P-Q

Magic Item Lists / Text

P-Q

Pearl of Power

Wondrous Item, Uncommon (Requires Attunement by a Spellcaster)
While this pearl is on your person, you can take a Magic action to regain one expended spell slot of level 3 or lower. Once you use the pearl, it can't be used again until the next dawn.

Periapt of Health

Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you can take a Magic action to regain 2d4 + 2 Hit Points. Once used, this property can't be used again until the next dawn.
In addition, you have Advantage on saving throws to avoid or end the Poisoned condition while you wear this pendant.

Periapt of Proof against Poison

Wondrous Item, Rare (Requires Attunement)
This delicate silver chain has a brilliant-cut black gem pendant. While you wear it, you have Immunity to the Poisoned condition and Poison damage.

Periapt of Wound Closure

Wondrous Item, Uncommon (Requires Attunement)
While wearing this pendant, you gain the following benefits.
Life Preservation. Whenever you make a Death Saving Throw, you can change a roll of 9 or lower to a 10, turning a failed save into a successful one.
Natural Healing Boost. Whenever you roll a Hit Point Die to regain Hit Points, double the number of Hit Points it restores.

Philter of Love

Potion, Uncommon
The next time you see a creature within 10 minutes after drinking this philter, you are charmed by that creature and have the Charmed condition for 1 hour.
This rose-hued, effervescent liquid contains one easy-to-miss bubble shaped like a heart.

Pipe of Smoke Monsters

Pipes of Haunting

Wondrous Item, Uncommon
These pipes have 3 charges and regain 1d3 expended charges daily at dawn. You can take a Magic action to play them and expend 1 charge to create an eerie, spellbinding tune. Each creature of your choice within 30 feet of you must succeed on a DC 15 Wisdom saving throw or have the Frightened condition for 1 minute. A creature that fails the save repeats it at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on its save is immune to the effect of these pipes for 24 hours.

Pipes of the Sewers

Wondrous Item, Uncommon (Requires Attunement)
While these pipes are on your person, ordinary rats and giant rats are Indifferent toward you and won't attack you unless you threaten or harm them.
The pipes have 3 charges and regain 1d3 expended charges daily at dawn. If you play the pipes as a Magic action, you can take a Bonus Action to expend 1 to 3 charges, calling forth one Swarm of Rats with each expended charge if enough rats are within half a mile of you to be called in this fashion (as determined by the DM). If there aren't enough rats to form a swarm, the charge is wasted. Called swarms move toward the music by the shortest available route but aren't under your control otherwise.
Whenever a Swarm of Rats that isn't under another creature's control comes within 30 feet of you while you are playing the pipes, the swarm makes a DC 15 Wisdom saving throw. On a successful save, the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours. On a failed save, the swarm is swayed by the pipes' music and becomes Friendly to you and your allies for as long as you continue to play the pipes each round as a Magic action. A Friendly swarm obeys your commands. If you issue no commands to a Friendly swarm, it defends itself but otherwise takes no actions. If a Friendly swarm starts its turn more than 30 feet away from you, your control over that swarm ends, and the swarm behaves as it normally would and can't be swayed by the pipes' music for the next 24 hours.

Plate Armor of Etherealness

Armor (Half Plate Armor or Plate Armor), Legendary (Requires Attunement)
While you're wearing this armor, you can take a Magic action and use a command word to gain the effect of the Etherealness spell. The spell ends immediately if you remove the armor or take a Magic action to repeat the command word. This property of the armor can't be used again until the next dawn.

Make Magical Items with Templates
Magical items can often come with a lot of variants. For example, +1 armor can exist on Light, Medium, or Heavy Armor. For +1-3 armor alone that's 36 items! To keep your Compendia light and speedy we've created Template items which can be used to enchant any item. Now, the Armor, +1, +2, or +3 item and your chosen armor type is all you need! Here's how you can use them:
Open an item like the Armor, +1, +2, or +3, change to the Effects tab, and drag your effect onto your item. This will automatically apply the enchantment, bring over any helpful Activities and Active Effects, and update the item's description with everything you need to know.
To remove an enchantment simply open the enchanted item, change to the Effects tab and right click on the enchantment where you can disable or delete it.

Portable Hole

Wondrous Item, Rare
This fine black cloth, soft as silk, is folded up to the dimensions of a handkerchief. It unfolds into a circular sheet 6 feet in diameter.
You can take a Magic action to unfold a Portable Hole and place it on or against a solid surface, whereupon the Portable Hole creates an extradimensional hole 10 feet deep. The cylindrical space within the hole exists on a different plane of existence, so it can't be used to create open passages. Any creature inside an open Portable Hole can exit the hole by climbing out of it.
You can take a Magic action to close a Portable Hole by taking hold of the edges of the cloth and folding it up. Folding the cloth closes the hole, and any creatures or objects within remain in the extradimensional space. No matter what's in it, the hole weighs next to nothing.
If the hole is folded up, a creature within the hole's extradimensional space can take an action to make a DC 10 Strength (Athletics) check. On a successful check, the creature forces its way out and appears within 5 feet of the Portable Hole. A closed Portable Hole holds enough air for 1 hour of breathing, divided by the number of breathing creatures inside.
Placing a Portable Hole inside an extradimensional space created by a Bag of Holding, Handy Haversack, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate and not behind Total Cover is sucked through it and deposited in a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Potion of Animal Friendship

Potion, Uncommon
When you drink this potion, you can cast the level 3 version of the Animal Friendship spell (save DC 13).
Agitating this potion's muddy liquid brings little bits into view: a fish scale, a hummingbird feather, a cat claw, or a squirrel hair.

Potion of Clairvoyance

Potion, Rare
When you drink this potion, you gain the effect of the Clairvoyance spell (no Concentration required).
An eyeball bobs in this potion's yellowish liquid but vanishes when the potion is opened.

Potion of Climbing

Potion, Common
When you drink this potion, you gain a Climb Speed equal to your Speed for 1 hour. During this time, you have Advantage on Strength (Athletics) checks to climb.
This potion is separated into brown, silver, and gray layers resembling bands of stone. Shaking the bottle fails to mix the colors.

Potion of Diminution

Potion, Rare
When you drink this potion, you gain the "reduce" effect of the Enlarge/Reduce spell for 1d4 hours (no Concentration required).
The red in the potion's liquid continuously contracts to a tiny bead and then expands to color the clear liquid around it. Shaking the bottle fails to interrupt this process.

Potion of Flying

Potion, Very Rare
When you drink this potion, you gain a Fly Speed equal to your Speed for 1 hour and can hover. If you're in the air when the potion wears off, you fall unless you have some other means of staying aloft.
This potion's clear liquid floats at the top of its container and has cloudy white impurities drifting in it.

Potion of Gaseous Form

Potion, Rare
When you drink this potion, you gain the effect of the Gaseous Form spell for 1 hour (no Concentration required) or until you end the effect as a Bonus Action.
This potion's container seems to hold fog that moves and pours like water.

Potion of Giant Strength

Potion, Rarity Varies
When you drink this potion, your Strength score changes for 1 hour. The type of giant determines the score (see the table below). The potion has no effect on you if your Strength is equal to or greater than that score.
This potion's transparent liquid has floating in it a sliver of light resembling a giant's fingernail.
| | Potion | Str. | Rarity
| Potion of Giant Strength (hill) | 21 | Uncommon
| Potion of Giant Strength (frost or stone) | 23 | Rare
| Potion of Giant Strength (fire) | 25 | Rare
| Potion of Giant Strength (cloud) | 27 | Very Rare
| Potion of Giant Strength (storm) | 29 | Legendary

Potion of Growth

Potion, Uncommon
When you drink this potion, you gain the "enlarge" effect of the Enlarge/Reduce spell for 10 minutes (no Concentration required).
The red in the potion's liquid continuously expands from a tiny bead to color the clear liquid around it and then contracts. Shaking the bottle fails to interrupt this process.

Potion of Healing

Potion, Common
You regain 2d4 + 2 Hit Points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated.

Potion of Healing (Greater)

Potion, Uncommon
You regain 4d4 + 4 Hit Points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated.

Potion of Healing (Superior)

Potion, Rare
You regain 8d4 + 8 Hit Points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated.

Potion of Healing (Superior)

Potion, Rare
You regain 8d4 + 8 Hit Points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated.

Potion of Healing (Supreme)

Potion, Very Rare
You regain 10d4 + 20 Hit Points when you drink this potion.
Whatever its potency, the potion's red liquid glimmers when agitated.

Potion of Heroism

Potion, Rare
When you drink this potion, you gain 10 Temporary Hit Points that last for 1 hour. For the same duration, you are under the effect of the Bless spell (no Concentration required).
This potion's blue liquid bubbles and steams as if boiling.

Potion of Invisibility

Potion, Rare
This potion's container looks empty but feels as though it holds liquid. When you drink the potion, you have the Invisible condition for 1 hour. The effect ends early if you make an attack roll, deal damage, or cast a spell.

Potion of Invulnerability

Potion, Rare
For 1 minute after you drink this potion, you have Resistance to all damage.
This potion's syrupy liquid looks like liquefied iron.

Potion of Longevity

Potion, Very Rare
When you drink this potion, your physical age is reduced by 1d6 + 6 years, to a minimum of 13 years. Each time you subsequently drink a Potion of Longevity, there is 10 percent cumulative chance that you instead age by 1d6 + 6 years.
Suspended in this amber liquid is a tiny heart that, against all reason, is still beating. These ingredients vanish when the potion is opened.

Potion of Mind Reading

Potion, Rare
When you drink this potion, you gain the effect of the Detect Thoughts spell (save DC 13) for 10 minutes (no Concentration required).
This potion's dense, purple liquid has an ovoid cloud of pink floating in it.

Potion of Poison

Potion, Uncommon
This concoction looks, smells, and tastes like a Potion of Healing or another beneficial potion. However, it is actually poison masked by illusion magic. Identify reveals its true nature.
If you drink this potion, you take 4d6 Poison damage and must succeed on a DC 13 Constitution saving throw or have the Poisoned condition for 1 hour.

Potion of Resistance

Potion, Uncommon
When you drink this potion, you have Resistance to one type of damage for 1 hour. The GM chooses the type or determines it randomly by rolling on the following table.

| | 1d10 | Result
| 1 | Acid
| 2 | Cold
| 3 | Fire
| 4 | Force
| 5 | Lightning
| 6 | Necrotic
| 7 | Poison
| 8 | Psychic
| 9 | Radiant
| 10 | Thunder

Potion of Speed

Potion, Very Rare
When you drink this potion, you gain the effect of the Haste spell for 1 minute (no Concentration required) without suffering the wave of lethargy that typically occurs when the effect ends.
This potion's yellow fluid is streaked with black and swirls on its own.

Potion of Vitality

Potion, Very Rare
When you drink this potion, it removes any Exhaustion levels you have and ends the Poisoned condition on you. For the next 24 hours, you regain the maximum number of Hit Points for any Hit Point Die you spend.
This potion's crimson liquid regularly pulses with dull light, calling to mind a heartbeat.

Potion of Water Breathing

Potion, Uncommon
You can breathe underwater for 24 hours after drinking this potion.
This potion's cloudy green fluid smells of the sea and has a jellyfish-like bubble floating in it.

Quarterstaff of the Acrobat

Weapon (Quarterstaff), Very Rare (Requires Attunement)
You have a +2 bonus to attack rolls and damage rolls made with this magic weapon.
While holding this weapon, you can cause it to emit green Dim Light out to 10 feet, either as a Bonus Action or after you roll Initiative, or you can extinguish the light as a Bonus Action.
While holding this weapon, you can take a Bonus Action to alter its form, turning it into a 6-inch rod (for ease of storage) or a 10-foot pole, or reverting it a Quarterstaff; the weapon will elongate only as far as the surrounding space allows.
In certain forms, the weapon has the following additional properties.
Acrobatic Assist (Quarterstaff or 10-Foot Pole Forms Only). While holding this weapon, you have Advantage on Dexterity (Acrobatics) checks.
Attack Deflection (Quarterstaff Form Only). When you are hit by an attack while holding the weapon, you can take a Reaction to twirl the weapon around you, gaining a +5 bonus to your Armor Class against the triggering attack, potentially causing the attack to miss you. You can't use this property again until you finish a Short or Long Rest.
Ranged Weapon (Quarterstaff Form Only). This weapon has the Thrown property with a normal range of 30 feet and a long range of 120 feet. Immediately after you make a ranged attack with the weapon, it flies back to your hand.