League of Dungeons & Dragons

A compilation of items from League of Legends,

adapted to be used within 5th Edition Dungeons & Dragons.

















































































League of Dungeons & Dragons isn’t endorsed by Riot Games and doesn’t reflect the views or opinions of Riot Games or anyone officially involved in producing or managing League of Legends. League of Legends and Riot Games are trademarks or registered trademarks of Riot Games, Inc. League of Legends © Riot Games, Inc.

DUNGEONS & DRAGONS, D&D, Wizards of the Coast, Forgotten Realms, Ravenloft, the dragon ampersand, and all other Wizards of the Coast product names, and their respective logos are trademarks of Wizards of the Coast in the USA and other countries.

This work contains material that is copyright Wizards of the Coast and/or other authors. Such material is used with permission under the Community Content Agreement for Dungeon Masters Guild.

All other original material in this work is copyright 2016 by Matthew Eckart and published under the Community Content Agreement for Dungeon Masters Guild.

Part 1: Weaponry


B.F. Sword

Weapon (greatsword), rare


When you hit with an attack using this big sword, the target takes an extra 1d6 slashing damage.

While wielding this weapon you gain advantage on Charisma (Intimidation) checks.

Bilgewater Cutlass

Weapon (shortsword), uncommon (requires attunement)


When you hit with an attack using this magic weapon, you may cause the blade to deal an extra 1d6 necrotic damage.

You regain health equal to the amount of necrotic damage dealt, and the target's movement speed drops by 5 feet until the end of their next turn.

The cutlass cannot be used again in this way until the next dawn.

Blade of the Ruined King

Weapon (longsword), legendary (requires attunement)


This legendary blade was once wielded by a great king who sought to rid the land of corruption and evil, but instead fell to its grasp. He was driven mad, using the power of his blade to slay those that opposed him, only falling eventually to old age. The ruins of his kingdom stand empty and forgotten, a testament to the legacy of the ruined king.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Once per round, this weapon deals an extra 3d6 necrotic damage, and you heal for an amount equal to the highest of the three dice.

As an action on your turn, you may summon the lingering power of the ruined king. Make an attack roll against a target within melee range. On a hit, the target suffers necrotic damage equal to 10% of their maximum health (rounded down), and you regain hit points equal to the damage dealt. Additionally, the target's movement speed is reduced by half until the end of their next turn. The blade cannot be used again in this way until the next dawn.

Caulfield's Warhammer

Weapon (warhammer), rare (requires attunement by a cleric or paladin)


While wielding this magic weapon, you may use a bonus action to cast a spell that would normally require an action to cast. This spell can not exceed 3rd level.

The warhammer cannot be used again in this way until you complete a short or long rest.

Cull

Weapon (sickle), uncommon


This sickle has a small gem embedded within the pommel, initially worth roughly 50 gold pieces.

When you kill creature of challenge rating 1 or higher using this weapon, the gem within the pommel grows in size. It gains value equal to ten times the creature's challenge rating in gold pieces (as an example, a CR 10 creature would add 100gp to the value of the gem).

Death's Dance

Weapon (rapier), very rare (requires attunement)


You gain a +2 bonus to attack and damage rolls made with this magic weapon.

When hit with an attack that deals bludgeoning, piercing, or slashing damage, you take only half damage from the attack when it hits, and the remaining damage is pending. Pending damage is taken at the end of your next turn.

If, on your turn, you deal more damage than is currently pending, that damage remains pending until the end of your next turn. Pending damage is cumulative, and cannot be resisted.

Dervish Blade

Weapon (scimitar), legendary (requires attunement)


This gleaming scimitar is extremely well crafted. It is light, maneuverable, and extremely sharp. Intricate runes line the leather grip, giving off a faint glow when held under sunlight.

You gain a +2 bonus to attack and damage rolls made with this magic weapon. Additionally, you can make one attack with this weapon as a bonus action on each of your turns.

Once per day, you may activate the sword's magic to imbue with incredible speed and vitality. It ends all condition effects on you, except for unconsciousness. Additionally, your movement speed is doubled until the end of your turn. This effect automatically activates if you are incapacitated but not unconscious.

Doran's Blade

Weapon (shortsword), uncommon


When you hit with an attack using this magic weapon, you gain 1 temporary hit point.

Duskblade of Draktharr

Weapon (shortsword), legendary (requires attunement)


The Duskblade of Draktharr is a myth. None have ever seen it, and none know the truth of its origins. Perhaps that is because all who meet the blade perish before they know their assailant's face or have the opportunity to ask questions.

You gain a +3 bonus to attack and damage rolls made with this magic weapon.

During the first round of combat, your base movement speed is doubled.

If you use this weapon to attack a creature that you are considered hidden from, the weapon deals an additional 4d6 necrotic damage.

If you are invisible while wielding this blade, you cannot be seen by creatures with truesight.

Essence Reaver

Weapon (sickle), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

The Essence Reaver scores a critical hit on an attack roll of 18 or higher. When you critically hit with this magic weapon, you regain a spell slot. This slot may be of a level up to your proficiency bonus, but must be of a level for which you have spell slots. Once you have gained a spell slot in this way, the sickle may not be used again in this way until the next dawn.

PART 1 | WEAPONRY

Executioner's Calling

Weapon (any sword), rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Frost Queen's Claim

Weapon (dagger), legendary (requires attunement by a spellcaster)


The Frost Queen was an ancient white dragon who ruled over her frozen domain in the north for centuries, before a group of noble adventurers came to free the lands from her dominion. This dagger was her gift to one of her favored generals, lost during the great battle that slew her.

When you hit with an attack using this magic dagger, the target takes an extra 2d6 cold damage.

When casting a spell that deals cold damage, that spell is resolved as though it had been cast using a spell slot of one level higher.

You may brandish this weapon as an action on your turn, letting forth an immense storm of frost. You cast the spell cone of cold from the weapon, as a 6th-level spell. In addition to the spell's regular effects, all effected creatures have their movement speed halved until the end of their next turn, and any invisible creature affected by the spell is revealed as crystalline ice surrounds their form. The ice melts by the end of your next turn, or if exposed to extreme heat.

You gain advantage on Charisma (Persuation) and Charisma (Intimidation) checks made to bargain while wielding this weapon.

Frostfang

Weapon (dagger), rare (requires attunement)


When the Frost Queen, an ancient white dragon, was slain, many attempts were made to recreate the Frost Queen's Claim from her remaining teeth. This weapon is the product of those attempts.

When you hit with an attack using this magic dagger, the target takes an extra 2d6 cold damage.

You gain advantage on Charisma (Persuation) and Charisma (Intimidation) checks made to bargain while wielding this weapon.

Frozen Mallet

Weapon (warhammer), very rare (requires attunement)


When you hit with an attack using this magic warhammer, the target takes an extra 1d6 cold damage. In addition, while you hold the warhammer, you have resistance to fire damage.

When you hit with an opportunity attack using this weapon, the target's speed is reduced to 0 for the rest of their turn.

Giant Slayer

Weapon (whip), rare


If the target of an attack has a larger Hit Die than you, double the weapon's damage die for the attack.


Guardian's Hammer

Weapon (warhammer), rare (requires attunement)


You gain a +1 bonus to attack and damage roles made with this magic weapon.

While attuned to this weapon, your Constitution score increases by 2, to a maximum of 20.

Guinsoo's Rageblade

Weapon (longsword), legendary (requires attunement)


You gain a +2 bonus to attack and damage rolls made using this magic weapon.

Each attack that hits using this weapon in a single round does a cumulative 1d6 fire damage (1d6 on the first successful attack, 2d6 on the second, 3d6 on the third, etc).

If you hit with three attacks in a single round using this weapon, you may make an additional attack as a bonus action.

Hexdrinker

Weapon (longsword), rare (requires attunement)


If you would take spell damage that would reduce you to less than half health while attuned to this weapon, you gain resistance to the triggering spell's damage type until the end of your next turn. This resistance reduces the damage from the triggering attack.

Once this feature of this weapon has been used, it may not be used again until you complete a short or long rest.

Hextech Gunblade

Weapon (special), very rare (requires attunement by a spellcaster)


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

This special weapon can be used as either a hand crossbow or a shortsword.

Once per day when you deal damage with a spell, you can gain half of the damage dealt (rounded down) as temporary hit points. For area of effect spells, this is reduced to a quarter of the damage dealt (rounded down).

Additionally, you may use the gunblade to cast Lightning Bolt as a 3rd-level spell. Once this feature of the weapon has been used, it may not be used again until you complete a short or long rest.

Hextech Revolver

Weapon (hand crossbow), rare (requires attunement)


This weapon does not have the "loading" property of regular hand crossbows.

On the first attack of every round, this weapon deals an an extra 1d6 lightning damage.

Hunter's Machete

Weapon (scimitar), uncommon


This magic weapon deals maximum damage against plants and foliage.

When you hit with an attack against a beast using this magic shortsword, the attack deals an extra 2 damage and you gain 2 temporary hit points.

PART 1 | WEAPONRY

Infinity Edge

Weapon (greatsword), legendary (requires attunement)


This blade is forged from long-forgotten alloys, making it light yet powerful. The edge is sharper than any other blade, and it is said that it will never dull.

You gain a +3 bonus to attack and damage rolls made using this magic weapon.

Your critical strike range is increased by 1 for attacks made with this weapon. Additionally, when you hit with an attack using this magic greatsword and score a critical hit on the attack, add 1d6 to the damage roll for the attack.

Kircheis Shard

Weapon (dagger), uncommon


When you move more than 20 feet before making an attack using this magic dagger, it deals an additional 1d4 lightning damage on a hit.

Last Whisper

Weapon (longbow), rare


You gain a +3 bonus to attack rolls made using this magic weapon.

Lich Bane

Weapon (longsword), legendary (requires attunement by a spellcaster)


This fabled sword was once wielded by a selfless archmage who sacrificed herself to destroy a lich that had marched upon her home city with an army of undead. Legend has it that it was this longsword, rather than a powerful spell, that dealt the final blow to the lich's corporeal form.

You gain a +2 bonus to attack and damage rolls made using this magic weapon.

While attuned to this magic weapon, you gain a +2 bonus to spell attack rolls.

After casting a spell of 1st level or higher, your next attack with these weapons deals additional force damage equal to your spellcasting ability modifier (minimum 1).

Your base movement speed increases by 5 feet while wielding the daggers.

Lord Dominik's Regards

Weapon (longbow), very rare (requires attunement)


You have a +3 bonus to attack rolls made using this magic weapon.

If the target of an attack has a larger Hit Die than you, double the weapon's damage die for the attack.

Lord Van Damm's Pillager

Weapon (flail), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon, which deals an extra 1d6 fire damage on hit.

Creatures that start their turn within melee range of you suffer 1d4 fire damage.


Manamune

Weapon (spear), legendary (requires attunement by a spellcaster)


An ancient spear imbued with the power of the legendary sorcerer that wielded it, this weapon is said to contain untold power that can only be unlocked when wielded by a worthy spellcaster.

You gain a +1 bonus to attack and damage rolls made using this magic weapon.

While attuned to this magic spear, you gain a +1 bonus to spell attack rolls.

When you cast a spell, this weapon gains a number of charges equal to the level of the spell slot expended. All charges are lost when you take a short or long rest.

You can expend any number of charges as part of an attack. If the attack hits, it deals extra force damage equal to the number of charges expended.

If you cast a spell that would cause Manamune to exceed 20 charges, it transforms into Muramana (page 5).

Maw of Malmortius

Weapon (glaive), legendary (requires attunement)


You gain a +2 bonus to attack and damage rolls made using this magic weapon.

If you would take spell damage that would reduce you to less than half health while attuned to this weapon, you instead take no damage from the triggering attack, and gain temporary hit points equal to the damage that would have been taken. Additionally, you gain resistance to the triggering spell's damage type until the end of your next turn.

Once this feature of this weapon has been used, it may not be used again until you complete a short or long rest.

Mercurial Scimitar

Weapon (scimitar), legendary (requires attunement)


This gleaming scimitar is extremely well crafted. The surface of its blade ebbs and flows with movement, as if made out of mercury, but it is solid to the touch.

You gain a +2 bonus to attack and damage rolls made with this magic weapon.

Once per round when you hit with an attack using this magic weapon, you heal 1d4 hit points.

Once per day, you may activate the sword's magic to imbue with incredible speed and vitality. It ends all condition effects on you, except for unconsciousness. Additionally, your movement speed is doubled until the end of your turn. This effect automatically activates if you are incapacitated but not unconscious.

Moonflair Spellblade

Weapon (shortsword), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon. Additionally, you gain a +1 bonus to spell attack rolls.

Any condition effect you are put under the effect of that lasts longer than one round has its duration halved (rounded down). This does not effect conditions maintained by concentrating on a spell, such as the paralyzed condition caused by the spell hold person, or effects caused by the continuous efforts of another creature, such as a grapple.

PART 1 | WEAPONRY

Mortal Reminder

Weapon (longbow), very rare (requires attunement)


You have a +3 bonus to attack rolls made using this magic weapon.

Hit points lost to this weapon's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Muramana

Weapon (spear), legendary (requires attunement by a spellcaster)


This weapon is only attainable through transforming Manamune (page 4).

You gain a +2 bonus to attack and damage rolls made using this magic weapon.

While attuned to this magic spear, you gain a +2 bonus to spell attack rolls.

Attacks with this magic weapon deal additional force damage equal to the level of your highest available spell slot.

As an action, you can channel the power stored within Muramana to restore a single spell slot up to 6th level. Once this feature of the weapon has been used, it may not be used again in this way until the next dawn.

Muramana reverts to Manamune (page 4) when you complete a short or long rest.

Nashor's Tooth

Weapon (dagger), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon, which deals an extra 1d4 lightning damage.

You can make one attack with this weapon as a bonus action on each of your turns.

Phage

Weapon (maul), uncommon (requires attunement)


When you hit with an attack using this magic weapon, you may take the dash action as a bonus action on the same turn.

If you kill a creature using this magic weapon, your base movement speed is doubled until the end of your turn.

Phantom Dancer

Weapon (rapier), legendary (requires attunement)


You gain a +2 bonus to attack and damage rolls made using this magic weapon.

While wielding this magic weapon, your base movement speed increases by 10 feet.

While attuned to the Phantom Dancer, you can move through other creatures and objects as if they were difficult terrain. Your body and equipment briefly turns incorporeal as you phase into the border ethereal. If you end your turn inside a creature or object, you take 1d10 force damage.

Additionally, you may choose to remain incorporeal for a number of rounds equal to your proficiency bonus, per day. While in this form, you have resistance to non-magical bludgeoning, piercing, and slashing damage. Ending your turn inside of a creature or object automatically expends one round of this feature.

Poacher's Dirk

Weapon (dagger), uncommon (requires attunement)


While attuned to this magic weapon, you have advantage on Wisdom (Survival) checks made to track beasts, and difficult terrain does not slow your movement.

Rapid Firecannon

Weapon (hand crossbow), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

This weapon does not have the "loading" property of regular hand crossbows.

While attuned to the Rapid Firecannon, your base movement speed increases by 5 feet.

If you move at least 30 feet before making an attack with this weapon, your next attack doubles in range and deals an extra 3d6 lightning damage.

Ravenous Hydra

Weapon (greataxe), legendary (requires attunement)


This menacing greataxe has an aura of dark, necrotic energy that seeps from it. Even approaching it gives you a sense of unease.

You gain a +3 bonus to attack and damage rolls made using this magic weapon, which deals an extra 1d6 necrotic damage. Additionally, on the first attack of each round, you gain health equal to the necrotic damage dealt.

When you attack with this magic weapon, you may choose up to two additional targets within melee range. If the attack roll would hit against their armor class, they take slashing damage equal to your Strength modifier (minimum 0).

Once per day you may use an action to swing the greataxe in a massive arc, hitting everything within range. Make an attack roll against each creature within melee range. On a hit, each target takes an additional 1d6 necrotic damage on top of the weapon's normal damage, and you gain hit points equal to the total necrotic damage dealt.

Runaan's Hurricane

Weapon (shortbow), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon, which has a damage die of 1d8.

Your critical hit range extends by 1 for attacks made using this magic weapon.

When you make an attack roll against a target within range and hit with the attack, you may deal damage equal to your Strength or Dexterity modifier (minimum 0) to two other targets within 15 feet of the original target if the attack roll would also hit against their armor class.

While wielding this weapon, you ignore difficult terrain.

Sanguine Blade

Weapon (longsword), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

Each additional attack that hits using this weapon in a single round does a cumulative 1d4 necrotic damage (1d4 on the second successful attack, 2d4 on the third). You heal an amount equal to half the total necrotic damage dealt.

PART 1 | WEAPONRY

Serrated Dirk

Weapon (dagger), rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made with this magic weapon.

When you attack with this magic weapon and score a critical hit, the target is wounded and begins bleeding. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage, and it can then make a DC 15 Constitution saving throw, ending the effect of the wound on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of the wound on it on a success. This feature does not effect undead or constructs.

While out of combat and attuned to this weapon, your base movement speed increases by 10 feet.

Sheen

Weapon (longsword), uncommon (requires attunement by a spellcaster)


After casting a spell of 1st level or higher, the next attack that hits using this magic weapon deals an additional 2d4 force damage.

Skirmisher's Sabre

Weapon (shortsword), rare (requires attunement)


Once per day you may use a bonus action to mark a target within melee range. A marked target has disadvantage on attack rolls against you for 1 minute, and you have advantage on the next attack made using this weapon against the marked target.

Additionally, attacks made using this weapon against the marked target deal an extra 2 damage of the weapon's type.

Spellthief's Edge

Weapon (dagger), uncommon (requires attunement)


This dagger has a small gem embedded within the pommel, initially worth roughly 50 gold pieces.

When you attack a spellcaster using this magic weapon, it deals an extra 2 force damage. Additionally, the magic of the spellcaster fuels the blade, which channels it into the gem within the pommel. Each time you hit a spellcaster with this weapon, the gem increases in value by 1 gold piece.

Stalker's Blade

Weapon (shortsword), uncommon (requires attunement)


Once per short rest you may use a bonus action to call forth a chilling blast against a target within 15 feet. The target must succeed a DC 15 Dexterity saving throw or take 2d6 cold damage and have their movement speed halved until the end of their next turn. On a successful save, they take half damage and are not slowed.


Statikk Shiv

Weapon (dagger), very rare (requires attunement)


While attuned to this weapon, your base movement speed increases by 5 feet.

The blade holds 100 charges, and starts with 0 whenever initiative is rolled. You gain a charge for every foot of movement you expend on your turn.

As an action on your turn, you may expend 100 charges to cast the spell chain lightning as a 6th level spell. The initial target for the spell must be within melee range. The saving throw DC for the spell is 15.

Stinger

Weapon (dagger), uncommon


You can make one attack with this weapon as a bonus action on each of your turns.

The Black Cleaver

Weapon (greataxe), legendary (requires attunement)


This dark greataxe is forged from a metal only found deep within the abyss. Few are brave enough to attempt to retrieve it, and only a handful of smiths know how to properly work the metal. It cleaves through other materials without effort.

You gain a +2 bonus to attack and damage rolls made using this magic weapon.

A target's armor class is equal to 10 + their Dexterity modifier for attacks made with this magic weapon.

When you hit with an attack using The Black Cleaver, your base movement speed increases by 10 for the rest of your turn. If you score a killing blow using this magic weapon, your base movement speed doubles until the end of your turn.

The Bloodthirster

Weapon (greatsword), legendary (requires attunement)


This massive greatsword cleaves through flesh like butter. It always shines bright and clean, as the blood that would wet its surface is instead drawn inside of the blade and used to channel lifeforce into its wielder.

You gain a +3 bonus to attack and damage rolls made using this magic weapon, which deals an extra 2d6 necrotic damage.

Each round, the first attack that hits using this weapon heals you for half the total amount of damage dealt (rounded down). If this would heal you past your hit point maximum, you gain temporary hit points equal to the excess.

The Lightbringer

Weapon (shortbow), legendary (requires attunement)


Once wielded by a great paladin of Pelor, this bow is imbued with the light of the sun and the fiery wrath of the deity himself.

You gain a +2 bonus to attack and damage rolls made with this magic weapon, which ignites targets on hit.

At the start of each of the ignited creature's turns, it takes 1d4 fire damage. The ignited creature, or a creature within 5 feet of it, can use an action to put out the flames. An ignited creature cannot benefit from invisibilty.

Additionally, you do not have disadvantage on attacks against invisible creatures made with The Lightbringer.

PART 1 | WEAPONRY

Tiamat

Weapon (battleaxe), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

When you attack with this magic weapon, you may choose up to two additional targets within melee range. If the attack roll would hit against their armor class, they take slashing damage equal to your Strength modifier (minimum 0).

Once per day you may use an action to swing the greataxe in a massive arc, hitting everything within range. Make an attack roll against each creature within melee range, dealing normal damage to each target hit.

Titanic Hydra

Weapon (greatclub), legendary (requires attunement)


This massive, bladed maul draws from the strength and vitality of those that wield it in order to crush and maim those it is wielded against.

You gain a +1 bonus to attack and damage rolls made using this magic weapon. The weapon's damage die is equivalent to your largest Hit Die.

When you attack with this magic weapon, you may choose up to two additional targets within melee range. If the attack roll would hit against their armor class, they take bludgeoning damage equal to your Constitution modifier (minimum 0).

Whenever you roll Hit Die to regain hit points, you instead gain the maximum amount of health from the die.

Tracker's Knife

Weapon (dagger), uncommon


By concentrating on this magic weapon for 10 minutes, as if concentrating on a spell, you can sense the presence, direction, and distance of any beasts within 1 mile. Once the weapon has been used in this way it may not be used again until the next dawn.

Trinity Force

Weapon (special), legendary (requires attunement)


These three weapons are imbued with a power that links them together eternally. Used together, they do tons of damage. Apart, they are still extremely effective.

For each of the weapons to which you are attuned, you gain a cumulative +1 bonus to attack and damage rolls made with those weapons.

When engaging in two-weapon fighting using two of the weapons, you may make an additional attack with the third weapon as a free action. You don't add your ability modifier to the damage of this bonus attack, as per two-weapon fighting, unless you would normally add your ability modifier to the damage of the second attack (such as with the "Two Weapon Fighting" fighting style).

Each of the three weapons deals an extra 1d6 damage of a certain type. This damage die increases to 2d6 when attuned to two of the weapons, and 3d6 when attuned to all three.

Additionally, your base movement speed increases by 10 feet while attuned to all three weapons.

  • Stella (dagger) deals extra lightning damage.
  • Luna (scimitar) deals extra cold damage.
  • Sol (light hammer) deals extra fire damage.

Vampiric Scepter

Weapon (halberd), uncommon


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

Additionally, you gain 2 temporary hit points whenever you hit with an attack using this magic weapon.

Wicked Hatchet

Weapon (battleaxe), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

Your critical hit range extends by 1 for attacks made with the Wicked Hatchet.

When you attack with this magic weapon and score a critical hit, the target is wounded and begins bleeding. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage, and it can then make a DC 15 Constitution saving throw, ending the effect of the wound on itself on a success. Alternatively, the wounded creature, or a creature within 5 feet of it, can use an action to make a DC 15 Wisdom (Medicine) check, ending the effect of the wound on it on a success. This feature does not effect undead or constructs.

Wit's End

Weapon (scimitar), very rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon.

When you hit with an attack using this magic weapon, you learn of any resistances that the target has to the elemental damage types (acid, cold, fire, lightning). You may choose one of these resistances, if the target has any. The target loses resistance to that damage type until the start of your next turn. Additionally, the attack deals an extra 2d6 damage of that type.

Youmuu's Ghostblade

Weapon (longsword), legendary (requires attunement)


The Ghostblade is a sword of immense power, infused with the latent energies of its original owner, Youmuu.

You gain a +3 bonus to attack and damage rolls made using this magic weapon, which deals an extra weapon die of damage.

While attuned to the blade, you can take the Dash action as a bonus action on each of your turns. Additionally, whenever you take the dash action, you do not provoke opportunity attacks for the remainder of your turn.

Your base movement speed increases by 10 feet while attuned to the Ghostblade.

Zeal

Weapon (scimitar), rare (requires attunement)


You gain a +1 bonus to attack and damage rolls made using this magic weapon. Additionally, while attuned to Zeal, your base movement speed increases by 5 feet.

PART 1 | WEAPONRY

Part 2: Staves, Wands, and Spellbooks


Amplifying Tome

Wondrous item, very rare (requires attunement by a spellcaster)


If you can attune to this item, you can use it as a spellbook and an arcane focus. Additionally, whenever you cast a spell from the tome that deals acid, cold, fire, or lightning damage and roll a 1 on the damage dice, you may reroll the 1s and must use the new result.

Archangel's Staff

Staff, legendary (requires attunement by a spellcaster of non-evil alignment)


An ancient staff imbued with the power of an archangel. It is said to contain untold power that can only be unlocked when wielded by a worthy spellcaster.

While attuned to this magic staff, you gain a +2 bonus to spell attack rolls.

When you cast a spell, the staff gains a number of charges equal to the level of the spell slot expended. All charges are lost when you take a short or long rest.

You can expend any number of charges as while casting a spell to gain additional effects as follows: reroll damage die (1 charge per die), extended spell duration (1 charge to double the duration of a spell, maximum 24 hours), impose disadvantage on a saving throw (3 charges), cause allies to automatically succeed a saving throw for an area of effect spell (1 charge per ally), maximize damage of a spell (15 charges).

If you cast a spell that would cause the Archangel's Staff to exceed 20 charges, it transforms into Seraph's Embrace (page 9).

Blasting Wand

Wand, uncommon (requires attunement by a spellcaster)


While holding this wand, you gain a +1 bonus to spell attack rolls.

Fiendish Codex

Wondrous item, rare (requires attunement by a spellcaster)


If you can attune to this item, you can use it as a spellbook and an arcane focus. Additionally, while attuned to this codex, you gain a +1 bonus to spell attack rolls. Additionally, whenever you roll necrotic damage and roll a 1 on the damage die, you may reroll the die and must use the new result.

Lost Chapter

Wondrous item, rare (requires attunement)


If you can attune to this item, you can use it as a spellbook and an arcane focus. These spell pages hold 3 charges and regain 1d4-1 (minimum 1) expended charges daily at dawn. As an action, you can expend a number of charges to regain a spell slot up to that level. The regained slot must be of a level for which you have spell slots.


Luden's Echo

Staff, very rare (requires attunement by a spellcaster)


You gain a +2 bonus to spell attack rolls made while attuned to this staff.

When you make a spell attack roll against a target and hit with the attack, you may deal damage equal to your spellcasting ability modifier (minimum 0) to two other targets within 15 feet of the original target if the attack roll would also hit against their armor class. This feature can not occur more than once per spell (as with the scorching ray spell).

Mejai's Soulstealer

Wondrous item, artifact (requires attunement by a spellcaster of non-good alignment)


This tome is filled with unintelligible runes from languages long forgotten, creating an enchantment that sucks the soul from fallen creatures in order to empower the wielder. If you can attune to this item, you can use it as a spellbook and an arcane focus.

Soulstealer. While attuned to this tome, creatures you slay cannot be ressurected by any means, unless a Greater Restoration spell is cast upon the tome, releasing the souls held within.

Soul Magnet. While attuned to the tome, you are vulnerable to radiant and necrotic damage.

Whispers of the Souls. The souls contained within the pages of this tome whisper constantly in your ear, making it difficult to sleep. While the tome contains 5 or more souls, roll a d20 at the end of each long rest. On a roll of 1, you gain one point of exhaustion at the end of the rest. This changes to a roll of 1-2 at 50 souls, and 1-3 at 100 souls.

Font of Souls. The tome can hold up to 100 souls. While attuned to the tome, each creature that you slay adds a soul to it if the creature's challenge rating is equal to or greater than your proficiency bonus. The tome grants benefits according to the number of souls held within it, as follows:

  • 1 Soul: You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells.
  • 5 Souls: When you deal the killing blow to a creature, you gain temporary hit points equal to their challenge rating.
  • 15 Souls: You regain 1d10 hit points every hour, provided you have at least 1 hit point.
  • 25 Souls: You gain an additional +1 bonus to spell attack rolls and to the saving throw DCs of your spells.
  • 50 Souls: You gain advantage on Intelligence, Wisdom, and Charisma saving throws.
  • 75 Souls: You gain an additional +1 bonus to spell attack rolls and to the saving throw DCs of your spells.
  • 100 Souls: Your spellcasting ability score increases by 2, as does your maximum for that score.

Destroying the Soulstealer. Mejai's Soulstealer can only be destroyed when it contains 100 souls. Once it contains 100 souls, the attuned spellcaster may sacrifice their own life to destroy the tome, releasing the souls within. Each creature within 30 feet of the tome when this occurs must succeed a DC 20 Constitution saving throw or take 40d6 necrotic damage. Creatures that succeed on the save take half damage.

PART 2 | STAVES, WANDS, & SPELLBOOKS

Morellonomicon

Wondrous item, very rare (requires attunement by a spellcaster)


If you can attune to this item, you can use it as a spellbook and an arcane focus.

Once per day you may imbue your damaging spells with a necrotic energy that halts regeneration magic. Hit points lost to this your next spell's damage can be regained only through a short or long rest, rather than by regeneration, magic, or any other means.

Additionally, when you deal the killing blow to a creature with challenge rating equal to or greater than your proficiency bonus, you regain one 1st-level spell slot.

Needlessly Large Rod

Rod, very rare (requires attunement by a spellcastter)


While attuned to this rod, you gain a +2 bonus to spell attack rolls and a +1 bonus to the saving throw DCs of your spells.

Ohmwrecker

Staff, very rare (requires attunement by a spellcaster)


You gain a +1 bonus to your AC while attuned to this staff.

As an action on your turn you may use this staff to cast a petrifying magic. A creature within 30 feet of you must succeed a Constitution saving throw versus your saving throw DC or become petrified until the beginning of your next turn. While petrified in this way, the creature is immune to all damage. Once the staff has been used, it may not be used again in this way until the next dawn.

Additionally, once per turn when you move within 5 feet of an ally on your turn, add 5 feet to your movement for that turn.

Rod of Ages

Rod, legendary (requires attunement by a spellcaster)


This rod was wielded by an ancient wizard who was said never to age. Legend has it that he carried this rod by his side for over 4,000 years before he was eventually slain.

While attuned to this rod, your Constitution score increases by 2, as does your maximum for that score.

You require no food or drink to survive as long as your are attuned to this rod. Additionally, you suffer none of the ill effects of aging.

Whenever you roll Hit Die to regain hit points, double the number of hit points it restores. Additionally, for each Hit Die that you roll the maximum value on, you regain 1 level worth of spell slots divided as you choose. These spells slots cannot be of a level higher than 6. As an example, if you roll the max value on 3 Hit Die, you gain 3 total levels of spell slots; this can be three 1st-level slots, one 1st-level slot and a 2nd-level slot, or one 3rd-level slot.

Rylai's Crystal Scepter

Rod, very rare (requires attunement by a spellcaster)


You gain a +2 bonus to spell attack rolls made while attuned to this magic scepter. Additionally, your damaging spells slow the target's movement by 5 feet until the end of their next turn. This effect is cumulative for spells that hit multiple times in one turn (such as scorching ray).

Seraph's Embrace

Staff, legendary (requires attunement by a spellcaster of non-evil alignment)


This staff is only attainable through transforming the Archangel's Staff (page 8).

While attuned to this magic staff, you gain a +3 bonus to spell attack rolls, and a +1 bonus to the saving throw DCs of your spells.

Spells cast through Seraph's Embrace are resolved as though they had been cast using a spell slot of one level higher.

Whenever you roll a 1 on a die for an attack or damage roll for a spell cast while attuned to Seraph's Embrace, you can reroll the die and must use the new result.

You may cast one of the following spells as a 9th-level spell through Seraph's Embrace: foresight, meteor swarm, mass heal, power word heal, or storm of vengeance. Once this feature of the staff has been used, it may not be used again until the next dawn.

Seraph's Embrace reverts to the Archangel's Staff (page 8) when you complete a short or long rest.

Void Staff

Staff, legendary (requires attunement by a spellcaster)


The Void Staff was created from coalesced elemental chaos. Legend tells that it was forged by the Primordials during the Dawn War as an attempt to overcome resistences of the various deities they sought to destroy.

You gain a +2 bonus to spell attack rolls and saving throw DCs made while attuned to this staff.

Additionally, your spells ignore all damage resistances of their targets, but not their immunities.

PART 2 | STAVES, WANDS, & SPELLBOOKS

Part 3: Armor, Shields, and Wearables

Aegis of the Legion

Shield, very rare (requires attunement)


While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, while holding this shield, you have advantage on saving throws against spells.

Berserker's Greaves

Wondrous item, uncommon


While wearing these boots, when a creature successfully hits you with an opportunity attack and does not reduce you to 0 hit points, you can use your reaction to make an attack against them as you run past. You do not add your ability modifier to the damage for this attack.

Boots of Mobility

Wondrous item, uncommon


While wearing these boots, you can take the Dash action as a bonus action on your turn. This feature can be used a total of 3 times per day.

Boots of Swiftness

Wondrous item, uncommon


While wearing these boots, creatures have disadvantage on opportunity attacks against you.

Brawler's Gloves

Wondrous item, uncommon


While wearing these gloves, unarmed strikes made with your fists deal 1d4 bludgeoning damage. Additionally, your critical hit range for unarmed strikes made with your fists is extended by 1.

Cloak of Agility

Wondrous item, rare (requires attunement)


While wearing this cloak, your critical hit range extends by 1.

Crystalline Bracer

Wondrous item, uncommon (requires attunement)


While wearing these bracers, you gain 1d4 hit points every hour, as long as you have at least 1 hit point.

Dead Man's Plate

Armor (plate), very rare (requires attunement)


You have a +1 bonus to AC while wearing this armor.

This heavy plate carries immense momentum behind it. If you move more than 30 feet straight towards a target before making an attack, that attack deals an additional 2d6 of the weapon's damage type. If the attack hits, the target must succeed a DC 15 Strength saving throw or be knocked prone.


Doran's Ring

Ring, uncommon (requires attunement)


This ring holds 3 charges. Any time you kill a creature of challenge rating 1 or higher, the ring gains a charge. As an action, you may expend 3 charges to regain one 1st-level spell slot.

Doran's Shield

Shield, rare


While holding this shield, all non-magical bludgeoning, piercing, and slashing damage dealt to you is reduced by 3. This effect does not work in addition to similar effects, such as the Heavy Armor Master feat.

Edge of Night

Wondrous item, very rare


While wearing this cloak, whenever you would take damage from a spell of 6th level or lower, you may use your reaction to pull the cloak completely over your body, completely negating the spell. Once this feature of the cloak has been used, it may not be used again in this way until the next dusk.

Face of the Mountain

Shield, rare


If an attack is made against you or an ally within 15 feet, you can use your reaction activate the shield, granting temporary hit points equal to 1d4 + your Constitution modifier (minimum 1) to yourself and an ally within 15 feet. These temporary hit points fade at the end of your next turn.

Once this feature of the shield has been used, it may not be used again in this way until you complete a short or long rest.

Giant's Belt

Wondrous item, rare (requires attunement)


While wearing this belt, you gain the following benefits:

  • Your Constitution score increases by 2, to a maximum of 20.
  • You have advantage on Charisma (Persuasion) checks made to interact with giants.

If you aren't a giant, you gain the following additional benefits while wearing the belt:

  • You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.
  • You can speak, read, and write Giant.

Glacial Shroud

Shield, very rare (requires attunement)


While holding this shield, you have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC.

Additionally, while holding this shield, you have resistance to fire damage.

PART 3 | ARMOR, SHIELDS, & WEARABLES

Guardian Angel

Armor (chain mail), legendary (requires attunement)


This chain mail is imbued with ressurection magics that make it invaluable for anyone expecting to face danger. The clerics who enchanted the armor only made three sets of it due to the time and cost required to imbue it with the power to thwart death.

You have a +3 bonus to AC while wearing this armor.

Additionally, you do not die when you fail three death saving throws. Instead, you return to life with half of your maximum health at the start of your turn. Once this feature of the armor has been used, it is expended forever. The armor becomes regular +3 chain mail, and no longer requires attunement.

Haunting Guise

Wondrous item, rare (requires attunement)


While attuned to and wearing this mask, your spells partially ignore a creature's resistance to their damage types. When you deal spell damage to a creature that has resistance to the damage dealt by the spell, you deal additional damage of the spell's type equal to your spellcasting ability modifier. This extra damage ignores the resistance.

Ionian Boots of Lucidity

Wondrous item, uncommon


While wearing these boots, you can take two bonus actions on a single turn. Once this feature of the boots has been used, it may not be used again until the next dawn.

Jaurim's Fist

Wondrous item, rare


While wearing this gauntlet, unarmed strikes with the gauntleted hand deal 1d8 bludgeoning damage. Additionally, whenever you reduce a creature to 0 hit points by attacking it with the gauntlet, you gain temporary hit points equal to your Constitution modifier (minimum 1).

Knight's Vow

Wondrous item, very rare (requires attunement)


When you attune to this plate helm, you can designate an ally as a partner. While you are within 15 feet of your partner, you gain a +1 bonus to your AC.

Additionally, moving toward your partner uses only half movement on regular terrain, and normal movement on difficult terrain.

While you and your partner are adjacent to each other, your partner gains resistance to all damage, and you take damage equal to the amount that they take.

You may designate a new ally as a partner as part of a short or long rest.


Liandry's Torment

Wondrous item, legendary (requires attunement by a spellcaster)


This mask seems to be made of porcelain, but it does not shatter when impacted. It is extremely cold to the touch, and as you put it over your face the pupils of your eyes slowly expand until nothing but blackness remains. The origins of the mask are unknown.

When you hit a creature with a spell attack, they begin to burn with a dark flame. While burning in this way, the creature takes necrotic damage equal to their largest Hit Die at the beginning of each of their turns. At the end of each turn, the creature may make a DC 15 Constitution saving throw, ending the effect on itself on a success. If the target's speed is 0 at the beginning of their turn, the damage is doubled.

Additionally, while attuned to this mask, if you deal spell damage to a creature and the that they are immune to, they are instead only resistant to that attack's damage.

Mercury's Treads

Wondrous item, uncommon


While wearing these boots, any condition effect you are put under the affect of that lasts longer than one round has its duration reduced by one round. This does not effect conditions maintained by concentrating on a spell, such as the paralyzed condition caused by the spell hold person, or effects caused by the continuous efforts of another creature, such as a grapple.

Negatron Cloak

Wondrous item, legendary (requires attunement)


This cloak is woven from a strange anti-magic fabric that seems to absorb all but the most powerful of magic blasts.

While attuned to and wearing this cloak, you cannot be affected by harmful spells of 4th level or lower. Additionally, you gain resistance to acid, cold, fire, and lightning damage.

Ninja Tabi

Wondrous item, uncommon


While wearing these boots, you take 1 less damage from non-magical bludgeoning, piercing, and slashing damage. This effect does not work in addition to similar effects, such as the Heavy Armor Master feat.

Null-Magic Mantle

Wondrous item, very rare (requires attunement)


While attuned to and wearing this cloak, you cannot be affected by harmful spells of 3rd level or lower.

Overlord's Bloodmail

Armor (chain mail), very rare (requires attunement)


While wearing this armor, your Constitution score increases by 2, to a maximum of 20. Additionally, whenever you score a killing blow on a creature of challenge rating 1 or higher, you regain hit points equal to your Constitution modifier.

PART 3 | ARMOR, SHIELDS, & WEARABLES

Quicksilver Sash

Wondrous item, rare (requires attunement)


Once per day, you may activate the belt's magic to free yourself from ill effects. It ends all condition effects on you, except for unconsciousness. This effect automatically activates if you are incapacitated but not unconscious.

Rabadon's Deathcap

Wondrous item, legendary (requires attunement)


This stylish, purple, pointy, brimmed hat is actually an extremely powerful magical item! No, really.

While wearing Rabadon's Deathcap, you have disadvantage on Charisma (Intimidation) checks.

Your spellcasting ability score increases by 2, as does your maximum for that score.

Whenever you roll a 1 on a spell attack roll or damage die, can may reroll the die and must use the new result.

Randuin's Omen

Shield, legendary (requires attunement)


While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. Additionally, any critical hit against you becomes a normal hit.

When you are hit by a melee weapon attack while holding this shield, the attacker is prevented from using bonus actions until the end of their next turn.

Once per short rest, you can use an action to slam the point of the shield into the ground to send out a wave of cold energy from its steel surface. Each creature within 15 feet must succeed on a DC 20 Constitution saving throw or have their movement speed halved until the end of their next turn. Additionally, creatures that fail the saving throw are prevented from taking reactions or bonus actions until the end of your next turn, and may only make one attack as part of their regular action on their next turn.

Raptor Cloak

Wondrous item, rare (requires attunement)


You gain a +1 bonus to AC while wearing this cloak. Additionally, once per turn when you move within 5 feet of an ally on your turn, add 5 feet to your movement for that turn.

Righteous Glory

Wondrous item, very rare (requires attunement by a spellcaster)


This beautiful winged helm is light and open, allowing it to be used by spellcasters. When you cast a spell of 1st-level or higher while wearing this helm, you regain hit points equal to the level of the spell slot expended.

As an action, you can activate the helmet's to charge into the fray. You and each ally within 15 feet only expend half of the normally required movement when moving in the direction of a hostile creature until the start of your next turn. Once this feature of the helmet has been used, it cannot be used again in this way until the next dawn.


Seeker's Armguard

Wondrous item, very rare (requires attunement by a spellcaster)


While wearing this armguard, dealing the killing blow to a creature with a challenge rating equal to or greater than your proficiency bonus grants you a +1 bonus to your AC for each creature slain, up to +3. This bonus resets to 0 when you complete a short or long rest.

Sorcerer's Shoes

Wondrous item, uncommon


While wearing these shoes, the range of your spells extends by 10 feet. This effect does not affect spells with a range of touch.

Spectre's Cowl

Wondrous item, rare


If you are hit by a ranged spell attack, you regain hit points equal to half your proficiency bonus (rounded down) at the start of each of your next three turns.

Spirit Visage

Armor (studded leather), very rare (requires attunement)


You gain a +2 bonus to AC while wearing this armor. Additionally, whenever you would regain hit points from a spell, potion, or other magical effect, you regain an additional amount of hit points equal to your Constitution modifier (minimum 1).

Sterak's Gage

Wondrous item, very rare (requires attunement)


This fleshy leather glove is tipped with claws, and only has four fingers. When you attune to it, it fuses with your skin and the four-fingered hand feels almost natural.

While wearing this glove, unarmed strikes made with it deal 1d4 slashing damage.

If you would take damage that would reduce you below half health, you gain temporary hit points equal to half of your maximum health total. These temporary hit points are lost at the end of your next turn. When this effect is triggered, you undergo the "enlarge" effects of the spell enlarge/reduce. The spell lasts for 1 minute (no concentration required). Once this effect has occured, it may not occur again until the next dawn.

Sunfire Cape

Wondrous item, rare


While attuned to this cape, any attacker that makes a melee attack against you while within 5 feet of you takes 1d4 fire damage.

Targon's Brace

Shield, rare


This shield can also be used as a melee weapon that deals 1d4 bludgeoning damage. This attack immediately executes any creature with less than 10 hit points remaining. Killing a creature in this way grants you and an ally within 15 feet temporary hit points equal to your Constitution modifier.

PART 3 | ARMOR, SHIELDS, & WEARABLES

Tear of the Goddess

Wondrous item, very rare


This pendant is a deep blue sapphire encased within blue glass, shaped like a teardrop.

While you wear this pendant, whenever you score a critical hit on a spell's attack roll and the spell is of 3rd level or lower, you may have the Tear of the Goddess refund the spell slot. Once this feature of the tear has been used, it may not be used again in this way until the next dawn.

The Dark Seal

Ring, rare (requires attunement)


While wearing this ring, you gain additional hit points equal to your Constitution modifier (minimum 1) whenever you drink a Potion of Healing.

After killing a creature of challenge rating 1 or higher, this ring grants a +1 bonus to spell attack rolls. This feature resets when you complete a short or long rest.

Thornmail

Armor (scale mail), very rare


You gain a +2 bonus to AC while wearing this armor. Additionally, whenever you are hit by a melee attack from a creature within 5 feet of you, the attacker takes 1d4 piercing damage.

Warden's Mail

Armor (breastplate), rare


When you are hit by a melee weapon attack while wearing this breastplate, the attacker is prevented from using bonus actions until the end of their next turn.

Warmog's Armor

Armor (leather), legendary (requires attunement)


The Warmog's Armor was worn by a general that waded through a battlefield completely unscathed in order to challenge the opposing general face to face. The armor enabled him to dodge, dip, dive, duck, and dodge through the enemies with ease, while the few wounds he did sustain were magically healed before he reached the enemy general. None know what truly happened between the two during that confrontation, but it ended the war with both generals still standing.

You gain a +3 bonus to AC while wearing this armor.

While attuned to and wearing the armor, your Constitution score increases by 2, as does your maximum for that score.

Additionally, if you haven't taken damage since your last turn, as a free action you can spend a Hit Die to regain health equal to the Hit Die roll + your Constitution modifier.


Wooglet's Witchcap

Wondrous item, legendary (requires attunement)


Wooglet had a slightly better sense of style than Rabadon, but you still want to be careful wearing this in public.

Your spellcasting ability score increases by 2, as does your maximum for that score.

As a reaction to being hit by an attack, you may have the witchcap put you into a petrified state. You are petrified until the end of your next turn. While petrified in this way, you are immune to all damage, including the damage from the triggering attack. This feature of the witchcap can be used up to three times per day.

PART 3 | ARMOR, SHIELDS, & WEARABLES

Zeke's Harbinger

Wondrous item, very rare (requires attunement)


These two fragments of an unknown object must each be attuned to by a seperate creature. Attuning to the objects causes them to snap to your forearms like magnets, revealing them to be shattered bracers made from an unknown material.

While the attuned creatures are within 10 feet of each other, their critical hit range extends by 1 and their melee weapon attacks deal an extra 1d6 lightning damage.

Part 4: Trinkets


Aether Wisp

Wondrous item, uncommon (requires attunement)


This small, ghostly wisp orbits your head similarly to an Ioun Stone. While attuned to it, your base movement speed increases by 10 feet.

Ancient Coin

Wondrous item, rare


This ancient coin is imbued with magic that has increased its value over the ages. When found, it is worth 1d100 + 50 gold pieces. Whenever a creature of at least challenge rating 1/4 dies within 30 feet of the coin, its value increases by an additional 1 gold piece.

Arcane Sweeper

Wondrous item, rare


This magical glass eye may be activated to allow you to see invisible creatures within 30 feet of you for 1 minute. Once the eye has been used, it can not be used again in this way until the next dawn.

Ardent Censer

Wondrous item, very rare (requires attunement)


Whenever you cast a spell that restores hit points to a single creature, that spell restores additional hit points equal to your spellcasting ability modifier. Additionally, that creature may make a single melee weapon attack as a reaction.

Your base movement speed increases by 5 feet.

Athene's Unholy Grail

Wondrous item, very rare (requires attunement)


This golden grail is filled with a viscous, crimson liquid that remains within the grail even when turned upside down. It is warm to the touch.

The grail can hold up to 100 charges. Whenever you deal damage to a creature using a melee weapon attack, the grail gains a charge for each point of damage dealt. Whenever you cast a spell that restores hit points to a single creature, you may expend a number of charges, restoring additional hit points equal to half the amount of charges expended (rounded down).

Bami's Cinder

Wondrous item, uncommon (requires attunement)


This cinder burns with intense flame, but does not burn you as you hold it. Creatures that start their turn within 5 feet of you take 1d4 fire damage.


Wondrous item, very rare


This banner can be planted in the ground as an action on your turn. Doing so creates an aura around it that extends in a 15 foot radius. Allies within the banner's range gain advantage on their attack rolls and saving throws. The banner's effect lasts for 3 rounds, or until uprooted or destroyed. Once the banner has been planted, it cannot be used again in this way until the next dawn.

The banner has an AC of 15, 30 hit points, resistance to bludgeoning damage and thunder damage, and vulnerability to slashing and fire damage. If the banner is destroyed, its effect immediately ends. The pole remains, and the banner itself slowly regenerates itself over the next 1d4+3 days. It cannot be used again until it is fully regenerated.

Banshee's Veil

Wondrous item, very rare (requires attunement)


Whenever you are targeted by a spell attack or other magical effect, the Banshee's Veil absorbs the entirety of the spell. This effect can not occur again until the next time you roll initiative.

Catalyst of Aeons

Wondrous item, rare (requires attunement)


Casting a spell using a spell slot of 1st-level or higher causes you to regain hit points equal to the level of the spell slot expended.

Chalice of Harmony

Wondrous item, very rare (requires attunement)


Whenever you roll initiative and your combined level of spell slots remaining is less than your proficiency bonus, you regain spell slots. These spell slots can have a combined level that is equal to the difference between your proficiency bonus and the combined level of spell slots remaining.

As an example, if you have a proficiency bonus of +5, and you have one 2nd-level and one 1st-level spell slot when you roll initiative, you can regain up to 2 levels worth of spell slots. This can be in the form of two 1st-level slots, or 1 2nd-level slot.

Eye of the Equinox

Wondrous item, rare (requires attunement)


This is a small steel trinket with a glass eye embedded in the center. You can throw the trinket a number of feet equal to 3 times your Strength score. While it is within 120 feet of you, as an action, you can see through the Eye of the Equinox. During this time, you are deaf and blind to your own senses. At any time you can use an action to swap between your senses and the eye's. If an effect would cause the eye to become blinded, you are also blinded for the duration.

Additionally, while the trinket is on your person, any hit with a melee weapon against a creature with less than 20 hit points is automatically a critical hit.

PART 4 | TRINKETS

Eye of the Oasis

Wondrous item, rare (requires attunement)


This is a small sandstone trinket with a glass eye embedded in the center. You can throw the trinket a number of feet equal to 3 times your Strength score. While it is within 120 feet of you, as an action, you can see through the Eye of the Oasis. During this time, you are deaf and blind to your own senses. At any time you can use an action to swap between your senses and the eye's. If an effect would cause the eye to become blinded, you are also blinded for the duration.

Additionally, while the trinket is on your person, whenever a creature of challenge rating 2 or higher dies while within 30 feet of you, you regain health equal to half their challenge rating (rounded down).

Eye of the Watchers

Wondrous item, rare (requires attunement)


This is a small stone trinket with a glass eye embedded in the center. You can throw the trinket a number of feet equal to 3 times your Strength score. While it is within 120 feet of you, as an action, you can see through the Eye of the Watchers. During this time, you are deaf and blind to your own senses. At any time you can use an action to swap between your senses and the eye's. If an effect would cause the eye to become blinded, you are also blinded for the duration.

Additionally, while the trinket is on your person, the first melee weapon attack that you make each turn deals an additional 2 damage of the weapon's type.

Faerie Charm

Wondrous item, uncommon


You may use this charm to regain one 1st-level spell slot during a short rest. Once the charm has been used, it may not be used again in this way until the next dawn.

Forbidden Idol

Wondrous item, uncommon (requires attunement)


Whenever you cast a spell that restores hit points to a single creature, it restores an additional amount of hit points equal to half your proficiency bonus (rounded down).

Frozen Heart

Wondrous item, very rare (requires attunement)


While attuned to this lump of pulsating blue ice, you gain resistance to fire damage. Additionally, creatures that start their turn within 5 feet of you cannot take bonus actions during their turn, and cannot take reactions until the start of their next turn.


Guardian's Horn

Wondrous item, rare


You can use an action on your turn to blow this horn, which grants all allies within 15 feet resistance to non-magical bludgeoning, piercing, and slashing damage until the start of your next turn.

Each use of the horn's magic has a 20 percent chance of causing the horn to implode. The implosion sucks in the remainder of the horns magic, giving allies within 15 feet vulnerability to bludgeoning, piercing, and slashing damage until the start of your next turn. The horn then turns to dust.

Guardian's Orb

Wondrous item, uncommon (requires attunement)


While attuned to this orb, your Constitution score increases by 1, to a maximum of 20.

Heart of Gold

Wondrous item, legendary


This item seems like a regular, empty turtle shell upon first inspection, but occassionally gold coins fall out of it. Many have tried to find the Heart of Gold, with dreams of becoming rich, but it hasn't been seen since the end of the year 2012 in the last age. Some question its existence at this point, but others remember.

The Heart of Gold generates 5 gold pieces every 10 seconds.

(Note to serious DMs: This item is very definitely broken. There is a reason the item was removed from League of Legends. Do not give this to your players unless you care very little about your game economy.)

Hunter's Talisman

Wondrous item, uncommon


Dealing a killing blow to a beast grants you temporary hit points equal to the beast's challenge rating (minimum 1).

Kindlegem

Wondrous item, rare


While this fiery gem is on your person, your maximum hit points increase by an amount equal to your proficiency bonus.

Locket of the Iron Solari

Wondrous item, legendary (requires attunement)


This locket contains within it a small painting of a red-headed human woman dressed in beautiful golden armor. The locket and the painting are untarnished and unfaded, despite their age.

You gain a +1 bonus to AC while attuned to the locket, and you have advantage on saving throws against spell effects.

As a bonus action on your turn, you may grant yourself and up to six other creatures within 30 feet of you a number of temporary hit points equal to 6d10 + your Constitution modifier. These temporary hit points fade at the start of your next turn. Once the locket has been used, it may not be used again in this way until you complete a short or long rest.

PART 4 | TRINKETS

Mikael's Crucible

Wondrous item, very rare


As an action on your turn, you can activate the crucible's magic to free a creature from ill effects. Choose a creature within 30 feet. All condition effects on the creature are removed, and they are healed an amount equal to 2d4 + your Constitution modifier (minimum 1). The creature gains 10 feet of additional movement speed until the end of their next turn.

Once the feature of the crucible has been used, it may not be used again in this way until the next dawn.

Nomad's Medallion

Wondrous item, very rare


This ancient medallion is imbued with magic that has increased its value over the ages. When found, it is worth 3d100 + 100 gold pieces. Whenever a creature of at least challenge rating 1 dies within 30 feet of the coin, its value increases by an additional 10 gold pieces.

Redemption

Wondrous item, very rare


Redemption is a silver talisman resembling an winged humanoid, holding an opalescent kiteshield as they fly upwards.

Whenever you are reduced to 0 hit points and have the Redemption talisman on your person, you may activate Redemption. Doing so calls down a column of holy light, 120 foot high and 30 foot radius, centered on you. Each enemy in the column of light must succeed a DC 17 Dexterity saving throw or take 4d10 radiant damage, which ignores resistances. On a successful save, they take half damage. Each ally other than you within the column of light heals for 4d10 hit points. Once this feature of Redemption has been used, it may not be used again in this way until the next dawn.

Rejuvenation Bead

Wondrous item, uncommon


Whenever you spend Hit Die to regain hit points during a short rest and have the bead on your person, you may regain one Hit Die at the end of the rest.

Ruby Crystal

Wondrous item, rare (requires attunement)


Carrying this ruby crystal with you increases your maximum hit points by an amount equal to your Consistution modifier as long as it remains with you.

Sapphire Crystal

Wondrous item, rare (requires attunement)


Carrying this sapphire crystal with you increases your maximum number of available spell slots of a given level by 1. This effects spell slots of a level up to half your proficiency bonus (rounded down).


Soul Anchor

Wondrous item, very rare


This item can be bathed in the blood of a fallen creature and used as the material component for a resurrection spell cast on that creature. Doing so binds the anchor to that creature, and it can never be used on anyone else. If there is no blood to use on the anchor due to the age of the corpse or other circumstances, it can not be bound to that creature.

Talisman of Ascension

Wondrous item, legendary


This ancient talisman is imbued with magic that has increased its value over the ages. When found, it is worth between 10,000 and 15,000 gold pieces. Whenever a creature of at least challenge rating 1 dies within 30 feet of the coin, its value increases by an additional 100 gold pieces.

As a bonus action, you can activate the talisman's magic to double the base movement speed of you and each ally within 30 feet of you until the beginning of your next turn. Once this feature of the talisman has been used, it cannot be used again in this way until the next dawn.

Zhonya's Hourglass

Wondrous item, artifact (requires attunement)


This hourglass is the magnum opus of the great time mage, Zhonya. It is imbued with the power see into the future, and even to stop time completely. Those that attempt to harness its power often meet an early demise.

The Test of Time. Each time you become attuned to the artifact, you age 3d10 years. You must succeed on a DC 10 Constitution saving throw or die instantly from the shock. If you die, you are instantly transformed into a Wight under the DM's control that is sworn to protect the artifact.

Foresight. While attuned to the hourglass, you gain a brief insight into the future. You have a +2 bonus to AC.

Chronal Reversion. The hourglass slowly reverts the damage from attacks that you take. While attuned to it, you regain 1d6 hit points at the start of your turn if you have at least 1 hit point.

Chronal Acceleration. While attuned to the artifact, your metabolism increases due to the time manipulation of the hourglass. You must eat and drink six times the normal amount each day.

Frozen in Time. As a reaction to being hit by an attack, you may have the hourglass put you into a petrified state. You are petrified until the end of your next turn. While petrified in this way, you are immune to all damage, including the damage from the triggering attack. This feature of the hourglass can be used up to five times per day.

Time Mage's Magic. As an action on your turn, you can cast foresight or time stop from the hourglass. Once this feature of the hourglass has been used, it may not be used again in this way until the next dawn.

PART 4 | TRINKETS

Part 5: Consumables


Corrupting Potion

Wondrous item, very rare


This glass jar, 3 inches in diameter, contains 1d4 + 1 doses of a flourescent pink liquid that burns the inside of your nose when you smell it.

As an action, one dose of the liquid can be swallowed. The creature that ingests it heals 1d4 + 2 hit points, and an additional 1d4 + 2 hit points at the start of each of their next three turns. During these turns, the creature's melee weapon attacks deal an extra 1d4 necrotic damage.

Elixir of Iron

Wondrous item, rare


When you drink this elixir, you gain the "enlarge" effect of the enlarge/reduce spell for 1d4 hours (no concentration required).

Your footsteps temporarily pave the area in which you walk. Allies moving in your direction have their movement speed increased by 10 feet while you are under this effect.

Elixir of Sorcery

Wondrous item, rare


When you drink this elixir, you gain 3 sorcery points which you can use to cast any of the metamagic options from the Sorcerer class. These sorcery points fade after 1d4 hours if they have not yet been expended.

Elixir of Wrath

Wondrous item, rare


When you drink this elixir, your weapon attacks deal an additional 2 damage of the weapon's type, and you heal 2 hit points each time you hit with an attack while under this effect. This effect lasts 1d4 hours.

Health Potion

Wondrous item, uncommon


You regain 2d4 + 2 hit points when you drink this potion, and again at the beginning of each of your next three turns.

Hunter's Potion

Wondrous item, uncommon


This leather flask can hold up to 5 doses of an herbal mixture meant to heal wounds.

As an action, one dose of the mixture can be swallowed or applied to the skin. The creature that receives it regains 1d4 + 4 hit points.

Once per day you may make a DC 14 Wisdom (Survival) check to forage the herbs required for this mixture. If you have proficiency in alchemist's supplies, you then fill the flask to capacity.


Refillable Potion

Wondrous item, very rare


This magical glass vial is enchanted with powerful conjuration and evocation magic. It can hold up to two doses of healing potion, and regains one dose every dawn.

You regain 2d4 + 2 hit points per dose consumed when you drink this potion.

Total Biscuit of Rejuvenation

Wondrous item, very rare


This biscuit takes an action to consume. Doing so recovers 4d4 + 4 hit points and a number of expended spell slots. The spell slots can have a combined level equal to 3.

For example, you can recover one 3rd-level spell slot, a 2nd-level spell slot and a 1st-level spell slot, or three 1st-level spell slots.

Zz'Rot Portal

Wonderous item, very rare


Deploying this item opens up a portal to a section of the Abyss. At the beginning of each of your turns, an abyssal minion is summoned. Abyssal minions act on your turn, and follow your basic verbal commands. Up to five abyssal minions can be active at once.

The portal falls inert once it has produced 10 abyssal minions or it is destroyed. It has an AC of 10 and 50 hit points.

Abyssal minions have an AC equal to the creature that deployed the portal, and 1 health. They have a bite attack which has a +7 bonus to hit and deals 1 piercing damage on hit. They also have an explosion attack which automatically occurs when they are reduced to 0 hit points, and can be triggered voluntarily on your turn. The explosion attack deals 1d4 necrotic damage to each creature within 5 feet of the abyssal minion when it explodes.

PART 5 | CONSUMABLES