```metadata title: 5e Magic Items by Class description: '' tags: '' systems: - 5e renderer: legacy theme: 5ePHB ``` # Barbarian Magic Items ### Hide of the Bear *Wondrous item, uncommon, (requires attunement by a barbarian)* A poncho of bearskin with the head attached as a hood. You gain the following benefits while wearing it: - advantage on Wisdom (Perception) checks that rely on smell. - +2 bonus to AC and Saving Throws while you are not wearing heavy armor. - +2 Strength while raging. ### Barbarian *Wondrous item, uncommon, (requires attunement by a barbarian)* - unarmored defense - raging - rage charge - rage damage bonus - reckless attack - danger sense - fast movement - feral instinct - rage lasts 1 minute - have to attack or be attacked to sustain rage - recover rage after long rest ### Raging Ancestor Add your rage damage bonus to AC when you damage a foe for 1 round. ### Raging Haste When raging you can make an extra melee attack as a bonus action ### Tattoo Needle of the Barbarian *Wondrous item, rare* A bone needle that magically produces its own ink. It can only be used by a barbarian. If you spend 8 hours tattooing yourself with the needle you gain the permanent benefits listed below. The needle then loses its magic, but regains it in a century. - While you are not wearing any armor and not raging, damage that you take is reduced by an amount equal to your Rage Damage. - When you use Reckless Attack while raging, you also gain temporary hit points equal to your Constitution modifier (minimum of 1). They vanish if any of them are left when your rage ends. ### Maul of the Mundane Maul made of bone and stone. The wielder of the maul can detect magic within 30 feet as though under the effects of the spell detect magic. If the wielder is a barbarian, if a foe within 5 feet casts a spell, the barbarian can use a reaction to make one melee weapon attack against them. \page # Bard Magic Items ### Mask of the Teasing Tongue *Wondrous item, uncommon, (requires attunement by a bard)* This mask is made of leather and has a silly face with its tongue sticking out and gnome features. It can be used to add humor to your mockery so that it can be used out of combat. You gain the following benefits while wearing it: - You know the cantrip *vicious mockery*. It does not count against the number of bard cantrips you can know. - If you cast *vicious mockery*, on a failed saving throw you can choose to have the target get disadvantage on its next ability check but take no damage. - You can use an action to cast the spell *tasha's hideous laughter* without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Mask of the Frightful Face *Wondrous item, Uncommon, (requires attunement by a bard)* This mask is made of leather and has an angry face with half-orc features. It can be used to add fear to your mockery. You gain the following benefits while wearing it: - You know the cantrip *vicious mockery*. It does not count against the number of bard cantrips you can know. - If you cast *vicious mockery*, on a failed saving throw you can choose to have the target be Frightened of you until the start of your next turn. - You can use an action to cast the spell *dissonant whispers* without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Mask of the Comforting Countenance *Wondrous item, Uncommon, (requires attunement by a bard)* This mask is made of leather and has a face smiling benevolently with halfling features. It can be used to inspire and heal your friends. You gain the following benefits while wearing it: - You can spend your Bardic Inspiration dice as Mantle of Inspiration as per the College of Glamour. - You can use an action to cast the spell *mass healing word* without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Mask of the Sinister Scowl *Wondrous item, Uncommon, (requires attunement by a bard)* This mask is made of leather and has a scowling face with tiefling features. It can be used to inspire and heal your friends. You gain the following benefits while wearing it: - You can spend your Bardic Inspiration dice as Unsettling Words as per the College of Eloquence. - You can use an action to cast the spell *bane* without using a spell slot. Once used, this property cannot be used again until the next dawn.
### Mask of Fierce Features *Wondrous item, Uncommon, (requires attunement by a bard)* This mask is made of leather and has a snarling face with tabaxi features. It can be used to make your words more vicious. You gain the following benefits while wearing it: - You can cast the *vicious mockery* cantrip. The damage die for *vicious mockery* is increased to 1d6. - If you have at least 3 bard levels, you can spend your Bardic Inspiration dice as Cutting Words as per the College of Lore. ### Cloak of Subtlety *Wondrous item (cloak), Rare, (requires attunement by a bard)* A plain, unlined cape of dark wool. It magically makes the wearer harder to notice. You gain the following benefits while wearing it: - You have advantage on Dexterity(Stealth) checks - You have advantage on Dexterity(Sleight of Hand) checks - When you cast a spell, you can spend 1 Bardic Inspiration die point to cast it without any somatic or verbal components. ### Ruff of Voice Projection *Wondrous item (collar), Uncommon, (requires attunement by a bard)* A stiff white collar (Elizabethan collar). It magically aids the wearer's voice projection. You gain the following benefits while wearing it: - You know the cantrip *message*. It does not count against the number of bard cantrips you can know. - When you cast a spell with a verbal component, you can spend 1 Bardic Inspiration die point to increase its range. If the spell has a range of 5 feet or greater, the range is doubled. If the spell has a range of touch, it gains a range of 30 feet. ### Lyre of Sustaining Sound *Wondrous item (lyre), Rare, (requires attunement by a bard)* A lyre with strings woven with gold. When played, the sound lingers. It can be used to make the magic of spells last longer. You gain the following benefits while carrying it: - You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. - When you cast a spell that has a duration of 1 minute or longer, you can spend 1 Bardic Inspiration die to double its duration, to a maximum duration of 24 hours. \page ### Script of Improvisation *Wondrous item (scroll), Rare, (requires attunement by a bard)* A blank scroll sealed with red wax. The seal is impressed with a rune from a signet ring. The scroll grants the bard the ability to prepare for a role. You gain the following benefits while carrying it on your person: - At the end of a long rest, you may learn one first level spell or cantrip of your choice from any class. The chosen spell counts as a bard spell for you but does not count against the number of bard spells you know. You forget the spell at the end of your next long rest. - As an action, you may spend a Bardic Inspiration die and choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool. ### Drum of the Chorus *Wondrous item (drum), Rare, (requires attunement by a bard)* A drum decorated with dancing figures around the edge of the drum head. The drum allows the bard to spread their magic to their allies. You gain the following benefits while carrying it: - When you cast a spell that targets an ally, you can spend a number of Bardic Inspiration dice equal to the spell's level to target a second ally in range with the same spell (1 Bardic Inspiration die if the spell is a cantrip). - You can use an action to cast the spell *aid* without using a spell slot. Once used, this property cannot be used again until the next dawn. ### Shoes of the Strolling Minstrel *Wondrous item (shoes), Rare, (requires attunement by a bard)* A pair of comfortable leather shoes. The shoes are enchanted to aid a bard in their travels. You gain the following benefits while wearing them: - You know the following spells and they do not count against the number of bard spells you can know: *comprehend languages*, *disguise self*, *longstrider*, *speak with animals*. - As an action you can spend 1 Bardic Inspiration die to cast one of the shoes' spells. ### Rapier of Quick Wit *Weapon (Rapier), Uncommon, (Requires attunement by bard)* This rapier has an ornate basket hilt in the shape of a head with a winking face. You gain the following benefits while wielding it: - You can use the rapier as a spell casting focus. - You can cast the *vicious mockery* cantrip. - When you hit a creature with the rapier as a melee attack on your turn, as a bonus action you can cast *vicious mockery* on that creature.
### Rapier of Piercing Wit *Weapon (Rapier), Rare, (Requires attunement by bard)* This ornate rapier has an ornate basket hilt in the shape of an arcane rune meaning “piercing”. You gain the following benefits while wielding it: - You can use the rapier as a spell casting focus. - When you damage a creature with a melee attack with the rapier, the creature gets disadvantage on its first saving throw against a spell cast by you until the end of your next turn. \page # Cleric Items ### Symbol of the Divine Aspect *Wondrous Item (holy symbol), rare, (requires attunement by a cleric)* A holy symbol, its appearance is determined by the aspect. These holy symbols are created by priests to represent a secondary aspect of a god. They provide a cleric with some of the powers of that aspect. Each symbol represents a cleric domain. You gain the following benefits while wearing or holding it: - You gain the domain spells at the cleric levels noted in the domain description. You have it prepared, and it doesn't count against the number of spells you can prepare each day. If the domain spell does not appear on the cleric spell list, the spell is nonetheless a cleric spell for you. - You have the channel divinity power of the domain. \page # Paladin Items ### Gages of Crusading *Wondrous Item (gauntlets), rare, (requires attunement by a paladin)* A pair of golden gauntlets etched with divine symbols. These were created to aid paladins in battle. You gain the following benefits while wearing them: - If a melee weapon is not already magical, it becomes magical while you hold it. - Your melee weapon attacks deal an extra 1d4 radiant damage on a hit. - You can use lay on hands to heal yourself as a bonus action. ### Gages of Guarding *Wondrous Item (gauntlets), uncommon, (requires attunement by a paladin)* A pair of silver gauntlets etched with divine symbols. These were created to enable paladins to protect important allies. You gain the following benefits while wearing them: - As an action, you can touch another creature and draw power from your pool of healing to give a number of temporary hit points to that creature, up to the maximum amount remaining in your pool. - When a creature you can see hits a target, other than you, within 5 feet of you with an attack, you can use your reaction to reduce the damage the target takes by 1d10 + your proficiency bonus (to a minimum of 0 damage). You must be wielding a shield or a simple or martial weapon to use this reaction. ### Gages of Judging *Wondrous Item (gauntlets), rare, (requires attunement by a paladin)* A pair of gold gauntlets etched with divine symbols. These were created to enable paladins to serve as officers of the law. You gain the following benefits while wearing them: - As an action, you can expend 10 hit points from your pool of healing to cast the spell *zone of truth*. - As an action, you can touch a creature and mystically mark it as your quarry for 24 hours or until you use this feature again. You sense the direction to the creature’s location, as long as that creature is within 1,000 feet of you. If the creature is in motion, you know the direction of its movement. ### Gages of Hurling *Wondrous Item (gauntlets), uncommon, (requires attunement by a paladin)* A pair of iron gauntlets etched with divine symbols. You gain the following benefits while wearing them: - You can draw a weapon that has the thrown property as part of the attack you make with the weapon. In addition, when you hit with a ranged attack using a thrown weapon, you gain a +1 bonus to the damage roll. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus you can expend a charge to make a ranged attack with a weapon that has the thrown property. ### Gages of Serenity *Wondrous Item (gauntlets), rare, (requires attunement by a paladin)* A pair of dull, iron gauntlets etched with divine symbols. These were created to enable paladins to serve as peacekeepers. You gain the following benefits while wearing them: - As an action, you can expend 10 hit points from your pool of healing to cast the spell *calm emotions*. - As an action, you can touch a creature and expend 5 hit points from your pool of healing to remove a Frightened condition from it. ### Gauntlets of the Shepherd *Wondrous Item (gauntlets), rare, (requires attunement by a paladin)* A pair of silver gauntlets etched with divine symbols. These were created to enable paladins to serve as priests. You gain the following benefits while wearing them: - As an action, you can touch a creature and expend 5 hit points from your pool of healing to give them a blessing for 10 minutes. Whenever the target makes an attack roll, saving throw, or skill check before the blessing ends, the target can roll a d4 and add the number rolled to the attack roll, saving throw, or skill check. ### Gages of the Pursuant *Wondrous Item (gauntlets), uncommon, (requires attunement by a paladin)* A pair of green, bronze gauntlets etched with divine symbols. They were made to aid paladins in their pursuit of foes. You gain the following benefits while wearing them: - As a reaction, you can expend 5 hit points from your pool of healing to cast the spell *feather fall*. - As long as you are not using a shield, you have a swimming speed and a climbing speed equal to your normal speed. ### Gauntlets of the Spiritual Hand *Wondrous Item (gauntlets), rare, (requires attunement by a paladin)* A pair of silver gauntlets etched with divine symbols. These were created to enable paladins to be more effective at range on a battlefield. You gain the following benefits while wearing them: - You can lay on hands at a range of 30 feet instead of needing to touch your target. - As a bonus action, you can expend 10 hit points from your pool of healing to cast the spell *spiritual weapon*. \page ### Helm of Alacrity *Wondrous Item (helm), rare, (requires attunement by a paladin)* A galea helm with hinged cheek guards and a horsehair crest. You gain the following benefits while wearing it: - You can use your Channel Divinity to cast the spell *haste* without expending a spell slot. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus action you can expend a charge to direct one of your companions to strike. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks. ### Helm of Displacing *Wondrous Item (helm), very rare, (requires attunement by a paladin)* An closed face helm. You gain the following benefits while wearing it: - You can use your Channel Divinity to cast the spell *dimension door* without expending a spell slot. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus you can expend a charge to cast the spell *misty step*. - Charisma is the spell attribute for spells cast by this item. ### Helm of Life *Wondrous Item (helm), very rare, (requires attunement by a paladin)* An closed face helm. You gain the following benefits while wearing it: - You can use your Channel Divinity to cast the spell *revivify* without expending a spell slot. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus you can expend a charge to cast the spell *healing word*. - Charisma is the spell attribute for spells cast by this item. ### Helm of the Marcher *Wondrous Item (helm), uncommon, (requires attunement by a paladin)* A morion with divine runes in gold. You gain the following benefits while wearing it: - You can use your Channel Divinity to cast the spell *expeditious retreat* without expending a spell slot. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus you can expend a charge to direct one of your companions to strike. Choose a friendly creature who can see or hear you. That creature can use its reaction to move up to half its speed without provoking opportunity attacks. - You can Search as a bonus action - You get advantage on initiative rolls. ### Helm of Peace *Wondrous Item (helm), uncommon, (requires attunement by a paladin)* An open face helm. You gain the following benefits while wearing it: - You can use your Channel Divinity to grant yourself a +5 bonus to Charisma (Persuasion) checks for the next 10 minutes. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus action you can expend a charge to cast the spell *sanctuary*. - Charisma is the spell attribute for spells cast by this item. ### Helm of Spell Smiting *Wondrous Item (helm), very rare, (requires attunement by a paladin)* An iron sallet. You gain the following benefits while wearing it: - You can cast the spell *detect magic* at will without expending a spell slot. - As an action, you can use your Channel Divinity to cast the spell *dispel magic*. - As a reaction, you can use your Channel Divinity to cast the spell*counterspell*. ### Helm of Targeting *Wondrous Item (helm), rare, (requires attunement by a paladin)* An open face helm. You gain the following benefits while wearing it: - You can use your Channel Divinity to utter a vow of enmity against a creature you can see within 10 feet of you. You gain advantage on attack rolls against the creature for 1 minute or until it drops to 0 hit points. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - When you make a melee weapon attack on your turn, you can expend a charge to increase your reach for that attack by 5 feet. ### Helm of the Warlord *Wondrous Item (helm), rare, (requires attunement by a paladin)* A bascinet. You gain the following benefits while wearing it: - You can use your Channel Divinity to guide someone's attack. When a creature within 30 feet of you makes an attack roll, you can use your reaction to grant that creature a +10 bonus to the roll. You make this choice after you see the roll, but before the DM says whether the attack hits or misses. - This item has 5 charges. The item regains 1d4+1 charges at dawn. - As a bonus you can expend a charge to choose a friendly creature who can see or hear you. That creature can immediately use its reaction to make one weapon attack. \page # Wizard Items ### Basket Hilt Orb An intricate orb, hollow with a hand grip.  The orb is held like the basket hilt of a sword.  It requires one hand to wield.  The Basket Hilt Orb provides the following benefits to its wielder: * If they know the cantrip Blade Ward, they can cast it as a bonus action. * If they have the Abjuration arcane tradition, abjuration cantrips create an Arcane Ward as higher level spells do, and the Arcane Ward regains 1 hit point whenever they cast an abjuration cantrip.   ### Necklace of Reactive Resistance A necklace with beads or gemstones of many different colors.  When worn around the neck it provides the following benefits to its wielder: * If they know the cantrip Resistance, they can cast it as a reaction when they are required to make a saving throw. * If they have the Abjuration arcane tradition, abjuration cantrips create an Arcane Ward as higher level spells do, and the Arcane Ward regains 1 hit point whenever they cast an abjuration cantrip.   ### Rod of Elemental Absorption A rod topped with a half of a geode, so the crystals inside are displayed.  It requires one hand to wield.  The Rod of Elemental Absorption provides the following benefits to its wielder: * If they know the cantrip Absorb Elements, they can cast it as a bonus action.  The geode crystals glow with a color appropriate to the element being absorbed. * If they have the Abjuration arcane tradition, abjuration cantrips create an Arcane Ward as higher level spells do, and the Arcane Ward regains 1 hit point whenever they cast an abjuration cantrip. ### Conjuration Minor conjuration can summon object up to 50 pounds Unseen Servant has a strength of 10. ### Bone Whistle of Quick Summoning A whistle made from a hollow bone.  It provides the following benefits to its possessor: * If they know the spell Find Familiar, they can cast it without using a casting slot or expending material components.  * If they have the Conjuration arcane tradition, Minor Conjuration can summon object up to 50 pounds ### Orb of Acid A blown glass orb almost filled with liquid, so that a slight sloshing is felt when it is moved. It requires one hand to wield.  The Orb of Acid provides the following benefits to its wielder: * If they know the cantrip Acid Splash, they can have it target a number of creatures equal to their Intelligence bonus, minimum of 2.  All must be within 5 feet of one another. * If they have the Conjuration arcane tradition, they can use Minor Conjuration to summon an object up to 50 pounds ### Doll of Servitude Dolls of Servitude can range from the size of a hand to the size of a toddler, and can vary from cornhusk to elaborate marionette.  It requires one hand to wield.  The Doll of Servitude provides the following benefits to its wielder: * If they know the spell Unseen Servant, their conjured servant has a strength of 10.  They only need to wield the doll to cast the spell, not during its duration. * If they have the Conjuration arcane tradition, they can use Minor Conjuration to summon an object up to 50 pounds ### Wand of Aiming This wand can have any type of appearance. It requires one hand to wield. The Wand of Aiming provides the following benefits to its wielder: * If they know the spell True Strike, they can cast it as a bonus action. * If they have the Divination arcane tradition, they roll an extra d20 for their Portent feature. ### Orb of the Clear Future An orb of clear crystal. It requires one hand to wield. The Orb of the Clear Future provides the following benefits to its wielder: * If they know ritual casting, they can cast any Divination spell up through 4th level as a ritual. * If they have the Divination arcane tradition, they roll an extra d20 for their Portent feature. ### Crystal Skull of Chattering A small crystal in the shape of a skull about the size of a fist. It speaks to its bearer in an unknown language. * While under the effect of Comprehend Languages or Tongues, they can have the skull cast Guidance on them as a bonus action. * If they have the Divination arcane tradition, they roll an extra d20 for their Portent feature. \page ### Enchantment ### Sleeping Hat A soft pointed hat, with or without a brim. It provides the following benefits to its wearer: * If they cast the Sleep spell, they can have it ignore a number of targets equal to their Intelligence modifier. * If they have the Enchantment arcane tradition, they can maintain Hypnotic Gaze as a bonus action. ### Humdrum Hat A hat of any ordinary appearance, specifically not a wizard hat. It provides the following benefits to its wearer: * If they cast the Friends cantrip, the target is unaware that they used magic to influence it. * If they have the Enchantment arcane tradition, they can maintain Hypnotic Gaze as a bonus action. ### Crown of Command A metal diadem or crown. It provides the following benefits to its wearer: * If they have the Enchantment arcane tradition, once per turn while a target is under their hypnotic gaze they can cast the Command spell on the target (whether or not they know the Command spell and without using a spell slot). If the target successfully saves against the command spell, it ends the hypnotic gaze effect. * If they have the Enchantment arcane tradition, they can maintain Hypnotic Gaze as a bonus action. ### Wand of Firebolt A yellow, orange, or red wand. It requires one hand to wield. The Wand of Firebolt provides the following benefits to its wielder: * If they cast the Firebolt cantrip, it does an additional 1d10 damage. * If they have the Evocation arcane tradition, they cast evocation spells at one level higher than the spell slot expended, up to 9th level maximum. ### Javelin Wand A wand shaped like a small javelin (dart) but not heavy or strongh enough to throw. It requires one hand to wield. The Javelin Wand provides the following benefits to its wielder: * If they cast the Magic Missile spell, each missile does 1d4 plus their Intelligence modifier force damage. * If they have the Evocation arcane tradition, they cast evocation spells at one level higher than the spell slot expended, up to 9th level maximum. ### Scepter of the Bell This resembles either a hand bell with a very long handle, or a rod with a small, bell shaped topper. It requires one hand to wield. The Scepter of the Bell provides the following benefits to its wielder: * If they cast the Thunderwave spell, if a foe fails their saving throw the foe becomes sheathed in booming energy until the start of your next turn. If the target willingly moves before then, it immediately takes 1d8 thunder damage, and the effect ends. * If they have the Evocation arcane tradition, they cast evocation spells at one level higher than the spell slot expended, up to 9th level maximum. ### Mirror of Self Deception A hand held mirror composed of stained glass. It requires one hand to wield. The mirror provides the following benefits to its wielder: * If they know the spell disguise self and ritual casting, they can cast disguise self as a ritual. They only need to hold the mirror when casting the spell, not for its duration. * If they have the Illusion arcane tradition, they can have minor illusion affect a cube up to 15 feet. ### Veil of Inner Torment A black lace worn as a veil or as a blindfold. The wearer can see through it. It provides the following benefits to its wearer: * If they cast the spell fear, it has a duration of 1 minute and does not require concentration. They can cancel the spell at any time. * If they have the Illusion arcane tradition, they can have minor illusion affect a cube up to 15 feet. ### Mask of the Four Faces A mask which covers the full head and has a face on each side: happy, sad, angry, surprised. Most such masks have harlequin faces but some are more realistic. The wearer can rotate the mask to change which face is front. It provides the following benefits to its wearer: * If they under the effect of a mirror image spell and there are less than 3 duplicate images, they can as a bonus action recreate 1 duplicate image. * If they have the Illusion arcane tradition, they can have minor illusion affect a cube up to 15 feet. ### Hand of the Cold Grave A disembodied hand, soft and cold to the touch. It lowers the temperature within 5 feet by 10 degrees fahrenheit. It requires one hand to wield. It provides the following benefits to its wielder: * If they cast the chill touch cantrip and it hits, the target has disadvantage on its attack rolls to hit you even if it is not undead. * If they have the Necromancy arcane tradition, they regain 1 hit point from killing a creature with a cantrip, two hp if it is a necromantic cantrip, unless they killed an undead or construct. \page ### Fetish of Black Feathers A bundle of black feathers, either raven or crow. It requires one hand to wield. It provides the following benefits to its wielder: * If they cast the bestow curse spell, it has a duration of 1 minute and does not require concentration. They can cancel the spell at any time. * If they have the Necromancy arcane tradition, they regain 1 hit point from killing a creature with a cantrip, two hp if it is a necromantic cantrip, unless they killed an undead or construct. ### Veil of Obscuring A veil worn over the eyes and face. The wearer can see through it. It provides the following benefits to its wearer: * If they cast the blindness deafness spell, it inflicts both blindness and deafness. * If they have the Necromancy arcane tradition, they regain 1 hit point from killing a creature with a cantrip, two hp if it is a necromantic cantrip, unless they killed an undead or construct. ### Transmutation ### Necklace of Totems * If they cast the alter self spell, it has a duration of 1 hour and does not require concentration. They can cancel the spell at any time. * If they have the Transumation arcane tradition, they can perform minor alchemy in 1 minute instead of 10 minutes. ### Boots of Retreat * If they cast the expeditious retreat spell, it has a duration of 10 minutes and does not require concentration. They can cancel the spell at any time. * If they have the Transumation arcane tradition, they can perform minor alchemy in 1 minute instead of 10 minutes. * If they cast the enlarge reduce spell, it has a duration of 1 minute and does not require concentration. They can cancel the spell at any time. * If they have the Transumation arcane tradition, they can perform minor alchemy in 1 minute instead of 10 minutes. \page # Barbarian Items Hide of the Bear A poncho of bearskin with the head attached as a hood. Provides +2 to AC, does not count as armor. If a barbarian wears it, they get +2 Strength. ### Helm of the Dragonslayer A helm made of dragon scales and ringed with dragon teeth like a crown. The color depends on the dragon. The wearer has resistance to the damage type of the dragon whose scales were used for the helm. If the wearer is a barbarian, their weapon becomes imbued with the element of the dragon. It has +1 to hit and does an extra d4 damage of the helm's type. ### Maul of the Mundane Maul made of bone and stone. The wielder of the maul can detect magic within 30 feet as though under the effects of the spell detect magic. If the wielder is a barbarian, if a foe within 5 feet casts a spell, the barbarian can use a reaction to make one melee weapon attack against them. \page # Monk Items ### Staff of Vaulting Staff can be used as if dual wielding clubs. Gives bonus to jumping. \page