symbol, Ordination. A rare
religious ceremony is required to ordinate a weapon to serve as a holy
symbol. The weapon must be crafted with the markings of the appropriate
religion, or it must be a magical weapon whose appearance and history
are in no way offensive to that faith. A cleric or paladin may ordain a
suitable weapon by performing a special ritual. The ritual takes 6 hours
to perform, uses 100 gp worth of powdered electrum or platinum, and
requires the caster to expend a 2nd-level spell slot. The cost of this
holy symbol does not include the cost of the weapon it is applied to.
Holy
Symbol, Reliquary. A reliquary is a tiny box holding an item of
religious significance. A common example would be the finger bone of a
prophet, or a fragment of a larger holy relic.
Holy Water. This
water has a glittery sheen, a byproduct of the ingredients used to
create it. As an action, you can splash the contents of this flask onto a
creature within 5 feet of you or throw it up to 20 feet, shattering it
on impact. In either case, make a ranged attack against the target
creature, treating the holy water as an improvised weapon. If the target
is a fiend or undead, and the attack hits, the holy water inflicts 2d6
radiant damage. A cleric or paladin may create holy water by performing a
special ritual. The ritual takes 1 hour, uses 25 gp worth of powdered
silver, and requires the caster to expend a 1st-level spell slot.
Ink,
Rare. This ink is magically-interactive. Rare ink is used for the
note-taking, diagraming, and transcription processes required to write a
spell into a spellbook. Half a bottle (1/2 ounce) is needed for each
level of a new spell. If the wizard is writing her already-known spells,
the note-taking and diagraming are not needed; only one-tenth of a
bottle (1/5 ounce) is required for each level of an already-known spell.
Potion of Climbing. This potion is separated into brown, silver,
and gray layers resembling bands of stone. Shaking the bottle fails to
mix the colors. Drinking this potion gives you a climbing speed equal to
your walking speed for 1 hour. It also gives you advantage on Strength
(Athletics) checks you make to climb during that period.
Potion of Healing. This potion’s red liquid glimmers when agitated. By drinking this potion, you regain 2d4+2 hit points.
Spellbook. A spellbook is a heavy tome with 100 pages. Each page is suitable for recording a spell.
Spellbook,
Traveling. This spellbook has only 25 pages. It has a metal cover that
locks closed with a tiny padlock. A key is provided with the lock.
Without the key, a creature proficient with thieves’ tools can pick this
lock with a successful DC 15 Dexterity check. Each page of the
traveling spellbook is suitable for recording a spell. The
water-resistant case protects the book from full submersion in water for
up to 10 minutes.
Spell Scroll (any). A spell scroll is a single
sheet or roll of parchment that bears the words of a single spell,
written in a mystical cypher. If the spell is on your class’s spell
list, you can use an action to read the scroll and cast the spell
without having to provide any of the spell’s components. Otherwise, the
scroll is unintelligible.
If the spell is on your class’s spell list
but of a higher level than you can normally cast, you must make an
ability check using your spellcasting ability to determine whether you
cast it successfully. The DC equals 10 + the spell’s level. On a failed
check, the spell disappears from the scroll with no other effect.
Once the spell is cast, the words on the scroll fade, and the scroll crumbles to dust.
The level of the spell on the scroll determines the spell’s saving throw DC and attack bonus.
A
wizard spell on a spell scroll can be copied just as spells in
spellbooks can be copied. When a spell is copied from a spell scroll,
the copier must succeed on an Intelligence (Arcana) check with a DC
equal to 10 + the spell’s level. If the check succeeds, the spell is
successfully copied. Whether the check succeeds or fails, the spell
scroll is destroyed.
The cost of a spell scroll is increased by the value of any costly spell components the spell might normally require.
Spell
Scroll (1st-Level). The contained spell has a save DC of 13 and an
attack bonus of +5, should either of these be required.
Spell Scroll (Cantrip). The contained spell has a save DC of 13 and an attack bonus of +5, should either of these be required.
Torch,
Everburning. This item is simply the product of a continual flame
spell. It typically takes the form of a torch, but any viable objects
can be affected for the listed cost. A cleric or wizard can create such
an object by casting the continual flame spell, which consumes 50 gp
worth of ruby dust. As a duty to their faith and as a method of
proselytizing, many clerics make these items available for no more than
the cost of their material components, just as they do with holy water.