| 1–2 |
Beacon. You can take a Bonus Action to cause the item to shed Bright Light in a 10-foot radius and Dim Light for an additional 10 feet, or to extinguish the light. |
| 3 |
Compass. You can take a Magic action to learn which way is magnetic north. Nothing happens if this property is used in a location that has no magnetic north. |
| 4 |
Delver. While underground, you always know the |
| item’s depth below the surface and the direction to the nearest |
|
| staircase, ramp, or other path leading upward. |
|
| 5–6 |
Guardian. The item warns you, granting a +2 bonus to your Initiative rolls if you don’t have the Incapacitated condition. |
| 7–8 |
Harmonious. Attuning to this item takes only 1 minute. |
| 9 |
Key. The item is used to unlock a container, chamber, vault, or door. |
| 10 |
Secret Message. A message is hidden somewhere on |
| the item. It might be visible only at a certain time, under the light of |
|
| one phase of the moon, or in a specific location. |
|
| 11–12 |
Sentinel. The DM chooses a kind of creature, such |
| as mind flayers or trolls. This item glows faintly when such creatures |
|
| are within 120 feet of it. |
|
| 13 |
Songcraft. Whenever this item is struck or is used to strike a foe, you hear a fragment of an ancient song. |
| 14–15 |
Strange Material. The item was created from a material that is bizarre given its purpose. Its durability is unaffected. |
| 16 |
Temperate. You are unharmed by temperatures of 0 degrees Fahrenheit or lower, and 100 degrees Fahrenheit or higher. |
| 17 |
Unbreakable. The item can’t be broken. Special means must be used to destroy it. |
| 18 |
War Leader. You can take a Magic action to cause your voice or signal to carry clearly for up to 600 feet until the end of your next turn. |
| 19 |
Waterborne. This item floats on water and other liquids. You have Advantage on Strength (Athletics) checks to swim. |
| 20 |
Roll twice, rerolling any additional 20s. |