```metadata title: 5e Magic Item Compendium of 101 Wonders description: Magic items for lower level adventuring 1-10. tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` ```css /*=======--- Example CSS styling ---=======*/ /* Any CSS here will apply to your document! */ .myExampleClass { color: black; } ```
# 5e Compendium of 101 Wonders
##### A collection of 101 magical items for 5th edition Dungeons and Dragons.
\page ### Axe of the Lumberjack *Weapon (battleaxe), Uncommon* A lumberjack axe. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - You may forcee a Large or smaller creature hit by a melee weapon attack with this weapon to make a Strength DC14 saving throw or be knocked prone. - You have advantage on Carpenter's Tools checks. ### Back Banner of the Defiant Sun *Wondrous item (back banner), Uncommon* A back banner consisting of a stiff pole with a banner of a golden sun on a red background. A bronze sun disc is attached to the top of the pole. It was created to be used by champions who led the charge into battle. When worn it gives you the following benefits: - As an action you can have the bronze disc shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can have the light turn off as an action. - You are immune to the Frightened condition. - At the start of each turn you gain temporary hit points equal to 2 + half your level rounded down. ### Back Banner of the Eagle Wing *Wondrous item (back banner), Uncommon* A back banner consisting of a stiff pole rising two feet over the wearer’s head with eagle feathers arranged like a wing. It was created for commanders to make them more mobile on the battlefield. When worn it gives you the following benefits: - Your ground speed is increased by 10 feet. - Your mount's (if any) ground speed is increased by 10 feet. - As an action you can cast the spell *fly* on yourself or your mount without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Backpack of the Spider *Wondrous Item (backpack), Uncommon* A silk backpack with four tie straps hanging from it. When worn, the tie straps grow to five feet in length and can be used as legs to walk on walls. You gain the following benefits while wearing it: - You have a climb speed equal to your walking speed. - You have blindsight 10 feet. - You can have 50 feet of silk rope appear in the backpack. The rope disintegrates after 24 hours. After using this feature you cannot use it again until the next dusk. ``` ``` ### Bandana of Banditry *Wondrous item (bandana), Uncommon* A black or red bandana which can be worn around the neck or pulled up over the face. They are made for rogues to act in the darkness. When pulled up over the face, it allows the wearer to act tough even if they are not. When worn it gives you the following benefits: - You have darkvision out to a range of 60 feet. - You have advantage on Charisma(Deception) checks. - When pulled up over your face, you may make a Charisma(Deception) check in place of a Charisma(Intimidation) check to intimidate. ### Bauble of Diligence *Wondrous Item (gemstone), Common* This is a fist sized non-precious gemstone worn smooth by rubbing. When held in one hand and rubbed with your thumb you gain the following benefit: - You have advantage on Intelligence based skill checks. ### Belt of Belaying *Wondrous Item (belt), Common* A rope belt that ties around the waist. While you are holding the belt, as an action you can transform the belt into 100 feet of hempen rope. While you are holding the belt, as an action you can transform the rope back into a belt. ### Belt of the Rat *Wondrous Item (belt), Uncommon* A grey or brown leather belt. The belt ties around your waist with the ends hanging down like a rat tail. They were made for a group of thieves who used the sewers to sneak around the city. When worn it gives you the following benefits: - You have a climbing speed equal to your walking speed. - You have a swimming speed equal to your walking speed. - You have darkvision out to a range of 60 feet. - As an action you can reduce your size to half of normal in all dimensions, and your weight to one-eighth of normal. This reduction decreases your size by one category. As an action you can return to your normal size. - As an action you can cast the spell *flock of familiars* to summon fey spirits in the form of rats without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Belt of the Thrashing Tail *Wondrous Item (belt), Uncommon* A lizard skin belt with a long lizard’s tail hanging from the back. You gain the following benefits while wearing it: - As a bonus action you can make a melee weapon attack with the tail.  The tail does d4 damage bludgeoning damage and it must succeed on a Strength saving throw DC 12 or is knocked prone. \page ### Book of Boasts *Wondrous Item (book), Uncommon* A tome bound in worn leather.  It contains short stories of great feats. You gain the following benefits while carrying it: - You have advantage on Intelligence(History) checks. - You have advantage on Charisma(Intimidation) checks. - This item has 4 charges. It regains 1d3 charges at dawn. It uses Charisma as the spellcasting ability. - If you are proficient with History, as an action you can expend a charge to cast the spell *heroism*. - If you are proficient with Intimidation, as an action you can expend a charge to cast the spell *cause fear*. ### Boots of Enduring *Wondrous Item (boots), Rare, (requires attunement)* These boots are made of polished iron with a thick leather sole. There is not a scratch or mark to be found on them. No matter how battered or dirty they get, unless they are destroyed, at dawn they are magically restored to pristine condition. You gain the following benefits while wearing them: - You are immune to the effects of Exhaustion until Death. - You have advantage on Constitution saving throws. ### Boots of the Woods Walker *Wondrous Item (boots), Uncommon* These are moccasins made out of soft leather, notable for having a soft leather sole. Leather cords are stitched into the leather forming Elven runes. You gain the following benefits while wearing them: - Your walking speed increases by 10 feet. - You are not slowed by natural difficult terrain in forest terrain. - You can use an action to cast Pass Without Trace without using a spell slot or requiring material components. Once used, this property cannot be used again until the next dawn. ### Bracelet of the Mystic Hand *Wondrous Item (bracelet), Uncommon, (requires attunement)* This is a a silver bracelet in the shape of a hand clutching the wearer's wrist. You gain the following benefits while wearing it: - You know the cantrip *prestidigtation*. - You know the cantrip *mage hand*. - You can ignore the somatic component when you cast spells. ``` ``` ### Broadsheet of the Reporter *Wondrous Item (newspaper), Uncommon* A large sheet of pulp paper such as would be used in a newspaper.  It is covered in erased writing where it has been written on and erased countless times.  It provides the following benefits when held in two hands. - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Deception, as an action you can expend a charge to cast the spell *disguise self*. - If you are proficient with Investigation, as an action you can expend a charge to cast the spell *detect thoughts* with Intelligence as the spellcasting attribute. ### Buckle of the Crab *Wondrous Item (belt), Rare, (requires attunement)* A leather belt with a buckle made from a crab shell. They were made for an expedition that was searching for shipwrecks in the south seas. You gain the following benefits while wearing it: - You have a swimming speed equal to your walking speed. - This item has 4 charges. It regains 1d3 charges at dawn. - As an action you can expend a charge to cast the spell *flock of familiars* to summon fey spirits in the form of crabs. - As an action you can expend a charge to cast the spell *water breathing* on yourself. - As an action you can expend a charge to cast the spell *stoneskin* on yourself. ### Cameo of Cunning *Wondrous Item (necklace), Uncommon* This is a stone cameo with the image of a person. It is often on a cloak clasp or a ring. The cameo contains the spirit of the person. It cannot see, but can hear and speak. It understands only its native language, not common. You gain the following benefits while wearing it if you speak its language: - You can cast the cantrip *guidance* on yourself as a bonus action. - You can cast the spell *augury* as a ritual without requiring material components. Once used, this property cannot be used again until you complete a long rest. ### Cane of Tapping *Weapon (club), Uncommon* An elegant walking stick.  It makes a distinct sound when tapped on things. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - As a bonus action you can tap the cane on a hard surface and gain blindsight 10 feet until the start of your next turn. - As a bonus action you can tap the cane on an object to make a Wisdom(Perception) or Intelligence(Investigation) checck on the object with advantage. \page ### Cape of Distraction *Wondrous Item (cape), Rare* A short, lightweight cape that flutters easily. You gain the following benefits while wearing it: - You have advantage on Dexterity(sleight of hand) rolls. - if you are proficient with sleight of hand, when you Disengage you also the benefits of the Dodge action. ### Cape of the Matador *Wondrous Item (cape), Uncommon A short, red cape. It can be worn on the back, but is used by draping it over the arm like a shield. You gain the following benefits while wearing it over your arm: - if you are proficient with Shields, it gives you a +2 to armor class as a shield. - When a hostile creature misses you with a melee attack, you can use your reaction to force that creature to repeat the same attack against another creature (other than itself) of your choice within range. ### Cape of the Snoop *Wondrous Item (cape), Uncommon* A light cape of a dull color. These items were created for agents who need to be able to disguise themselves and observe a subject or case a location. When worn it gives you the following benefits: - You have advantage on Wisdom(Perception) checks. - As an action you can cast *comprehend languages* without using a spell slot. - As an action you can cast *disguise self* without using a spell slot with Wisdom as the spellcasting attribute. ### Choker of the Owl *Wondrous Item (necklace), Uncommon* A choker necklace with a cameo of an owl. These were created for a band of rangers who patrolled the dark forests of the northeast. You gain the following benefits while wearing it: - You have darkvision out to a range of 120 feet. - As an action you can cast the spell *flock of familiars* to summon fey spirits in the form of owls without using a spell slot. Once used, this property cannot be used again until the next dusk. - As an action you can cast the spell *fly* on yourself without using a spell slot. Once used, this property cannot be used again until the next dusk. ``` ``` ### Cloak of Distraction *Wondrous Item (cloak), Uncommon* A long but lightweight cloak. The cloak has small pockets concealed in its lining. You gain the following benefits while wearing it: - You have advantage on Dexterity(Sleight of Hand) checks. - You have advantage on Charisma(Deception) checks. - You can interact with items for free each turn a number of times equal to your proficiency bonus with Sleight of Hand (minimum of 1). - As a reaction when you are hit by an attack, you can add your proficiency bonus with Deception to your armor class against the attack. ### Cloak of Leaves *Wondrous Item (cloak), Uncommon* A cloak made of patches of wool dyed in shades of greens and browns to look like leaves. These were created for a band of druids who patrolled the dark forests of the northeast. You gain the following benefits while wearing it: - You are not slowed by natural difficult terrain in forest terrain. - You have advantage on Dexterity(Stealth) checks made in forest terrain. - You can attempt to hide even when you are only lightly obscured by foliage in forested terrain. ### Cloak of the Mist Walker *Wondrous Item (tabard), Uncommon* A hooded knee length tabard.  Some have sleeves. You gain the following benefits while wearing it: - You have advantage on Dexterity(Acrobatics) checks. - This item has 4 charges. It regains 1d3 charges at dusk. - If you are proficient with Acrobatics, as a reaction you can expend a charge to cast the spell *feather fall*. - If you are proficient with Arcana, as an action you can expend a charge to cast the spell *misty step*. ### Cloak of the Spy *Wondrous Item (cape), Rare, (requires attunement)* A heavy wool cloak dyed with a plaid pattern of dark colors or black. This item was created for agents who need to be able to disguise themselves and interact with members of various intelligent races. When worn it gives you the following benefits: - You have advantage on Charisma(Deception) checks. - As an action you can cast *tongues* on yourself without using a spell slot. - As an action you can cast *alter self* to change your appearance without using a spell slot. \page ### Clogs of Floating *Wondrous Item (shoes), Uncommon* Wooden shoes.  They were made to give their wearers the ability to float on top of water but also turn the wearer's skin to a woodlike texture. You gain the following effects while wearing them: - You can stand on and move across any liquid surface as if it were solid ground - Your skin has a rough, wood-like appearance, and your armor class cannot be less than 16, regardless of what kind of armor you are wearing. - You have disadvantage on Dexterity(Stealth) checks. ### Dagger of the Firefly *Weapon (dagger), Rare, (requires attunement)* A dagger with a red carnelian gem in its hilt. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - As an action you can cast the *light* cantrip on the carnelian gem. - This item has 2 charges. The item regains 1 charge at dawn and 1 charge at dusk. - As a reaction you can expend a charge to cast the *feather fall* spell. - As an action you can expend a charge to cast the *faerie fire* spell with Wisdom as the spellcasting attribute. ### Eagle Staff *Weapon (quarterstaff), Uncommon* A wooden staff topped with a carving of an eagle's head. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - You have advantage on sight based Wisdom(Perception) checks. - You can see through the eagle's eyes. By holding out the staff you can see from up to 5 feet from away and at angles. This works even if you are blind. ### Earring of Eavesdropping *Wondrous item (earring), Uncommon* A single gold earring with a pearl on each side of the earlobe. They are created to listen in on conversations from outside the door or wall. When worn it gives you the following benefits: - Advantage on Wisdom(Perception) checks based on hearing. - This item has 5 charges. It regains 1d4+1 charges at dawn. - As an action you can expend a charge to choose a space within a 100 foot range that you can see or is an obvious location (such as behind a wall). You hear as if you were in that space for 10 minutes or until you move more than 10 feet from the space, or you end it as a free action. ``` ``` ### Fan of Owl Feathers *Wondrous Item (fan), Uncommon* A bundle of owl feathers in the shape of a fan.  It has two eye shapes on the feathers. You gain the following benefits while holding it: - You have advantage on Dexterity(Stealth) checks. - You have advantage on Wisdom(Perception) checks. - You have low light vision 60 feet.   ### Fan of the Peacock Tail *Wondrous Item (fan), Uncommon* A bundle of peacock feathers in the shape of a fan. They are made for courtiers. You gain the following benefits while holding it: - You have advantage on Charisma(Deception) checks. - You have advantage on Charisma(Persuasion) checks. - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Deception, as an action you can expend a charge to cast the spell *disguise self* with Charisma as the spellcasting attribute. - If you are proficient with Persuasion, as an action you can expend a charge to cast the spell *charm person* with Charisma as the spellcasting attribute. ### Fan of Raven Feathers *Wondrous Item (fan), Uncommon* A bundle of raven feathers in the shape of a fan.  You gain the following benefits while holding it: - You know the cantrip *message* - This item has 4 charges. It regains 1d3 charges at dawn. - As an action you can expend a charge to cast the spell *bane* with Wisdom as the spellcasting attribute. - If you are proficient with Animal Handling, as an action you can expend a charge to cast the spell *speak with animals*. ### Footpads of Falling *Wondrous item (boots), Uncommon* These are soft leather boots with padded soles. The padding softens footfalls, reducing their noise. They were made for a guild of thieves that specialized in robbing tall towers. When worn they give you the following benefits: - You have advantage on Dexterity(Stealth) checks. - You can use your reaction when you fall to reduce any falling damage you take by 10 hit points. - As a reaction you can cast the spell *feather fall* without using a spell slot. Once used, this property cannot be used again until the next dawn. \page ### Forlorn Hope *Weapon (melee), Rare, (requires attunement)* Forlorn Hope weapons were gifted to officers who volunteered to lead assaults on castles and fortresses. It gives them the courage to fight without fear, protection from the weapons, traps and other hazards they will encounter, and the ability to strike fear into the heart of defenders. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As an action you can expend a charge to cast the spell *heroism*. - As a bonus action you can expend a charge to cast the spell *wrathful smite*. - Charisma is the spell attribute for spells cast by this weapon. ### Gauntlet of the Keymaster *Wondrous Item (gauntlet), Uncommon* This is a single metal gauntlet. Each finger is made of a different metal with filigree in the shape of a key. You gain the following benefits while wearing it: - You know the cantrip *mage hand*. - The gauntlet has 5 charges. The gauntlet regains 1d4 expended charges daily at dawn. - As an action you can expend a charge to cast the *knock* spell. ### Gladerunner *Weapon (melee), Uncommon* These weapons were created by wood elves for use by their runners who carry messages through the forests. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - This item has 3 charges. The item regains 1d3 charges at dusk. - As an action you can expend a charge to cast the spell *longstrider*. - As an action you can expend a charge to cast the spell *pass without trace*. ### Glass of Inspection *Wondrous item (magnifying glass), Uncommon* A crystal magnifying lens with a gold handle. It is normally created for investigators to solve crimes but is also used by thieves to find traps. When held it gives you the following benefits: - You have advantage on Intelligence(Investigation) checks. - This item has 5 charges. It regains 1d4+1 charges at dawn. - As an action, you can expend a charge to sense the presence of any secret door or trap within 30 feet of you. If the secret door or trapped object is within range and in line of sight, you see a faint aura around it. Otherwise this merely reveals that a secret door or trap is present. ### Glove of the Mage's Hand *Wondrous Item (glove), Uncommon* A white, right handed glove. You gain the following benefits while wearing it: - If you are proficient with Arcana, you know the cantrip *mage hand*. - If you are proficient with Stealth, you can make the spectral mage hand invisible. - If you are proficient with Thieve's Tools, you can use thieves' tools to pick locks and disarm traps at range. - If you are proficient with sleight of hand, you can use a bonus action to control the mage hand. ### Grapple of Grabbing *Wondrous item (grappling hook), Uncommon* A silver grappling hook attached to 60 feet of silk rope. The hook and rope together weigh 5 pounds. The grappling hook can controlled to fly about and to open and close. When the rope is held it gives you the following benefits: - You can use a bonus action to move the grapple up to 30 feet. The grapple cannot move while carrying more than 5 pounds (in addition to the weight of the grapple and rope). - You can use your action to have the grapple manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The grapple cannot attack or activate magic items. - You can use your action to have the grapple clamp on to an object that is not being carried by a creature or to have the grapple release. While clamped on, the grapple and rope can support up to 3,000 pounds. ### Hairpin of the Rogue *Wondrous Item (hairpin), Uncommon* A stiff pin used to hold hair in place for various hairstyles. It contains the spirit of a rogue who whispers advice in the vernacular. The pin is sturdy enough to be used as thieve's tools. You gain the following benefits while wearing it: - If you understand Thieve's Cant, as a bonus action you can cast the cantrip *guidance* on yourself. ### Hat of the Inquisitor *Wondrous item, Uncommon, (requires attunement)* A tall, slightly conical crowned hat with a narrow brim. These are made for those who seek out the truth. When worn it gives you the following benefits: - You have advantage on Wisdom(Insight) checks. - This item has 3 charges. The item regains 1d3 charges at dawn. - As an action you can expend a charge to cast the spell *detect thoughts* using Wisdom as the spell attribute. \page ### Hat of the Parrot Wing *Wondrous Item (hat), Uncommon A fancy hat with parrot feathers in the brim like a parrot wing. You gain the following benefits while wearing it: - You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound. ### Heart of Darkness *Wondrous Item (necklace), Uncommon* A necklace with an amulet of black tendrils of jet stone forming the shape of a human heart. They are made by evil cults of the great old ones. You gain the following effects while wearing it: - Your type is abberation. - You are immune to Fear. - You know the cantrip *prestidigitation*. - This item has 4 charges. It regains 1d3 charges at dusk. It uses Charisma as the spellcasting ability. - If you are proficient with Arcana, as an action you can expend a charge to cast the spell *arms of hadar*. - If you are proficient with Intimidation, as an action you can expend a charge to cast the spell *cause fear*. ### Heart of the Forest *Wondrous Item (necklace), Rare* A necklace with an amulet of wood carved into the shape of a bleeding heart flower. They are made by few of the feywild as gifts for mortal allies. You gain the following effects while wearing it: - Your type is fey. - You are immune to the Charmed condition. - You know the cantrip *druidcraft*. - This item has 3 charges. It regains 1d3 charges at dusk. - If you are proficient with Nature, as an action you can expend a charge to cast the spell *speak with animals*. - If you are proficient with Stealth, as an action you can expend a charge to cast the spell *pass without trace*. ### Helm of the Battering Ram *Wondrous Item (helm), Uncommon* A helm with ram’s horns upon it. They are made for champions of barbarian tribes. You gain the following benefits while wearing it: - Your speed increases by 10 feet. - You have advantage on saving throws against Fear. - As a bonus action you can make a melee weapon attack using the antlers on the helm. The helm does d4 bludgeoning damage and it must succeed on a Strength saving throw DC 14 or is pushed back five feet. ``` ``` ### Helm of the Charging Boar *Wondrous Item (helm), Uncommon* A helm with a boar’s head upon it. They are made for scouts of barbarian tribes. You gain the following benefits while wearing it: - Your speed increases by 10 feet. - When you Dash as an action, you have resistance to bludgeoning, piercing, and slashing damage until the start of your next turn. - When you Dash, as a bonus action you can make a melee weapon attack using the tusks on the helm. The helm does d4 damage slashing damage and pushes the target back five feet. ### Helm of the Dragonslayer *Wondrous Item (helm), rare* A helm made of dragon scales and ringed with dragon teeth like a crown. They are made for those who slay a dragon from the scales of the slain dragon. Determine the color of the dragon scales. When worn it gives you the following benefits: - You have resistance to the damage type of the dragon whose scales were used for the helm. - You have immunity to Fear. - You can speak and understand draconic. ### Helm of the Proud Stag *Wondrous Item (helm), Uncommon* A helm with large stag horns upon it. These are made for leaders of barbarian tribes. You gain the following benefits while wearing it: - You have advantage on Charisma(Intimidation) checks. - Your speed increases by 10 feet. - As a bonus action you can make a melee weapon attack using the antlers on the helm. The helm does 2d4 piercing damage. ### Hood of the Lion *Wondrous Item (hood), Uncommon* A hood made from the head of a lion with a flowing mane. These are made for champions of the southern who hunt lions. When worn it gives you the following benefits: - You have advantage on Charisma(Intimidation) checks. - You have advantage on Charisma(Persuasion) checks. - You can jump three times your normal distance. - When you move on your tum in combat, you can double your speed until the end of the tum. Once you use this trait, you can't use it again until you move 0 feet on one of your turns. \page ### Hood of the Wolf *Wondrous Item (hood), Uncommon* A hood made from the head of a wolf, its snout hanging over the wearer’s face. These are made by the barbarian tribes of the north for their hunters. When worn it gives you the following benefits: - You have advantage on Wisdom(Perception) checks - You have advantage on Wisdom(Survival) checks - You can travel at normal speed while tracking - You can travel at normal speed while being stealthy ### Hourglass of Passing Time *Wondrous Item (hourglass), Rare, (requires attunement)* This is a necklace with a miniature hourglass. As a free action you can flip the hourglass over to take one additional action. Once used, this property cannot be used again until you complete a short rest. ### Lantern of Learning *(Wondrous Item (lantern), Uncommon)* This is a small tin lantern with a large ring for holding it in hand. The lantern has pinprick holes that form elven writing. You gain the following benefits while holding it: - You can use a free action to cause the lantern to shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can extinguish the light as a free action. - You have advantage on Intelligence(Investigation) and Wisdom(Perception) rolls made for things within the area lit by the lantern. - You can use an action to cast the spell *zone of truth* with Intelligence as the spellcasting attribute. without using a spell slot or requiring material components. Once used, this property cannot be used again until you complete a long rest. ### Mace of the Bashed Skull *Weapon (mace), rare, (requires attunement)* This mace is made of black iron with flakes of rust the color of dried blood. The head of the mace is a skull. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - As a bonus action you can expend a Hit Die to cast the spell *staggering smite* using Wisdom as the spellcasting ability without expending a spell slot. ### Mirror of the Mind's Eye *Wondrous item, uncommon, (requires attunement)* A small silver mirror. These were made by a wizard to be able to see what his scouts had seen. When the mirror is held to your forehead, what you willingly remember is displayed on the mirror. This shows what you saw and doesnot include sound or other senses. ``` ``` ### Mirror of Windows *Wondrous item (mirror), Rare* A silver hand mirror, with a mirrored surface on both sides. They are created to spy through walls. When held it gives you the following benefits: - This item has 5 charges. It regains 1d4+1 charges at dawn. - As an action you can expend a charge to choose a space within a 100 foot range that you can see or is an obvious location (such as behind a wall). You see as if you were in that space for 10 minutes or until you move more than 10 feet from the space, or you end it as a free action. You are able to rotate the mirror to see in any direction from the destination space. ### Misery's End *Weapon (greataxe or greatsword), Rare, (requires attunement)* A two handed executioner's weapon. It was created to ensure a swift death and to keep the executed from haunting the executioner or their masters. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - It does an extra 1d10 slashing damage if the target is prone. - This item has 5 charges. The item regains 1d4+1 charges at midnight. - As a bonus action you can expend a charge to cast the cantrip *true strike* - As an action you can expend a charge to cast the spell *gentle repose*. ### Moccasins of Mire *Wondrous Item (shoes), Uncommon* Soft soled moccassins made from serpent hide. The moccassins aid travelers in swamps. When worn they give you the following benefits: - You have advantage on Dexterity(Stealth) checks made in swamp terrain. - You are not slowed by natural difficult terrain in swamp terrain. - You can stand on and move across any liquid surface as if it were solid ground. \page ### Monkey Belt *Wondrous Item (belt), Uncommon* A belt made of furry hide. From the back of the belt hangs a monkey tail. These are reportedly made by a circle of druids to carry ritual items. When worn it gives you the following benefits: - You have advantage on Strength(Athletics) checks for climbing. - You have advantage on Dexterity(Acrobatics) checks. - You can grasp things with your tail. It has a reach of 5 feet, and it can lift a number of pounds equal to your Strength score. You can use it to do the following simple tasks: lift, drop, hold, push, or pull an object or a creature. It cannot wield weapons or shields or do anything that requires manual precision, such as using tools or magic items or performing the somatic components of a spell. ### Mortar of Medicine *Wondrous Item (mortar), Uncommon* A stone mortar for grinding herbs, often decorated with a castle motif. You gain the following benefits while carrying it: - You have advantage on Herbalism checks. - You have advantage on Intelligence(Medicine) checks. - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Herbalism kits, as an action you can expend a charge to cast the spell *goodberry*. - If you are proficient with Medicine, as an action you can expend a charge to cast the spell *lesser restoration*. ### Mug of Stout Brew *Wondrous Item (mug), Common* A metal, wooden, or ceramic mug.  Usually decorated with healthy figures dancing. You gain the following benefits while holding it: - Any liquid drunk from the mug tastes like stout ale. - As an action you can drink from mug and gain 1d4+1 temporary hit points. Once used, this property cannot be used again until the next dawn. ### Mug of the Honey Moon *Wondrous Item (mug), Uncommon* A white, ceramic mug with figures of bees or the moon. You gain the following benefits while holding it: - Any liquid drunk from the mug tastes like honey mead. - As an action you can drink from mug and fall unconscious for 10 minutes. You awaken early if you take damage or someone uses an action to shake or slap you awake. If you remain unconscious for the full duration, you gain the benefit of a short rest. Once used, this property cannot be used again until the next dawn. ``` ``` ### Nimble Weapon *Weapon (melee), Rare, (requires attunement)* Finely wrought weapons etched with elven runes. Many were made as gifts by High Elves for other races who lack the natural nimbleness of Elves. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - You have advantage on Initiative checks. - You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Use an Object action. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - You can expend 1 charge to take the Dodge action as a bonus action on your turn. - You can expend 1 charge to make one weapon attack as a bonus action on your turn. ### Oathkeeper *Weapon (maul, warhammer), Rare, (requires attunement)* A maul or warhammer made with the head in the shape of a human fist holding a scroll. These were created for champions of the law who enage in trial by combat or hunt down outlaws. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - You have advantage on Wisdom and Charisma saving throws against magic - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As an action you can expend a charge to cast one of the following spells: *compelled duel*, *heroism*, *zone of truth*. - You can use Wisdom or Charisma as the spell attribute for spells cast by this weapon. ### Opera Glasses of Insight *Wondrous Item (opera glasses), Uncommon* Small, folding opera glasses made of gold and bronze. They provide the following benefits when held in a hand. - You have advantage on Wisdom(Insight) checks. - You have advantage on Wisdom(Perception) checks. - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Perception, as an action you can expend a charge to cast the spell *darkvision*. - If you are proficient with Insight, as an action you can expend a charge to cast the spell *detect thoughts* with Wisdom as the spellcasting attribute. \page ### Orb of Mindful Meditation *Wondrous Item (orb), Uncommon, (requires attunement by a spellcaster)* A crystal orb with runes etched inside that can be seen when light shines through it. These are created by sorcerers to give them flexibility for spells. When held it gives you the following benefits: - You add +1 to your spell save DC. - At the end of a long rest, you can swap one of the spells you know for another spell in your spell list of the same or lower level. Until the end of your next long rest, you know the spell you swapped for and not the spell you swapped it with. ### Palette of Paint *Wondrous Item (palette), Uncommon* A wooden painting palette stained with ancient paint. It can be held in one hand with a thumb through a hole in the palette. When held this way it provides the following benefits if you are proficient with painter's supplies: - If you are proficient with painter's supplies, it gives you a +2 to armor class as a shield. You need not be proficient with shields. - If you are proficient with Arcana, as an action you can cast the spell *color spray* with Intelligence as the spellcasting attribute without using a spell slot or material component. ### Pants of the Peak *Wondrous Item (pants), Uncommon* Sturdy wool pants. The pants aid travelers in mountains. When worn it gives you the following benefits: - You have a climb speed equal to your walking speed - You are not slowed by natural difficult terrain in mountain terrain. - You can jump three times your normal distance. ### Parasol of the Moon *Wondrous Item (necklace), Uncommon* A parasol of lace over silk.  It can be used normally to shield the bearer from the sun or rain. You gain the following benefits while holding it: - You have advantage on Charisma(Deception) checks. - You can use a free action to cause the parasol to shed dim light in a 20-foot radius. You can extinguish the light as a free action.  - This item has 3 charges. It regains 1d3 charges at dusk. - As an action you can expend a charge to cast the spell *darkness*. - As an action you can expend a charge to cast the spell *moonbeam* with Charisma as the spellcasting attribute.  ``` ``` ### Parasol of the Sky Guard *Weapon (sabre), Uncommon* A parasol either black or with the tartan or pattern of a house or military unit. These were created for the officers on Spelljammer ships. It can be wielded when closed as a rapier with +1 bonus to its Attack and Damage Rolls. When held in hand, you can use a reaction to cast the spell *feather fall*. ### Parasol of the Sun *Wondrous Item (necklace), Uncommon* A parasol, usually white but can be yellow, orange, or red or a combination of the colors.  It can be used normally to shield the bearer from the sun or rain. You gain the following benefits while holding it: - You have advantage on Charisma(Persuasion) checks. - You can use a free action to cause the parasol to shed bright light in a 20-foot radius and dim light for an additional 20 feet. You can extinguish the light as a free action.  - This item has 4 charges. It regains 1d3 charges at dawn. - As an action you can expend a charge to cast the spell *sanctuary* with Charisma as the spellcasting attribute. - As an action you can expend a charge to cast the spell *beacon of hope*. ### Parkour Parka *Wondrous Item (tabard), Uncommon* A hooded knee length tabard.  Some have sleeves. You gain the following benefits while wearing it: - You have advantage on Dexterity(Acrobatics) checks. - You have advantage on Strength(Athletics) checks. - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Acrobatics, as an action you can expend a charge to cast the spell *jump*. - If you are proficient with Athletics, as an action you can expend a charge to cast the spell *spider climb*. ### Pestle of Poison *Wondrous Item (pestle), Uncommon* A stone pestle, often with a dragon head handle. You gain the following benefits while carrying it: - You have advantage on Poisoner Kit checks. - You have advantage on Alchemist supplies checks. - When you use poison, the DC of the poison is increased by your proficiency bonus with Poisoner Kits. - When you cast the cantrip *poison spray* you may add your proficiency bonus with Poisoner kits to the spell's damage. \page ### Sap of Sleep *Weapon (sap), Uncommon* A leather cudgel full of sand. The sap is a basic melee weapon with the light and finesse properties. It does no damage but can be used to make a victim unconcious. - This item has 5 charges. It regains 1d4+1 charges at dusk. - When you hit a creature with a weapon attack using the sap you can expend 1 charge to roll 4d8 and additional charges to roll an additional +2d8 per charge. The creature is put to sleep (as per the *sleep* spell) if its current hit points are less than or equal to the total amount rolled. ### Savage Gauntlets *Wondrous Item (gauntlets), Uncommon* Hide gauntlets with the claws of a ferocious beast. They are made for barbarian hunters of the northern forests. You gain the following benefits while wearing them. - You have a climbing speed equal to your walking speed. - Your unarmed attacks do d6 slashing damage. - When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit. ### Scalpel of the Surgeon *Weapon (dagger), Uncommon* A dagger with a razor sharp blade. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - Once per round, you can add your Medicine proficiency bonus to the damage of a melee attack made with this weapon. - You have advantage on Intelligence(Medicine) checks. ### Serpent Hide Belt *Wondrous Item (belt), Uncommon* A belt made of serpent hide. The buckle is the head of a serpent. A sheath made of serpent hide is attached to the belt, the sheath changes size to fit any one handed bladed weapon. These are said to be made by Yuan-Ti for their cultists and assassins. When worn it gives you the following benefits: - Resistance to poison - Advantage on saving throws against poison - As an action you can pour a dose of poison into the buckle. When a weapon is drawn from the sheath attached to the belt, the dose is applied to the weapon automatically. The belt can hold one dose of poison at a time. ``` ``` ### Shield of the Grudge Bearer *Wondrous Item (shield), Rare, (requires attunement)* This tough round shield, made from iron, has seen its fair share of battle and is covered with scratches and dents. The shield's edges are reinforced with layered bronze scales. Each scale has engraved the name of a fallen ally. You gain the following benefits while wielding it: - You have a +1 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. - You have a +1 bonus to saving throws. - You are immune to being frightened - You gain temporary hit points equal to your Wisdom ability modifier at the start of each of your turns. - You can use an action to cast the spell *compelled duel* without using a spell slot. Once used, this property cannot be used again until you complete a short or long rest. ### Shirt of the Cave *Wondrous Item (shirt), Uncommon* A fine, black silk shirt. The shirt aid travelers underground. You gain the following benefits while wearing it: - You are not slowed by natural difficult terrain in Underdark terrain. - You have advantage on Dexterity (stealth) checks to hide in rocky terrain. - As an action you can cast the spell *enlarge/reduce* on yourself for the reduce effect without expending a spell slot. ### Shoes of Quick Stepping *Wondrous Item (shoes), Uncommon* Elegant shoes. You gain the following benefits while wearing them: - Your walking speed increases by 10 feet. - You have advantage on Performance(Charisma) checks involving dancing. - You can Disengage as a bonus action. ### Silence of the Grave *Weapon (dagger or shortsword), Rare, (requires attunement)* A black iron blade. These blades are created by the Zhentarim for assassins to allow them to silently eliminate guards. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - A target hit by the dagger must succeed on a DC 15 Charisma saving throw or be unable to speak or make vocal sounds for 1 minute. On a successful save, the creature is immune to this effect for 24 hours. At the end of each of its turns, the target can make another Charisma saving throw. On a success, the effect ends on the target and the creature is immune to this effect for 24 hours. - This item has 5 charges. The item regains 1d4+1 charges at midnight. - As an action you can expend a charge to cast the *silence* spell with Wisdom as the spellcasting attribute. \page ### Skeletal Spike *Weapon (spear), Rare, (requires attunement)* A spear with a haft made of bones and the head made of a long tooth or fang. They were created by necromancers for their living servants to allow them to serve safely alongside undead in the dark places of the world. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - It deals necrotic damage instead of piercing damage. - You have darkvision out to a range of 60 feet - You have resistance to poison and necrotic damage - When an undead creature attacks you, that creature must make a Wisdom saving throw against a 14 DC. On a failed save, the creature must choose a different target, or the attack automatically misses. On a successful save, the creature is immune to this effect for 24 hours. ### Sling of the Leader *Weapon (sling), Rare* A leather sling with runes stitched into the handle. The sling is used by the leaders of hill tribes to mark the target for their followers to kill. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - When you hit a creature with a weapon attack using the sling, the next attack roll made against that target before the end of your next turn has advantage. ### Slippers of Escape *Wondrous Item (shoes), Uncommon* These are soft soled moccasins made from fur lined rabbit skin. They were reputedly made for dancers or spies. You gain the following benefits while wearing them: - You can Disengage as a bonus action. - You can Dash as a bonus action - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Athletics, as a bonus action you can expend a charge to cast the spell *expeditious retreat*. - If you are proficient with Performance, as an action you can expend a charge to cast the spell *mirror image*. ### Sollerets of Stomping *Wondrous Item (boots), Uncommon* These are leather boots covered in iron plates on top with hob nails in the soles. They are usually worn as part of heavy armor. You gain the following benefits while wearing them: - Your walking speed is increased by 5 feet. - If you are pushed by an effect, you can choose to be pushed up to 10 feet less. - As a bonus action you can make a melee weapon attack with the sollerets. They do 1d4 bludgeoning damage. ``` ``` ### Spike of Escape *Wondrous item (iron spike), Uncommon* An iron spike etched with runes. An iron spike of the type used to hold doors shut, these are enchanted to delay pursuers and allow a thief to escape. You gain the following benefits while holding it: - This item has 3 charges. It regains 1d3 charges at dawn. - As an action you can expend a charge to cast the *arcane lock* spell. When cast this way the spell has a duration of 1 hour. - As an action you can expend a charge to cast the *knock* spell. When cast this way the spell has a duration of 1 hour. - As an action you can expend a charge to cast the *spike growth* spell. When cast this way the spell does not require concentration and has a spell save DC of 12. ### Staff of Roots *Weapon (quarterstaff), uncommon* A wooden staff resembling a gnarled oak trunk with a bole of roots at the bottom. You gain the following benefits while wearing it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - As a bonus action you can touch the staff to the ground and gain tremorsense 60 feet until the end of your next turn. ### Staff of the Pastor *Weapon (quarterstaff), uncommon* A tree branch roughly carved into a staff. It has sacred symbols carved into the handle. These were made by an order of pastors to aid and protect their flock of followers. You gain the following benefits while wielding it: - You can use your Wisdom instead of Strength for the attack and damage rolls of melee attacks using this weapon. - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - As an action you can cast the spell *goodberry* without expending a spell slot or material component. Once used, this property cannot be used again until the next dawn. - As an action you can cast the spell *create water* without expending a spell slot or material component. Once used, this property cannot be used again until the next dawn. \page ### Stormstrike *Weapon (melee), Rare, (requires attunement)* These weapons were created by mountain dwarves to enable them to jump down upon their foes. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As an action you can expend a charge to cast the spell *jump*. - As a bonus action you can expend a charge to cast the spell *thunderous smite* with Wisdom as the spellcasting attribute. ### Sufferance *Weapon (quarterstaff), Uncommon* A quarterstaff of charred, cracked, and corroded wood. It is created by druids from the limbs of ancient trees. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a reaction you can expend a charge to cast the spell *absorb elements* with Wisdom as the spellcasting attribute. ### Tablet of the Forgotten Scribe *Wondrous Item (tablet), Uncommon* A small slate or wax tablet used for writing temporary notes. Old text in illusory script can be read on it as if there are multiple illusory pages. Determine if it has been used by each of the following: druidhealer, priest, or wizard. You gain the following benefits while carrying it: - You have advantage on Intelligence(History) checks.  - If it was used by a druid you have advantage on Intelligence(Nature) checks. - If it was used by a healer you have advantage on Intelligence(Medicine) checks. - If it was used by a priest you have advantage on Intelligence(Religion) checks. - If it was used by a wizard you have advantage on Intelligence(Arcana) checks. - This item has 4 charges. It regains 1d3 charges at dawn. - As an action you can expend a charge to cast the spell *illusory script*. The spell can be cast on the tablet or other writing material. ``` ``` ### Tongue of the Twined Serpent *Wondrous Item (rod), Uncommon* A rod with a serpent twined around it, its tongue sticking out. It is empowered with the serpent's ability to heal and to persuade. It provides the following benefits while held. - You have advantage on Intelligence(Medicine) checks.  - You have advantage on Charisma(Persuasion) checks.  - This item has 4 charges. It regains 1d3 charges at dawn. - If you are proficient with Medicine, as a bonus action you can expend a charge to cast the spell *healing word*. - If you are proficient with Persuasion, as an action you can expend a charge to cast the spell *false life*. ### Top Hat of Height *Wondrous Item (top hat), Uncommon* A collapsible, black top hat. They are made by gnome illusionists. You gain the following benefits while wearing it: - You can use an action to cast the spell *disguise self* with Charisma as the spellcasting attribute without using a spell slot. Once used, this property cannot be used again until the next dawn. - When you cast *disguise self* you can up appear up to 3 feet shorter or taller. This effect applies whether or not you cast disguise self using the power of the hat. ### Utilitarian Belt *Wondrous Item (belt), Uncommon* A broad leather belt with a large pouch and numerous straps and loops for holding tools or other items. It has several wooden tool handles attached to the belt by leather straps. You gain the following benefits while wearing it: - You are proficient with all tool kits. - You can use the tool handles as if they were a tool kit of any type. ### Wand of the Arcane Student *Wondrous Item (wand), Uncommon* A small wand with a gem at its tip. These are made for wizards for their apprentices to aid in their training. You gain the following benefits while wielding it: - You get a +1 to your spell attack modifier for cantrips. - You get +1 to your spell save DC for cantrips. - If you are trained in Aracana, you can cause the tip of the wand to draw a glowing line in the air the color of the gem. The line disappears after 1 hour. As an action you can make the line disappear early. ### Warhammer of the Spirit *Weapon (warhammer), Rare, (requires attunement)* A warhammer decorated with silver filigree and runes. It bears on it the symbol of a god. You gain the following benefits while wielding it: - You have a +1 bonus to Attack and Damage Rolls made with this weapon. - You can use it as a holy symbol for spellcasting. - If you are trained in Religion, you know the spell *spiritual hammer* with Wisdom as the spellcasting attribute. \page ### Warhammer of Thundering *Weapon (warhammer), Rare, (requires attunement)* An iron warhammer with the head shaped like a blowing cloud. It was made by Dwarven priests. When wielded it gives you the following benefits: - Melee attacks with the warhammer do an extra 1d6 thunder damage. - You know the cantrip *thunderclap*. Wisdom is its spell attribute. - Spells you cast that to thunder damage do an extra 1d6 thunder damage. ### Winter Guard Orb *Wondrous Item (orb), Rare* These orbs are made of clear crystal with a filigree of cold forged iron and are coated in frost. They were made for magic initiates to serve as guards and keep their foes from fleeing. When wielded it gives you the following benefits: - You have a +1 bonus to spell save DC. - If you are trained in Arcana, you know the cantrip *frostbite* with Intelligence as the spellcasting attribute. ### Winter Guard Wand *Wondrous Item (wand), Rare* These wands are made of clear crystal and cold forged iron and are coated in frost. They were made for magic initiates to serve as guards and keep their foes from fleeing. When wielded it gives you the following benefits: - You have a +1 bonus to spell attack rolls. - If you are trained in Arcana, you know the cantrip *ray of frost* with Intelligence as the spellcasting attribute. ### Winter Guard Weapon *Weapon (melee), Rare* These weapons are made of cold forged iron and are coated in frost. They were made for guards to keep their foes from fleeing. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - On a hit, it inflicts an extra 1d8 cold damage, and the target's speed is reduced by 10 feet until the start of your next turn. ``` ``` ### Wisp Stalker *Weapon (melee), Rare, (requires attunement)* The wisp stalker weapons were created to hunt will o' the wisps. The wielder can turn themself invisible or strike a foe and prevent them from turning invisible. When wielded it gives you the following benefits: - You have a +1 bonus to attack and damage rolls made with this magic weapon. - This item has 3 charges. The item regains 1d3 charges at dusk. - As an action you can expend a charge to cast the spell *invisibility* on yourself. - As a bonus action you can expend a charge to cast the spell *branding smite*. - Wisdom is the spell attribute for spells cast by this weapon. ### Yoke of the Spelless Guard *Wondrous Item (necklace), Uncommon, (requires attunement)* A stiff bronze circular torc with golden amulets at the front. These were created by the War Wizards of Cormyr for the soldiers that guarded them. They allowed the wizards to use extra spells on the guards and protected the guards from enemy wizards. You gain the following benefits while wearing it: - You have advantage on saving throws against spells. - When a spell which requires concentration is cast upon you, if the caster is willing you may take the concentration from the spellcaster. For the duration of the spell, you must concentrate to maintain it.