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Wizard Items

They way I see it, wizards are a backbone of ttrpgs. Fireball is perhaps one of the most infamous aspects of our collecive interest after Dragons and Beholders. Yet, items for wizards often look like scrolls or wands that just allow you to cast spells you already have access to. Here is a list of expanded wizard item options, hopefully something here allures you into a new idea.


Arcanist’s Hat

Wondrous Item, common

This trainee’s hat is coated in runes and sigils meant to contain it’s arcane power.

When you fail an Intelligence or Wisdom skill check, you may verbally request the hat’s aid (no action required). You gain a +5 bonus to the roll, potentially turning it into a success. Then you must make a DC 15 Wisdom saving throw. On a failure you are transformed into a Frog as per the Polymorph spell, with the hat shrinking down and remaining visible on your frog form. This special casting of Polymorph lasts for 1 minute.

After using this hat, regardless of if you were transformed, it loses it’s potency until you finish a Short or Long Rest.


Tricolour Wand

Wand, common (requires attunement by a wizard)

This vibrant wand is lined with different runes which channel alternative elements, given to novice mages.

When you cast a spell that deals Fire, Cold or Lightning damage, you can change its damage type to one other type listed.


Evoker’s Boots

Wonderous Item, uncommon (requires attunement by a wizard)

These sleek red boots store and release arcane force, with white streaks of energy crackling over them whilst charged.

Whenever you cast a levelled spell these boots become charged until the end of your turn. As a Bonus Action, you may take the Dash action. At the end of your turn, if you didn’t take this Bonus Action, the boots discharge, dealing Force damage equal to your Proficiency Bonus to each creature other than yourself within 5 feet of you.


Quickquartz Staff

Staff, rare (requires attunement by a wizard)

This white staff glimmers with a glimmering chunk of Quartz. The staff can be wielding as a magic quarterstaff and grants a +1 bonus to attack and damage rolls made with it.

While attuned to this staff you gain a 1d6 bonus to your Initiative rolls. In addition, during the first round of combat, any creature that hasn’t yet taken a turn has Disadvantage on saving throws made to resist spells you cast.


Staff of Gluttonous Potential

Cursed Staff, rare (requires attunement by a wizard)

While holding this staff, you can cast the Creation spell without expending a spell slot. When you cast the spell using the staff, you may also create edible food and drink enough for 2 people, which persists for 24 hours if not consumed. The staff can be used three times, regaining usage after finishing a Long Rest. It also counts as a magic quarterstaff.

Curse. When a creature casts the Creation spell in this way, they must roll a d20. On a 1, they are transformed into the object that they created. While transformed this way, they are Petrified. Reappear prone where the object last was after 1 minute. If the object is destroyed they do not revert, requiring the Remove Curse, Greater Restoration or Wish spells to undo the transformation.


Diviner’s Orb

Wonderous Item, very rare (requires attunement by a wizard)

This deep blue orb seems to have an amber eye hidden amongst the azure. Whilst attuned to this orb, you learn the Scrying spell and always have it prepared. Additionally, by pondering the orb over the course of 2 hours, which may be done as part of a Long Rest, you may cast Scrying without expending a spell slot.

Lastly, whenever you cast a Divination spell using a spell slot, you gain Inspiration as you gain a minor glimpse into the future.


The Book of Tellstone

Wonderous item, legendary (requires attunement by a wizard)

This tome houses the soul of an ancient scholar of magic, still brimming with arcane force. Whilst holding this book, you gain a +2 bonus to your spell save dc and spell attack rolls. Whilst you are attuned to this book, you may choose any three spells you don’t know and add them to your spell list. They are Wizard spells for you and don’t count towards you total prepared spells.

As a Bonus Action on your turn you can animate the tome. While animated it is a Tiny Construct with an AC of 19 and 20 Hit Points. It hovers 3 foot off the ground. When you take this Bonus Action, and as a Bonus Action on a subsequent turn, you can have the tome move up to 30 feet in a horizontal direction of your choosing. This movement doesn’t provoke Opportunity Attacks. Whenever you cast a Wizard spell, you can cast it from the tome’s space.

If the tome is destroyed whilst animated this way, it teleports back to your hand undamaged.

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