#### Ankh Of Mishra *Wonderous item, rare* A gleaming metal ankh that seems to reacte harshly when spells are cast nearby. This item has 5 charges. It regains 1d6 - 1 charges daily at dawn (minimum 1). If you expend the last charge, roll a d20. On a 1, it loses its properties and becomes a nonmagical ankh. When a creature casts a spell within 100 feet of you, you may use your reaction to expend one charge and deal 2d6 psychic damage to that creature. **Magic Item by u/AHFromDust**
Credit: Mark Zug #### Chalice of the Void *Wondrous item, rare (reguires attunement)* An almost alien looking metal goblet containing a glowing liquid that never spills. The chalice has 6 charges. It regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, it loses its properties and becomes a nonmagical chalice. **Counterspell:** You may use your reaction to expend 2 charges and cast Counterspell as a 3rd level spell. **Dispell Magic:** You may use your action to expend 2 charges and cast Dispell Magic as a 3rd level spell. **Magic Item by u/AHFromDust** #### Cranial Plating *Wondrous item, rare (requires attunement).* A rusted metal skullcap with a retractable faceplate. It has spined ridges along the crest. While wearing this skullcap, you can detect the presence of attuned magical items within 20 feet. You know only the number of such items, not their location or nature. For each attuned magical item within 20 feet (including this one and items attuned to yourself), you add +1 to the first attack and damage rolls you make each turn. ***Curse.*** Infused with the jealous will of its creator, becoming attuned to the skullcap extends the curse to you. While cursed, the faceplate cannot be lifted above your nose, though it can be seen through with no penalties. However, restful periods bring on bouts of restlessness. At the end of each short or long rest, you must make a DC 15 Wisdom saving throw. On a failed save, you are controlled by the jealous wrath of the skullcap, and must do everything within your power to destroy the nearest magical item that is attuned to another creature. If they will not cooperate, you must attack them. You may attempt the saving throw again whenever you take damage. You can break the curse in the usual ways, or by destroying a magical item that is attuned to another creature. **Magic Item by u/Fenixius** #### Lightning Greaves *wonderous item, rare (requires attunement)* A pair of metal boots which somtimes appear to arc or throw sparks while the wearer is running. **Haste.** While wearing these boots, you have advantage on initiative checks. Also, when you take the Dash action you may move an additional 20 ft. **Shroud.** While wearing these boots, you have advantage on Dexterity saving throws against spells. **Magic Item by u/Fenixius** #### Loxodon Warhammer *Weapon (Maul), very rare (requires attunement)* An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of an elephant. You gain a +2 bonus to attack and damage rolls made with this magic weapon. ***Lifesteal.*** Whenever you deal damage with this weapon to a creature, that creature must make a DC 15 Constitution saving throw. On a failed save, you regain hit points equal to half that damage. ***Charge.*** While weilding this weapon, if you have not moved this turn you may use your action to charge. You move in a 10 ft. by 40ft line. Each creature in that line must make a DC 17 Dexterity saving throw, taking 2d8 bludgeoning damage and 2d8 radiant damage on a failed save, or half as much on a successful one. **Magic Item by u/Fenixius** #### Mana Crypt *Structure, legendary (requires attunement)* A stone mausoleum built like a step pyramid, with a gazebo at the top who's center contains a thick collumn of glowing bricks. It hums with untaped magical energy. **Strong Link.** To attune to this structure, you must spend 12 hours meditating under it's roof. These hours do not need to be consecutive, but must be completed within 2 days of starting for the attunement to take hold. Once attuned, you have access to the structures magical properties regardless of where you are, even if you are on a separate plane (DM's discretion). **Magic Restoration.** You may regain 1 spell slot as a bonus action. **Arcane Feedback.** If you use the Magic Restoration property, roll a percentile die. If you roll above 50, you gain 1 level of exhaustion. **Magic Item by u/AHFromDust** \page Credit: Dan Frazier #### Mox Diamond *Wonderous item, legendary (requires attunement)* An amulet with an imaculate diamond dangling from its chain. This amulet stores spells within its diamond. The amulet can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM. After finishing a long rest, you may look into the diamond and choose a spell, or spells, from any spell list to be stored in the amulet. If the spell or spells you choose exceed the diamond's spell level limit, there is no effect. While wearing this amulet, you can cast any spell stored in it. The spell is treated as if you cast the spell. The spell cast from the amulet is no longer stored in it, freeing up space. **Magic Item by u/AHFromDust** #### Null Rod *Wondrous item, rare (requires attunement)* A solid rod of dark metal. You may use your action to activate the rod and nullify the activatable abilities of other magic items, such as the **Thunder** ability of the Staff of Thunder and Lightning, within 30 feet of the rod for up to 1 minute. Passive bonuses, such as +1 enchantments and additional damage die of weapons such as Frostbrand, are unaffected. You my use this ability once. The rod regains any expended uses of this ability daily at dawn. **Magic Item by (u/AHFromDust)** > ##### Selective Nullification > At the DM's discretion, this items ability may be allowed to only affect magic items not worn or carried by the weilder of the rod and their allies, or the weilder may even be able to select specifically which items, in the rods given radius are effected. #### Opaline Bracers *Wondrous item, rare (requires attunement)* These metal bracers are inlaid with clear gems that sparkle radiantly when exposed to daylight. While wearing these bracers, if you are in direct sunlight, attacks made by you deal +2 damage. ***Sunburst.*** If you have been exposed to the light from any of the following spells during the last turn, attacks made by you deal an additional 1d6 radiant damage: *Dancing Lights, Color Spray, Faerie Fire, Daylight, Hypnotic Pattern, Sunbeam,* and *Prismatic Spray*. **Magic Item by u/Fenixius** Credit: Michael Sutfin #### Sensei's Divining Top *Wondrous item, legendary.* A small metal top that seems to spin longer than normal. **Scry.** You may spin this top to cast Scrying. Using this top to cast Scrying does not require material components. You may use this property once. This top regains all expended uses daily at dawn. When you Scry using this top, you may choose to look into future or past events regarding your target. If you use this top to peer into the past, you may not do so again for 1 week. If you use this top to peer into the future, you may not do so again for 1 year. **Magic Item by u/AHFromDust** > ##### Possible Use for Divining Top > I figured this would be a good item to give to an NPC, like a fortune teller. Imagine the players coming it to see him/her and after a bit of dialog the fortune teller's like "Oh, you're serious! Hold on, let me get the good stuff." then they go into the back and they bring out the top. > #### Sol Ring *wondrous item, uncommon (requires attunement by a spellcaster)* A ring of pure gold, but as strong as steel, with a swirling burning light at its center, that floats next to you as you cast spells. Whenever you cast a spell, you can use a spell slot up to one level lower to cast it. Once you us this property, you cannot use it again until the next dawn. **Magic Item by u/sixftnineman**
\page Credit: Franz Vohwinkel #### Sphinx Bone Wand *Wand, very rare (requires attunment by a spellcaster)* A wand, made from the bone of a long dead sphinx, that surges with power whenever it's wielder casts a spell. This wand has 7 charges. Whenever you cast a spell while wielding this wand, it loses 1 charge. When it loses a charge, you may use your bonus action to shoot a bolt of arcane energy from the wand at a target. Make a ranged spell attack. On a hit it deals 2 force damage for each charge the wand has lost since it's last recharge. The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. **Magic Item by (u/AHFromDust)** #### Whispersilk Cloak *Wonderous Item, rare (requires attunement).* A silvery cloak that takes the colours of whatever is behind it. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide, and you have advantage on saving throws against spells. While wearing this cloak, if you are not visible to anyone other than yourself you may use your action to cast Invisibility on yourself. The cloak can't be used this way again until the next dawn. **Magic Item by u/Fenixius**