250 Best Magic Items for Bards, Sorcerers, Warlocks, and Wizards
5e
Undead: The best curses shouldn’t kill but utterly transform the character in undesirable ways (like slowly turn them undead or into a monster) if not removed in time.
Incorporeal Undead: ?
Ghost: ?
Lich: ?
Corporeal Undead: ?
Ghast: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Ghost: Locket of Life magic item.
Phantom Mirror magic item.
Soul Jar magic item.
Vengeful Ghost: ?
Ghoul: If you die while attuned to [a jar of jellied eyeballs magic item], you become a ghoul (MM) 1d6 rounds after you die if you were 2nd level or less, or a ghast in 1d4 rounds if you were 3rd level or higher.
Lich: ?
The Hand of Evil, Fearsome Lich: ?
Mummy: ?
Mummy Lord: ?
Shadow: ?
Skeleton: Bag of Bones magic item.
Grave Dancer Shoes magic item.
Large and Horribly Disturbing Mismatched Skeleton of Random Beast and Humanoid Bones: Bag of Bones magic item.
Minotaur Skeleton: ?
Specter: ?
Spirit: ?
Vampire: ?
Wight, Regular Wight: If you die while attuned to this ring [of the frost witch], you rise as a wight (MM) under Azulari’s control.
Grave Dancer Shoes magic item.
Wraith: If you die while attuned to the orb [of purple shadows], you rise as a wraith (MM) in 1d4 rounds and the only physical item you can still manipulate is the orb.
Zombie: Any humanoid slain by the [magical grim harvester] scythe rises as a zombie (MM) under your control in 1 round.
Bag of Bones magic item.
Grave Dancer Shoes magic item.
Uncontrolled Zombie: ?
Bag of Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This appears to be an ordinary, patched burlap sack. It weighs 5 pounds.
Radiates: Necromancy magic.
Power: Any dead creature of Medium size or smaller that is placed in this bag immediately becomes a skeleton or zombie (depending on if it was bones or a corpse) as if you had cast animate dead. The dead creature is under your control until destroyed. At any one time, you may only have a number of undead animated by this bag equal to your arcane spellcasting levels + your proficiency bonus.
Note: These undead are in addition to any you control through animate dead or other means.
Bag of Mutant Bones (Set)
Wondrous item, unique (requires attunement by a necromancer)
This patched and stained burlap sack is full of human and animal bones. It weighs ten pounds.
Radiates: Necromancy magic.
Power: When you dump the bones inside this bag out, they magically reassemble themselves into a large and horribly disturbing mismatched skeleton of random beast and humanoid bones. The mutant skeleton is the equivalent of a minotaur skeleton (MM) and obeys you for a number of rounds equal to your arcane spellcaster levels + your proficiency bonus. If it is killed or the duration ends, the skeleton explodes, causing 2d6 slashing, 2d6 piercing, and 2d6 necrotic damage to everyone in a 20 foot radius.
Special: To create another skeleton, you need to collect another 10 pounds of animal and humanoid bones and place them in the sack. They must remain sealed in the sack for one full day (without being exposed to light of any kind) in order for them to be ready for animation.
Set Bonus: If you are attuned to both the bag of bones and bag of mutant bones, the number of undead animated by the bag of bones you can control equals double your arcane spellcasting levels + your proficiency bonus. In addition, all undead animated by these bags have maximum hit points for creatures of their type + a number of temporary hit points equal to your arcane spellcasting levels + your proficiency bonus.
Grave Dancer Shoes
Wondrous item, very rare (requires attunement by a non-good arcane spellcaster)
These awful flesh-colored leather shoes are strangely textured and made from tanned necromancer skin.
Radiates: Necromancy and transmutation magic.
Power: You gain proficiency in Charisma
(Performance) and advantage on all dancing checks. If you are already proficient in Performance, you gain a +2 bonus to it.
Power: You gain advantage on all saving throws against radiant and necrotic damage.
Power: You ignore difficult terrain.
Power: You may cast expeditious retreat, longstrider, or pass without trace as per the Magic Item Uses Per Day rules on page 7.
Special: If you are a necromancer or warlock, you may dance on a grave (or over an unburied corpse) in these shoes. After 1d2 rounds, the remains become a skeleton (MM) if it was bones or a zombie (MM) if it was a corpse. This functions as if you had cast animate dead on them, except the animated servant returns to its grave just before dawn and does its best to rebury itself if it was previously buried. It becomes dead again the moment sunlight hits it or it succeeds in reburying itself. Its grave must be danced on again to reanimate it (or a different grave can be chosen).
Note that the skeleton or zombie requires 1 minute to dig itself out of a grave if buried when animated.
While dancing, you are only allowed to dodge. You can only raise and control a number of undead at one time equal to your arcane spellcaster levels + your proficiency bonus.
Curse. If you die while wearing these shoes, you rise as a wight (MM) in 1d4 rounds + your Constitution modifier. Unlike a regular wight, any zombies you animate rise in 1 round, not 24 hours later.
Locket of Life
Wondrous item, unique (requires attunement by a necromancer)
This item appears to be nothing more than a simple, well-crafted brass locket intended to keep a beloved's lock of hair or tiny portrait safe.
Radiates: Divination and necromancy magic.
Power: This locket is magically linked with the soul of a loved one of your choice. If it is ever injured or dies, you will know it no matter how far away you are.
Power: You may cast locate creature (only on your loved one) a number of times per day equal to your proficiency bonus. The range is extended to a number of miles equal to your arcane spellcaster levels.
Power: If you make a DC 25 Arcana check, you can return the linked loved one to life, exactly as if the spell raise dead was cast on them, except you can do it from wherever you are located, provided you and your loved one are both on the same plane of existence. If the check fails, the locket loses its magic and your loved one becomes a ghost (MM). Your loved one returns to life (or becomes a ghost) exactly where their corpse is at the time you use this power.
Charges: You can use the locket’s raise dead power once before the locket loses its magic. When you use this power, you instantly take 5 levels of exhaustion.
Phantom Mirror
Wondrous item, unique (requires attunement by an arcane spellcaster)
This is a 6 foot tall, 2 foot wide mirror with an antique wooden frame engraved with numerous necromantic symbols.
Radiates: Necromancy magic.
Power: Once per night, the mirror becomes transparent and allows a spirit to pass through it. The spirit leaves the mirror and floats around, hovering around you awaiting orders. It remains until dismissed or until dawn. The spirit is invulnerable to physical harm but may be turned by a cleric channelling divinity or by a dispel evil or similar spell. If you need stats for it, the spirit is equivalent to a specter (MM).
The spirit resembles you in your current form and clothing, but nothing else. It is incorporeal, cannot attack or interact with anything, cannot speak, and makes no sound. It can see and hear, and is capable of spying. You have two-way telepathy with the spirit; it can understand you and communicate vague sensory and extra-sensory impressions (determined by the GM). You can tell it to go anywhere on the same plane as you and it will go there instantly and perform whatever you tell it to do. It sends back its impressions instantly; your telepathy has no range limits, but only works on while you’re both on the same plane.
Special: If you are a necromancer or warlock, you may merge with spirit to see, hear, and speak through it. It takes 1 minute to merge; your body becomes helpless and prone while merged. You may remain merged for a number of minutes equal to your arcane spellcasting levels + your proficiency bonus. It takes 1 minute to return your consciousness to your body.
Limit: The mirror is AC 10 with hit points equal to your arcane spellcasting level + proficiency bonus. It is immune to cold, necrotic, poison, and psychic damage. It is vulnerable to bludgeoning and fire damage. If destroyed, the spirit is banished (if in use) but the mirror reforms in 13 hours. If you have merged when the mirror is destroyed, you take 3d6 psychic damage and 3 levels of exhaustion.
Curse. If your body is slain while you merge with spirit, you become a ghost (MM).
Soul Jar
Wondrous item, rare (requires attunement by a necromancer)
This small, crystalline jar has a lid that fits tightly. Inside, a soul floats in a clear, viscous fluid, which glows softly.
Radiates: Necromancy magic.
Power: The soul inside can communicate telepathically with any necromancer holding the jar. It begs you to release it and tells you how. It needs a recently dead (but still intact) body within 30 feet to bring it back to life. While you hold the soul jar, you must speak a command word to free the incorporeal creature from the jar. If you succeed at a DC 20 Arcana check, you pronounce the command word correctly and the freed soul returns to life in the new body, but at 1 hit point until it completes a long rest. The freed soul becomes your ally so long as you treat it well. Although, you really have no way of knowing for sure who or what this soul was in life, or why the alleged "evil wizard" trapped them in the jar. You may be able to glean clues with a successful DC 15 Insight check after speaking with the soul.
The GM determines the soul’s role, class, and function. It could be a full-blown PC class, an NPC class from the DMG, even a monster from the MM (though it must have a soul, so no celestials, constructs, elementals, fae, fiends, plants, oozes, or undead). If it is a monster, the GM decides which (if any) abilities and/or spell-like abilities the creature can utilize in its new body. It may be able to use some, albeit in a modified form, and it typically must complete a long rest before it can use any (at the GM’s discretion).
If you fail the Arcana check, you mispronounce the command word and release the soul, but it can't enter the body and becomes a hostile ghost (MM) instead.