# Magic Item Special Features; Magic Item's Minor Property *Source: Dungeon Master's Guide (2024) p. 222* **Magic Item's Minor Property** `dice: [](magic-item-special-features-magic-items-minor-property-xdmg.md#^magic-items-minor-property)` | dice: 1d20 | Minor Property | |------------|----------------| | 1–2 | Beacon. You can take a Bonus Action to cause the item to shed [Bright Light](Mechanics/CLI/rules/variant-rules/bright-light-xphb.md) in a 10-foot radius and [Dim Light](Mechanics/CLI/rules/variant-rules/dim-light-xphb.md) for an additional 10 feet, or to extinguish the light. | | 3 | Compass. You can take a [Magic](Mechanics/CLI/rules/actions.md#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](Mechanics/CLI/rules/variant-rules/initiative-xphb.md) rolls if you don't have the [Incapacitated](Mechanics/CLI/rules/conditions.md#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](Mechanics/CLI/rules/actions.md#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](Mechanics/CLI/rules/variant-rules/advantage-xphb.md) on Strength ([Athletics](Mechanics/CLI/rules/skills.md#Athletics)) checks to swim. | | 20 | Roll twice, rerolling any additional 20s. | ^magic-items-minor-property