Souvenirs of the Sword Coast

The Sword Coast is a hotbed for magical activity, trade, and war. This inevitably attracts a great number of magical items to the land, often bereft of their original owners.

Included in this document are a number of such items. Some items in this list offer bonuses to ability scores. You cannot benefit from two items that boost the same ability score simultaneously, though you can benefit from two items that boost different ability scores.

Common

Adoy's Belt

Wondrous Item (Belt), Common

The Wild Mage Adoy crafted this extremely unpleasant looking belt with hair from his own back, after one too many wild surges. While wearing this belt you have advantage on saving throws against spells or effects that would change your form.

Amulet of the Apprentice

Wondrous Item (Amulet), Common (Requires attunement by an Artificer)

Often these amulets are the first crafted by a fledgling artificer to help extend their powers. While attuned to this necklace you gain two additional spell slots of 1st level. This can only be used to cast spells granted by your Artificer subclass, and cannot fuel your artificer subclass features such as Eldritch Cannon.

Belt of Antipode

Wondrous Item (Belt), Common (Requires Attunement)

An incredibly sought after item in the frozen north of Icewind Dale. While attuned to this belt you gain immunity to Cold damage, but Vulnerability to Fire damage.

Brevin's Quarterstaff

Weapon (Quarterstaff), Common

This magic staff was once held by an unassuming soldier named Brevin who eventually carved out a small mercantile empire. While holding it, you have advantage on ability checks to appraise or identify items and spells. In addition, you can use it to cast the Friends spell once per day without somatic or material components. When cast from this staff, the affected creature does not realise you used magic to influence its mood.

Cloak of the Strange Beast

Wondrous Item (Cloak), Common

This raggedy cloak holds magic that seems to both boon and bane. While wearing this cloak you have +1 to AC and -1 to ability checks and saving throws.

Collar Bell

Wondrous Item (Amulet), Common

This cat's collar has a tiny bell attached. When worn, you can use your bonus action to expend a charge to ring the bell. This wakes up all creatures within 30ft of you from sleep, be it magical or mundane. You must succeed on a DC8 Constitution saving throw or be Deafened until the start of your next turn.

The collar has 3 charges, and regains 1d3 charges at dawn.

Flower Pendant

Wondrous Item (Amulet), Common

These pendants are often sold to couples to commemorate an engagement or major anniversary milestones. As an action you can use the amulet's power to cast Protection from Good and Evil on yourself. Once the amulet's power has been used, it cannot be used again for 1d4 days.

Heartwood Ring

Wondrous Item (Ring), Common (Requires attunement by a Druid or Ranger)

A ring made of the central ring of an ancient tree that fell naturally. When a ranger attunes to this ring, they gain an additional two first level spell slots, that they can only spend on Ranger spells. If a druid attunes to this ring, they gain an additional two uses of Wild Shape between rests. If the character has both druid and ranger levels, they gain both benefits.

Locket of Divine Embrace

Wondrous Item (Amulet), Common (Requires Attunement by a Cleric or Paladin)

These amulets are often given out to initiate clerics and members of paladin orders. While attuned to this necklace you gain two additional spell slots of 1st level. This can only be used to cast spells from your Divine Domain or Oath spell lists, and cannot fuel Divine Smite. It serves as a holy symbol for the purpose of spellcasting.

Mosela's Cudgel

Weapon (Club), Common

A forgewright named Mosela once used this club to dispose of failed projects. It has +1 to attack and damage rolls when attacking Construct type creatures.

Ostentatious Boots

Wondrous Item (Boots), Common

An extremely minor magical item, these leather boots are dyed in the colours of the rainbow and fashioned with bells and whistles that jingle as you walk. You have disadvantage on Stealth checks and advantage on Performance checks while wearing these boots.

Uncommon

Amulet of Whispers

Wondrous Item (Amulet), Uncommon (Requires Attunement)

This amulet was once used by the spellcaster and professor Ulcaster to keep his students quiet as he speaks. When attuned to this item, you can cast spells with Verbal components in areas of Silence without any hindrance. Once per day, you can use the amulet's power to cast the Silence spell.

Archer's Eyes

Wondrous Item (Amulet), Uncommon (Requires attunement)

Aid to archers everywhere, this amulet appears to be fashioned of a number of tiny eye-shaped jewels. When attuned to this item, your dexterity score is increased by +1, to a maximum of 20. Rangers and fighters who attune to this item also deal an additional dice of damage on critical hits with bows and crossbows.

Backwhacker

Weapon (Club), Uncommon

This +1 club has the Finesse property and is favoured by many a thug on the backstreets of Baldur's Gate. If you critically strike with the club and deal Sneak Attack damage, the target must succeed on a Constitution saving throw (DC=1/2 the Sneak Attack damage dealt) or be knocked unconscious until the end of its next turn.

Battle Tankard

Wondrous Item (Helm), Uncommon (Requires attunement)

This helmet appears to have been crudely carved from a metallic tankard, complete with eyeholes. While attuned to this helm you cannot gain Exhaustion levels. If you had any before attuning to this helmet, their effect is suppressed so long as you are attuned.

Battleaxe of Mauletar

Weapon (Battleaxe), Uncommon (requires attunement)

Mauletar was once a captain of the guard during the Tethyr civil war. During a climactic moment that would decide the direction of the war, he stood in opposition against overwhelming odds, his heart unmoved by fear. While holding this +1 battleaxe and attuned to it, you have advantage on saving throws against the Frightened condition.

Bartleby's Wakizashi

Weapon (Scimitar), Uncommon (Requires attunement)

A low level thug named Bartleby once owned this Kara-Turian weapon, and styled himself as a true samurai of the far east because of it, going so far as to crudely glue gemstones to the hilt to make it more 'authentic'. The previous owner's obsession with Kara-Tur notwithstanding, the enchantment on this +1 scimitar does offer some benefit. While not wearing an armour or a shield and attuned to this sword, you gain +1 to your armour class. If a monk attunes to this item, the bonus is increased to +2. This cannot stack with Bracers of Defense.

Belt of the Cunning Rogue

Wondrous Item (Belt), Uncommon

Duplicitous individuals of Baldur's Gate often use this belt to great success. When worn, you can make Sleight of Hand checks as a bonus action on your turn. A rogue who wears this belt can make Sleight of Hand checks with advantage.

Belt of the Skilful Blade

Wondrous Item (Belt), Uncommon

A belt sought after by duelists of Waterdeep who favour swashbuckling. While wearing this belt, you have a +2 bonus to attack and damage rolls on the bonus action attack you make from two-weapon fighting.

Blackmist

Weapon (Halberd), Uncommon (Requires attunement)

This weapon was once wielded by a sightless paladin, who used the halberd's magic to equalise with her opponents - though she was far more used to fighting blind than they were, and inevitably were victorious because of it. When you deal critical damage with this +1 halberd, the target is affected with the Blinded condition until the end of your next turn.

Bracers of Perseverance

Wondrous Item (Bracers), Uncommon (Requires Attunement by a monk)

The blitzing strikes of a monk often leave themselves open to an attack, and these bracers were enchanted to help safeguard them. While attuned to them, your maximum hit points are increased by +10. In addition whenever you roll a 1 on an attack roll, you gain the effects of the False Life spell.

Brooch of the Vagrant Blades

Wondrous Item (Amulet), Uncommon (Requires attunement)

The Vagrant Blades were a small and short-lived adventuring party. Their skills weren't in question, but they were never able to overcome their interpersonal problems and eventually fell apart fighting over a magic belt. This brooch is all that remains of their legacy. When wearing this brooch, whenever you are targeted by the Magic Missile spell, the missiles are instead reflected back to the original caster.

Buckley's Buckler

Armour (Shield), Uncommon (Requires attunement)

Formed from the poorly-tanned hides of mammoths, this smelly shield nevertheless seems to enhance the wielder's hardiness. While attuned to this +1 shield the wielder has +1 to their Constitution score, to a maximum of 20. This shield's magical armour class enhancement does not apply to ranged weapon attacks.

Changeling's Vest

Wondrous Item (Shirt), Uncommon

This shirt is imbued with strong transmutation energies, and its weave appears to shift constantly when observed. As an action on your turn you can expend one charge to Polymorph (as the spell) into a bugbear, a dryad, or a death dog. This does not require Concentration on your part, and lasts for 10 minutes. The shirt holds 2 charges, and regains 1 expended charge at dawn.

Chanserv's Fish

Weapon (Club), Uncommon

Some people might balk at the idea of using a fish as a weapon, but this enchanted halibut is perfectly preserved in cold air, and rigid to the touch, allowing it to be wielded as a weapon. When you hit with this +1 club, you deal an additional 1d4 cold damage.

Circlet of Lost Souls

Wondrous Item (Circlet), Uncommon (Requires Attunement)

This silver circlet's energies were originally used by shaman in their conveyances with the long dead, but since then others have learned to apply the magics to any summoned creature. When attuned to this item your "Summon" spells treat themselves as being cast from one spell slot level higher than the spell slot you use. If you expend a spell slot of 5th level or higher to cast them, they are also affected by the Bless spell.

Cloak of Atonement

Wondrous Item (Cloak), Uncommon (Requires attunement)

A jet-black cloak embossed with the mark of a silvered crescent moon, many associate this cloak with Eilistraee, though there is in truth no direct connection. As a bonus action on your turn you can choose to reduce your current and maximum hit points by an amount equal to one roll of your hit dice. When you do so, roll on the table below. You gain the effects of that spell. If the spell normally requires concentration, it doesn't, and instead lasts for 1 minute, regardless of its usual duration. The hit point reduction is removed on completion of a long rest.

d8 Atonement Spell
1 Shield of Faith
2 Bless
3 Aid
4 Death Ward
5 Resistance
6 Enhance Ability (Wisdom)
7 Sanctuary
8 Protection from Evil and Good

Cloak of the Beluir Watch

Wondrous Item (Cloak), Uncommon (Requires Attunement)

Many brave halflings served as the city guard for Beluir, and those who performed exemplary service were gifted these cloaks. They serve as a Cloak of Protection, giving +1 bonus to armour class and saving throws. Halflings who wear it gain an additional +1 to the armour class and saving throws against Giant-type creatures.

Cloak of the Dark Moon

Wondrous Item (Cloak), Uncommon (Requires attunement)

Shar's worshippers who prove themselves devout might receive this cloak as a reward for their service. Though it normally serves primarily as a Cloak of Protection, it also cloak grants you immunity to the Blinded condition, and Darkvision out to 60ft while outside during the night.

Cowl of the Stars

Wondrous Item (Cloak), Uncommon

This cloak is patterned with a thousand thousand shooting stars, all against night-black cloth. As an action on your turn you can use the cloak's magic to cast Melf's Minute Meteors without a material component. Once you have done so once, the cloak's powers cannot be used again until the next dawn.

Crommus' Capelet

Wondrous Item (Cloak), Uncommon (Requires Attunement)

When Crommus died, he was wearing this cloak. When he rose again as a ghost, he was wearing this cloak. And when he finally passed on, he was wearing this cloak. Yet it has somehow returned to the world of the living, still bearing a portion of the ghostly powers. While attuned to this cloak and struck by a critical hit, you gain the effects of the Blur spell for 1 minute. This does not require concentration.

Cudgel of Montgomer

Weapon (Mace), Uncommon (Requires attunement)

Blessed by holy energies, this +1 mace grants creatures the ability to keep fighting past most people's limits. The head is inscribed with a holy symbol that shifts in shape and appearance to respond to the wearer's belief. Whenever you critically strike with this mace you regain 1d8+3 hit points.

Dagger of Trollslaying

Weapon (Dagger), Uncommon

Daggers of these kind were crafted specifically to target trolls. When you hit with this +1 dagger it deal an additional 1d4 fire damage. If the target creature is resistant or immune to fire damage, it instead deals 1d4 acid damage.

Dread Hammer

Weapon (Warhammer), Uncommon

Once held by a dwarven cleric devoted to the gods of good, its magic was irreparably changed when they willingly completed transformation into a lich. The weapon now appears as a pure black void, from which no light seems to escape, and merely holding it fills the wielder with the chill of the grave. This +1 warhammer deals an additional 1 cold damage on each hit. When the wielder rolls a 1 on their attack roll with it, they take 1d4 cold damage. If they attack a creature with a Good alignment, the cold damage is increased from 1 to 2d4.

Eadro's Blade

Weapon (Scimitar), Uncommon (Requires attunement)

This +1 scimitar was once held by a revolutionary who wished to overthrow the genie masters of Calimshan. When elemental creatures attack you, they suffer a -1d4 to attack rolls. If you critically strike an elemental creature, it must succeed on a Charisma saving throw (DC=damage dealt) or be banished back to its own plane immediately.

Eilistraee's Boon

Wondrous Item (Ring), Uncommon (Requires attunement)

This band of pure silver is dedicated to Lady Silverhair, and empowers her followers accordingly. It serves as a Ring of Protection, but has an additional benefit for Drow or worshippers of Eilistraee - all damage they take from spells and magical effects is reduced by 1.

Festering Spear

Weapon (Spear), Uncommon

This +1 spear is imbued with the power of decay. When you critically strike with it it deals an additional 2 necrotic damage and lowers the target's strength and dexterity by 2 for 1 minute. Creatures immune to diseases are unaffected by the ability score reduction.

Fury Axe

Weapon (Battleaxe), Uncommon (Requires attunement)

Merely grasping the handle of this battleaxe sets your teeth on edge with lingering anger, and you can tell that the original craftsman felt nothing but fury when creating it. When you critically hit with this +1 battleaxe, you gain Rage, as if you were a first level barbarian, until the end of your next turn. Barbarians wielding this axe also gain +1 to their strength score (to a maximum of 20), and if they gain Rage from this weapon it lasts for 1 minute.

Gemblade

Weapon (Dagger), Uncommon

This magically enchanted +1 dagger has a number of glimmering gemstones in the hilt. When you roll maximum damage on an attack with the Gemblade a charge is expended and a gem worth 1d100gp appears on your person. Once all charges are expended, the gemblade's magic is expended and it becomes a mundane dagger, albeit one that still sells for 100gp. The Gemblade is found with 2d20+5 charges.

Glimmer of Hope

Weapon (Mace), Uncommon (Requires attunement)

Those who hold this +1 mace find their hearts strengthened, though its normal appearance helps those believe that one need not appear special to do great things. While attuned to this mace, your Wisdom score is increased by +1, to a maximum of 20. Clerics who critically strike with this weapon gain the effects of the Bless spell for 1 minute, without requiring concentration.

Gloves of Missile Snaring

Wondrous Item (Gloves), Uncommon (Requires attunement)

A circus performer claimed himself a master monk, displaying an ability to pluck daggers straight from the air. After one too many daggers were flung his way, his secret was revealed - post-mortem. While attuned to these gloves you can use the Deflect Missiles feature as a monk of 3rd level, though only once per short rest. If you already have this feature, it instead increases the damage reduction you roll by 1d10, and you do not spend ki on making a ranged attack with a caught missile.

Goblin Hide Armour

Armour (Hide), Uncommon

Goblin shaman often made this hide armour to help buoy up their soldier's abilities to fight in swamps. While wearing this armour, your constitution score is increased by +1 (to a maximum of 20). If the wearer is a goblin, then at the start of each of their turns they are cured of the Poisoned condition.

Grubdoubler's Axe

Weapon (Handaxe), Uncommon

This crudely made +1 handaxe was enchanted by a particularly human-hating goblin. When you throw this weapon as part of an attack, it returns to your hand when the attack resolves, allowing you to throw it again. It also has +2 to attack rolls, instead of +1, when attacking humans.

Hallowed Redeemer

Weapon (Greatsword), Uncommon (Requires attunement)

Some believe that this blade is blessed by the god Torm himself, bestowed upon a worthy paladin who crusaded in his name, though if that's true it's somehow ended up in your hands since then. Only one side of the blade is edged, while the other is blunt, allowing one to easily switch between lethal and non-lethal blows. Whenever you take damage while attuned to this +1 Greatsword, the creature that damaged you takes 1 radiant damage in return. This damage cannot kill a creature, merely knock them unconscious.

Harrower

Weapon (Longsword), Uncommon

The blade of this +1 longsword gleams pure white, regardless of the lighting. Runes that run down the blade mark it as a weapon intended for slaying undead. When you attack undead creatures with this weapon, that attack roll and damage bonuses are increased from +1 to +2.

Headband of Focus

Wondrous Item (Circlet), Uncommon (Requires Attunement)

This leather headband draws into close focus a fighter's unarmed skills. While attuned to it, you critically hit with unarmed strikes on an attack roll of 19 or 20. In addition, once per long rest as an action you may increase your Strength, Dexterity, and Constitution scores by +2, to a maximum of 30. This lasts for 10 minutes. If this increases your maximum hit points, your current hit points are increased by the same amount.

Helmet of Dumathion

Wondrous Item (Helm), Uncommon (Requires attunement)

Glittering green jewels adorn this head, dedicated to the dwarven god Dumathion. While attuned to this helmet your constitution score increases by +1 (to a maximum of 20). If you are a dwarf, it instead increases by +2.

Herdrin's Shortsword

Weapon (Shortsword), Uncommon

This shortsword's edge seems honed to a razor's edge. When you make an attack with this +1 shortsword, it critically hits on a roll of 19 or 20. If you already did so (due to the Champion's Improved Critical feature or similar) then you instead increase your critical range by a further 1.

Hojar's Flame

Weapon (Battleaxe), Uncommon

The warrior Hojar from the frozen north forged this axe with the specific intention of ensuring his hits were never weak, even if they were never the strongest. The handle is permanently warm to the touch, no matter how cold the world around you is. When you roll a 1 on your damage roll with this +1 battleaxe, you deal an additional 1d8 fire damage.

Jegg's Leathers

Armour (Studded Leather), Uncommon

This leather was originally made by a dwarven smith for his goblin friend to help guard them against the elements. Tiny patches in the shapes of fire, lightning, ice and earth cover its chest, back and arms. When wearing this studded leather armour, you reduce all cold and fire damage taken by 1.

Kiel's Buckler

Armour (Shield), Uncommon (Requires attunement)

The personal shield of Kiel, son of Durlag Trollkiller. The lightweight of this +1 shield grants the wielder a +1 bonus to their Dexterity score (to a maximum of 20) while attuned. This shield's magical armour class enhancement does not apply to ranged weapon attacks.

Kneecapper

Weapon (Warhammer), Uncommon

Rumoured to have been gifted to a small clan of dwarves who wished to carve a land for themselves out of a giant's domain, this +1 warhammer has a +2 bonus when attacking a Giant-type creature. When in the hands of a dwarf and attacking a giant-type creature, the bonus instead increases to +3.

Lon's Amulet

Wondrous Item (Amulet), Uncommon (Requires attunement)

Lon was a young woman afflicted with lycanthropy who wished only to remain with civilisation, and tried to use this amulet to hold fast on their mind. While attuned to this silver necklace, your wisdom score is increased by +1. If a character has the Wild Shape feature or is a lycanthrope, they gain the effects of the Bless spell while they are Wild Shaped or in their Animal or Hybrid form.

Lucky Boots

Wondrous Item (Boots), Uncommon (Requires attunement)

These exquisitely crafted bearskin boots were made for a dwarf whose lucky symbol was a boot. Somehow, the luck rubbed off on them. When you fail a saving throw you can activate the boots to add +1d8 to the roll, potentially turning the failure into a success. You can do this once, refreshing at dawn. Dwarves who are attuned to these boots can instead use them twice.

M'Khiin's Buckler

Armour (Shield), Uncommon (Requires attunement)

This buckler was once owned by a goblin shaman, M'Khiin, who called upon the spirits of the dead to aid her in battle. Proximity to the dead seems to have seeped into the shield, aiding the wearer in avoiding an early grave. While attuned to this +1 shield, your maximum hit points increase by 5. If you are a goblin, it increases instead by +10.

Modron Heart

Wondrous Item (Amulet), Uncommon (Requires Attunement)

The modron are beings of pure order, opposing the forces of chaos. Whether this amulet is actually the heart of a modron or simply fashioned to appear as such isn't clear - and modrons aren't known to be easily accessible to ask. Regardless of its origins, its magic is oriented in the same manner. While attuned to this item you have a +2 bonus to your armour class and saving throws against extraplanar creatures (such as celestials, fiends, and aberrations) of a Chaotic alignment.

Neera's Staff

Weapon (Quarterstaff), Uncommon

The Wild Mage Neera carried this staff for years, and some of her wild magic eventually rubbed off on it. When you roll maximum damage with this +1 quarterstaff, you deal an additional 2 fire damage. If you roll minimum damage, you take 1 fire damage.

Night Club

Weapon (Club), Uncommon

This +1 club has been used by the Flaming Fist to help keep the law at night. The stick is thin and perfectly cylindrical, making it easy to handle. When the sun is down, the club's damage bonus increases from +1 to +2.

Peacock Cap

Wondrous Item (Hat), Uncommon (Requires Attunement)

An exceptionally extravagant hat bearing a full plume of peacock feathers that never seem to wilt or lose their colour. While attuned to this your charisma score is increased by +1, to a maximum of 20. If you are a bard, this increases to +2.

Raconteur's Regalia

Armour (Breastplate), Uncommon

A less than scrupulous bard was gifted this garishly coloured magical breastplate by their former master. While wearing this breastplate the colours shimmer and shift, distracting those who would observe you, which grants you advantage on Sleight of Hand ability checks.

Rancor

Weapon (Greatsword), Uncommon (Requires attunement)

This ebony greatsword is covered with abyssal inscriptions that constantly shift when observed, making them indecipherable. Whenever you reduce a creature to 0 hit points or kill them with this +1 Greatsword, you gain 1 charge. Before you make an attack roll you can expend 1 charge to gain +1d4 to the attack roll. The weapon can hold a maximum of 3 charges.

Relair's Mistake

Wondrous Item (Cloak), Uncommon

Also known as the 'Cloak of the Wolf', this furred cloak was crafted by the mage Relair as a way to control his lycanthropy. Unfortunately, it didn't work. The cloak still retains some of the magic, however. While wearing it, you can use your bonus action to Wild Shape (as the druid ability) into a Wolf for 4 hours. This feature can be used once, refreshing at dawn.

Restraining Pole

Weapon (Spear), Uncommon

The enchantment behind this spear was originally devised on behalf of a commission by the Flaming Fist who wanted a way to apprehend criminals. 'Unfortunately', it still requires stabbing them very hard, so how successful the tool is remains to be seen. When you critically strike with this +1 spear the target is Restrained for 1 minute. They may spend their action to make an athletics check (DC12) to end the effect early.

Rhyte's Last Arrow

Weapon (Handaxe), Uncommon (Requires attunement)

An axe made famous by its original wielder's last stand against a horde of foes, this +1 handaxe is enchanted such that whenever you critically hit with it you gain +5 to your AC until the start of your next turn. When thrown as part of making an attack, it returns to your hand at the end of the attack allowing it to be used again.

Ring of the Crusade

Wondrous Item (Ring), Uncommon (Requires attunement)

Caelar Argent's Shining Crusade handed these rings out to top lieutenants and embossed with the crusade's mark, a dawning sun. They serve as a Ring of Protection normally, granting +1 to your armour class and saving throws, but against fiend type creatures these bonuses increase from +1 to +2.

Ring of the Scholars

Wondrous Item (Ring), Uncommon (Requires attunement)

This ring is favoured by scholars and students alike as a way to help with memory retention. It is banned from use during exams. While attuned to this ring your Intelligence score is increased by +1, to a maximum of 20. You may also gain advantage on any ability checks for arcana, history, nature, religion or medicine three times, refreshing at dawn.

Ring of Danger Sense

Wondrous Item (Ring), Uncommon (Requires attunement)

Dungeon delvers have long favoured these garnet-set rings as a way of keeping themselves alive from tricky trap-makers. While attuned to this ring you have advantage on Perception ability checks when it comes to detecting traps. Triggered traps that have attack rolls have disadvantage against you, and you have advantage on any saving throws they provoke. Finally, you add your proficiency bonus to your Initiative.

Robe of Arcane Aptitude

Wondrous Item (Robe), Uncommon (Requires Attunement by a Wizard)

Robes of this variety were often sought out by mediocre wizards as a crutch before they acquired greater power. While attuned to it your intelligence score is increased by +1, to a maximum of 20. In addition, once per long rest you can use the powers of the robe to cast two spells with a casting time of 1 action within a single turn.

Robe of Goodman Hayes

Wondrous Item (Robe), Uncommon (Requires Attunement by a Wild Magic Sorcerer)

Goodman Hayes despised their wild magic heritage, and after much work managed to craft this technicolour dreamrobe to help keep the chaos somewhat at bay. When you roll on the Wild Surge table, roll twice and pick your preferred result. If you have the Controlled Chaos class feature, you roll three times and pick your preferred result.

Robe of the Apprenti

Wondrous Item (Robe), Uncommon (Requires Spellcasting or Pact Magic class features to attune)

Wizards often task their novitiates to craft this cloak as one of their first tasks to create magic items. When wearing this robe, you can calculate your armour class as 13 plus your Dexterity modifier.

Sable Cloak

Wondrous Item (Cloak), Uncommon (Requires Attunement)

A traveller once commissioned to this pure white cloak before travelling to the Spine of the World in search of a white dragon. While attuned to this cloak, you have resistance to cold damage and you ignore difficult terrain caused by ice, snow, or similar conditions.

Savage Shortbow

Weapon (Shortbow), Uncommon (Requires attunement)

Crafted by wood elves for the rangers who defended their forests against intruder, this +1 Shortbow gives any Elves or Half-Elves attuned to it +1 to their Constitution (to a maximum of 20). In addition, it adds +2 to its damage rolls against orcs, half-orcs, and ogres, instead of +1.

Senses of the Cat

Wondrous Item (Boots), Uncommon (Requires attunement)

No cats were harmed in the making of these boots - they are actually made from cow leather and ethically sourced cat fur. You can use your reaction to gain +5 to your armour class against ranged attack rolls until the start of your next turn. The boots can be used twice in this way, with the magic refreshing at dawn.

Severance

Weapon (Longsword), Uncommon

The battlefield is a place which drains even the most stalwart of warriors, but this red-hilted weapon was created to extend those past their normal limits. Whenever you critically strike with this +1 longsword you deal an additional 1d4 force damage and regain hit points equal to the force damage dealt.

Shield of Egons

Armour (Shield), Uncommon (Requires Attunement)

Once held by a respected family of Lathandrites, the Egons eventually died out. Despite this, a portion of the Morninglord's power remains in the sun-emblem shield still. Clerics who attune to this +1 shield increase the save DC for their turn undead feature by +2. If they are clerics dedicated to Lathander, it instead increases by +3.

Sidestep Slippers

Wondrous Item (Boots), Uncommon (Requires Attunement by a monk)

A pair of exceedingly comfortable, yet durable slippers, their magic is gifted only to those who can control their ki. When a monk attunes to these shoes their dexterity score is increased by +1, to a maximum of 20. Opportunity attacks also have disadvantage against them.

Sling of Unerring Accuracy

Weapon (Sling), Uncommon

Any hunter knows that hitting is the first, and most important, step to victory. This +1 sling has a +2 bonus to attack rolls, instead of +1, on the first attack you make each turn.

Soft Feet

Wondrous Item (Boots), Uncommon

These boots hold exceedingly specific an enchantment, but more importantly their soles are incredibly comfortable. While wearing these shoes you automatically succeed on all saving throws against the Grease, Entangle, and Web spells, and other similar effects.

Spider Bane

Weapon (Greatsword), Uncommon (Requires attunement)

A blade that is often used by those who conduct pest control, and viewed as anathema to the drow. While attuned to this +1 greatsword, any successful attacks with it deal critical damage to any spiders or spider-adjacent creatures, such as driders. In addition, you are immune to the effects of any Web-type effects, be they magical or mundane. Each spider-type creature you kill with this weapon while attuned carves a notch into the side of the blade, tracking your kills.

Sword of Troll Decapitation

Weapon (Greatsword), Uncommon

Trolls have often plagued civilisation, being difficult for normal guards to defeat due to their powerful claws and even more powerful regeneration. When you critically hit a troll with this +1 Greatsword, you may make another attack against it at no action cost. The weapon deals 1d4 fire damage on hits against trolls.

Talisman of Hearthfire

Wondrous Item (Consumable), Uncommon

This small talisman can be worn either around the neck or on the wrist. A simple design, it is embossed with a gleaming jade gemstone that is far more fragile than it appears. When shattered, it instantly teleports the wearer back to a sanctuary that was decided upon when the talisman was first created. Once shattered, the talisman's magic is permanently expended. You can use the Identify spell to discover the location that the talisman is bound to.

Talos' Gift

Wondrous Item (Boots), Uncommon (Requires attunement)

The name is somewhat more grandiose than their actual origins. Many priests of Talos wear these boots in reverence of the Storm Lord, both marking them as worshippers and safeguarding them against errant bolts of lightning that occasionally strike down in their churches. While attuned to these boots, you have Resistance to lightning damage.

Tarloc's Contingency

Armour (Shield), Uncommon

Created by a fearful mage who wished to never meet death, this +1 shield safeguards its wearer against the most vicious of strikes. Whenever you suffer a critical hit while wielding this shield, you gain the effects of the Invisibility spell for 1 minute. Though this does not require your Concentration, it does still end early should you take any actions that would normally end the Invisibility spell.

The Ghostdreamers' Robe

Wondrous Item (Robe), Uncommon (Requires Attunement)

This robe is made of dozens if not hundreds of tiny patches, such that you can't be sure if there was ever an 'original' intact robe to begin with. As the story goes, the robe was crafted from cut off robe parts from shaman that a goblin tribe vanquished, and thus it stands as a declaration of power for that tribe. While attuned to the robe, you are immune to the Silence spell, and your Verbal components cannot be restricted by magical means. Physical, mundane gags still function as normal however.

The Golden Axe

Weapon (Battleaxe), Uncommon

A noble lacking in sense but with an abundance of money commissioned an axe made of pure gold. By reinforcing it with magic, even the soft metal serves as a viable weapon. Over the years the magic enchantment has become unstable, however. On a critical hit with this weapon, the target is affected by the Dispel Magic spell.

The Guardian Devil

Wondrous Item (Helmet), Uncommon (Requires attunement)

A helm of obsidian-black iron and a fanged devil's engraving on the outside. Though its appearance is initially off-putting and rough, it wears comfortably. While wearing and attuned to this item you increase your armour class by +1, and ranged weapon attacks suffer a -1d4 on their attack rolls against you.

The Guide

Weapon (Heavy Crossbow), Uncommon

Enchanted to be perfect for sieges (on both sides of a wall), this military-style +1 Heavy Crossbow has a normal range of 450ft, and no 'long' range.

Voghiln's Helmet

Wondrous Item (Helm), Uncommon

The skald Voghiln used this hat to safeguard themselves on the times they charged into melee. Whenever a creature rolls a 1 or 2 on a melee weapon attack roll against you while you wear this helmet, they are disarmed and drop their weapon in a random space within 10ft.

Werebane

Weapon (Dagger), Uncommon

Forged originally to kill werejackals by an elven ranger, it was never brought to bear against its intended target as she was cut down by bandits. Nevertheless this +1 silver dagger instead has a +2 bonus to attack and damage rolls when attacking creatures afflicted with lycanthropy.

Wild Sling

Weapon (Sling), Uncommon (Requires attunement)

The magic in this sling was forged by a particularly spiteful wild mage, who wished to inflict the pain of their chaos on other spellcasters. When you hit a creature with this +1 sling, the next spell they cast before the end of their next turn forces the caster to roll on the Wild Surge table.

Wizzard Hat

Wondrous Item (Hat), Uncommon (Requires Attunement by a Wizard)

Perhaps made as a practical joke at an arcane university at first, this hat has nevertheless helped many a student make it to class just in time. While attuned you increase your movement speeds by half. In addition, once per long rest you can cast a spell with a casting time of 1 action as a bonus action.

Wolfsbane Charm

Wondrous Item (Amulet), Uncommon

A pendant crafted or pure silver and filled with wolfsbane, it is anathema to those suffering from lycanthropy. While you wear this, lycanthropes have disadvantage on attack rolls against you, and you are immune to contracting lycanthropy. If a lycanthrope wears this, they instead have disadvantage on all attack rolls they make.

Rare

Aeger's Hide

Armour (Hide), Rare (Requires Attunement)

This thick and heavy hide armour is made from the skin of a single massive bear, one whose stubbornness in the face of magical compulsion was legendary. While worn this +1 hide armour grants the wearer immunity to spells from the Enchantment school, including beneficial ones.

Albruin

Weapon (Longsword), Rare (Requires Attunement)

Rumoured to have once been wielded by an eccentric werebear who battled giant spiders commanded by invisible Red Wizards, this weapon does seem to have a remarkably specific set of enchantments tied to it. While attuned to this +2 silver longsword, you gain immunity to the Poisoned condition, and can cast Detect Magic once, refreshing at dawn.

Algernon's Cloak

Wondrous Item (Cloak), Rare (Requires attunement)

Algernon was a merchant of significant repute, but much of his power came from his cloak. When attuned to it, your charisma score is increased by +2, to a maximum of 20. In addition you may cast Charm Monster with a DC16 without somatic or material components. You may do so once, with this power refreshing at dawn.

Amulet of Abnormally Awesome Ankheg Summoning

Wondrous Item (Amulet), Rare

Utilising a perfectly preserved ankheg eye as the centrepiece of this amulet, this piece of jewellery is an excellent conversation piece. And when the conversation turns tiresome, you can simple call upon your insectoid minions to spice things up again.

While wearing this amulet you can hold its clasp as an action to summon 1d4-1 (minimum 1) Ankhegs in squares adjacent to you. These ankhegs follow your verbal commands, which you can issue as a bonus action or action, and they vanish if they reach 0hp or 1 minute passes. If issued no orders, the Ankhegs attack the closest creature to them, other than their summoner.

A number of days equal to the number of Ankhegs summoned must pass before the amulet can be used again.

Amulet of Cheetah Speed

Wondrous Item (Amulet), Rare

Patterned from black and yellow gold, this chain models a cheetah's spots. While wearing this amulet, your movement speeds are doubled. In addition, you can use it to cast the Haste spell without providing material components. When cast via the amulet, you do not need to Concentrate on it. You can do so once, with the amulet's power refreshing at dawn.

Amulet of Seldarine

Wondrous Item (Amulet), Rare (Requires attunement)

Made from hardened bark from the tree of life itself, this small necklace is blessed by the elven pantheon. This amulet grants the wearer an additional +1 bonus to their armour class and saving throws. In addition, should an elf wear this then they reduce all damage taken from spells and magical effects by 3.

Ashideena

Weapon (Warhammer), Rare (Requires attunement)

Named by a warrior for his lovely wife, this warhammer once brought an orc warlord low with its shocking powers. It is unknown what his wife thought of the name. This +2 Warhammer deals an additional 1d6 lightning damage on each strike. If a creature wearing metal armour suffers from the lightning damage, they cannot take reactions until the start of your next turn.

Axe of Kruntur

Weapon (Handaxe), Rare (Requires Attunement)

Kruntur was a goblin warlord of no small repute, who used this axe to carve out a place for his people. Unfortunately, his successors would squander what he gained, as once he passed on from old age the axe passed through a series of hands in rapid succession, before eventually becoming lost, and all the territory gained was quickly 'reclaimed' by those who he had taken it from.

When you throw this +2 handaxe as part of making an attack, it returns to your hand. It deals an additional 1d4 poison damage on a successful thrown attack.

Azuredge

Weapon (battleaxe), Rare (Requires Attunement)

Blessed by a small pantheon of gods, this weapon is anathema to those who deny their natural rest. When you roll maximum damage with this +2 battleaxe against an Undead type creature, they must succeed on a DC14 constitution save or lose half their current hitpoints.

Bard Hat

Wondrous Item (Hat), Rare

This ostentatious apparel is sure to garner the attention of any in the tavern - though this can be a double edged sword, should the item be stolen in the night, as has happened many times in the past. Still, its modest enchantments are the not just for show. When worn, this hat grants you immunity to the Deafened condition and you can still cast spells with verbal components in areas of Silence. Bards who wear this hat gain an additional benefit: Whenever they grant Bardic Inspiration to a creature, they also gain it themselves, at no extra use cost.

Belt of Minor Invulnerability

Wondrous Item (Belt), Rare

Wearers of these belts seem to constantly break out into cold, nervous sweats, as a side effect of its enchantment. Each time you are affected by a spell, be it beneficial or otherwise, roll a d20. On a 20, you gain the effects of the Glove of Invulnerability spell for 1 minute, however instead of blocking spells of 5th level or lower, it blocks spells of 3rd level or lower, and does not block spells cast from a 4th level or higher spell slot.

Boomerang Dagger

Weapon (Dagger), Rare (Requires attunement)

A simple enchantment sits in this +2 dagger. When attuned to this weapon, and you throw it as part of an attack, it returns to your hand, allowing it to be thrown again.

Boots of Partial Ethereality

Wondrous Item (Boots), Rare (Requires attunement)

Many magical item creations are done entirely by accident while seeking another solution. These boots are one such accidental creation, a failed attempt at astral transfer. By clicking the heels of these boots together as an action you can gain Resistance to all damage types except Force for 1 minute. These effect can only be activated once, refreshing at dawn.

Bow of Arvoreen

Weapon (Shortbow), Rare

Once granted to the stalwart halfling paladin Mazzy Fentan by her goddess, this simple but elegant shortbow bristles with divine energy. Halflings who wield this +2 shortbow deal an additional 1d8 radiant damage on each successful hit.

Bow of the Banshee

Weapon (Longbow), Rare (Requires Attunement)

The wood of this bow bears the image of a carved face, etched into a permanent scream. Supposedly it holds a bound elven soul within, though magical analysis would indicate this not to be the case. Regardless, while attuned to this +2 longbow, whenever you roll maximum damage you create a wave of fear in a 10ft radius around yourself. Creatures within the area must succeed on a DC13 Wisdom save or be affected by the Fear spell for 1 minute. In addition, you deal an additional 1d4 damage to any creatures affected by the Frightened condition.

Bracers of the Shuttered Lid

Wondrous Item (Bracers), Rare (Requires attunement by a monk)

These bracers were supposedly used by a secretive sect of monks that trained exclusive in total darkness. While attuned to these bracers, you have a +2 bonus to attack and damage rolls on unarmed strikes. This does stacks other magic items that grant bonuses to your unarmed strikes, but only to a maximum of +3. In addition whenever you critically hit a target with one of your unarmed strikes they are Blinded until the end of your next turn.

Chaos Blade

Weapon (Shortsword), Rare

Representing the end of all things alongside its sister blade Entropy, this weapon drains the strength from their foes. It was crafted to be wielded by those of fiendish blood, though others may still benefit from it. Once per turn when you hit with this +2 shortsword drain 1 point of dexterity from the target. If a creature's dexterity score is reduced to 0 by this effect, they fall unconscious. The dexterity drain can be reversed either via a Lesser Restoration spell or by completing a short or long rest. Tieflings who wield this sword can drain 2 points of dexterity each turn with this blade, though only one per successful hit still.

Chesley Crusher

Weapon (Glaive), Rare

This enormously heavy glaive prevents those normally quick of strike from performing follow throughs, but in return their own blow is far stronger than that of normal weapons. While wielding this +2 glaive, if you have the Extra Attack (or similar) feature, you do not gain any additional attacks when you take the attack action. Instead, you add the damage dice and modifiers you would gain from your extra attack(s) to the single attack you make.

Chromatic Dragon Helm

Wondrous Item (Helm), Rare (Requires attunement)

Red, white, and blue dragonscales pattern this helm's exterior, marking those who wear it either a slayer of such dragons, or someone with a hefty coinpurse to pay those who are. While wearing this helm, you reduce all cold, fire and lightning damage taken by 3.

Clasp of Helm

Wondrous Item (Amulet), Rare (Requires attunement)

The clasp on this chain is in the symbol of helm; a metallic gauntlet emblazoned with an open eye. While wearing this you have advantage on saving throws against spells from the Necromancy school, and once per day you may cast Dispel Magic (as a cleric spell). In addition, if you are a Cleric or Paladin, you gain a +1 bonus to your Wisdom score, to a maximum of 20. Even those philosophically opposed to Helm may benefit from the portion of divine blessing in the item - though you do feel the gaze of the Watcher upon you.

Cloak of Minor Arcana

Wondrous Item (Cloak), Rare (Requires Attunement)

An archmage of considerable power crafted these cloaks for his students to help them better experience the breadth of magic instead of focusing solely in one area. When you first attune to this cloak, and on completion of a long rest, roll a d4 for the following table. Spells you cast of the schools listed for your roll are treated as being cast from one spell slot level higher than the spell slot you expended, until you complete another long rest.

d4 Spell School
1 Conjuration, Transmutation
2 Evocation, Abjuration
3 Illusion, Enchantment
4 Divination, Necromancy

In addition, you may use your action to generate a special spell scroll of a random Wizard spell of 3rd level or lower. Unlike normal scrolls, any creature can use the scrolls generated by this Cloak, without requiring any spellcasting ability check. This feature can only be used once, refreshing at dawn. Any previously created scroll also vanishes at dawn, if unused.

Cloak of the Gargoyle

Wondrous Item (Cloak), Rare (Requires attunement)

Woven from the painstakingly removed 'skin' of a gargoyle, this stone-grey cloak is nevertheless quite flexible and light. While attuned to this cloak you are immune to critical hits. In addition, as an action while wearing this Cloak, you can cast Stoneskin on yourself without expending a material component. This can be done once, refreshing at dawn.

Cloak of the Sewers

Wondrous Item (Cloak), Rare (Requires attunement)

The stench of sewage clings to this cloak constantly, making it thoroughly unpleasant to be around. It serves as a Cloak of Protection, but an additional enchantment allows you to Wild Shape (as the druid ability) as an action into either a Rat or a Gray Ooze for 1 hour. This feature can be used twice, refreshing at dawn.

Cloverleaf

Wondrous Item (Belt), Rare (Requires attunement)

Four leaf clovers have long been considered a lucky item, and this belt appears to have been woven with an uncountable number of them along its green-coloured leather. While attuned to this belt, you have a +1 bonus to all d20 rolls you make.

Corinth's Bow

Weapon (Longbow), Rare (Requires Attunement)

This exquisitely crafted bow bears a family seal in the shape of a cat's paw. It belonged to a turncoat of Caelar Argent's crusade, who disobeyed orders in order to evacuate his hometown before it could be pillaged by the Crusade. While attuned to this +2 Longbow whenever you critically strike with it, you have a +1 on all d20 rolls until the end of your next turn.

Crimson Dawn

Weapon (Longsword), Rare (Requires Attunement)

This crimson-bladed katana seems to be able to slice sunlight itself. Its enchantment calls upon the wielder to forever slice faster and faster, becoming a dervish of destruction on the battlefield. Whenever you reduce a creature to 0HP or kill them with this +2 longsword, you gain the effect of the Haste spell until the end of your next turn. When this effect expires you do not suffer from any lethargy.

Crown of Lies

Wondrous Item (Helmet), Rare (Requires attunement by a Wizard)

Though this crown may look impressive, the gemstones set within the fool's gold are fakes. Nevertheless, the magic it holds within is real - it saps one's intellect, while channelling that energy into pure spellcasting power. You subtract twice your proficiency bonus from all Intelligence ability checks, regardless of whether or not you are proficient in them. You also do not apply your Intelligence modifier to your number of prepared spells. In return, you gain an additional 4th and 5th level spell slot. You must already have sufficient Wizard levels to cast spells of that level in order to take advantage of these slots.

Daeros's Full Plate

Armour (Plate Mail), Rare (Requires Attunement)

Crafted by dwarven smiths, this breastplate from the former ruler of Dragonspear bears the image of a copper dragon. While wearing this +1 plate mail, you gain Resistance to Fire damage and have advantage on saving throws against a dragon's breath weapon, regardless of what damage type (if any) the breath deals.

de'Arnise Signet Ring

Wondrous Item (Ring), Rare (Requires attunement)

These rings were often granted to the scions of House de'Arnise when they became an adult, and rarely were they ever found outside of the family's ownership. An ornate ring befitting a noble, the clear red gemstone gleams with a fiery core at all times. This ring serves as a Ring of Protection. In addition, to its normal benefits, the wearer also gains resistance to Fire damage. If they already have this from another source, they instead gain Immunity to Fire damage.

Delryn Family Shield

Armour (Shield), Rare (Requires Attunement)

A family heirloom of House Delryn, and one that they would no doubt like to have back in their ownership. It is emblazoned with their sigil, one that is immediately recognisable by those familiar with Athkatlan nobility. While wearing this +2 shield you can use your bonus action to gain Resistance to damage from ranged weapon attacks for 1 minute, once per day.

Dervish Crescent

Weapon (Scimitar), Rare (Requires Attunement)

The blade of this sword is etched with a flame pattern, and it is permanently warm to the touch. This +2 scimitar deals an additional 1d6 fire damage on each successful hit, gaining a charge each time you deal fire damage. As a reaction to being attacked, or as a bonus action, you can consume 4 charges to the effects of Fire Shield (Warm) for 1 minute. The blade can hold up to 7 charges.

Elements' Fury

Weapon (Dagger), Rare (Requires attunement)

The unbridled fury of the elements is locked within this +2 dagger, constantly threatening to burst forth. The weapon is anathema to elementals, who find the chaos within too much for their forms. When you roll initiative, roll a 1d4 on the below table:

d4 Damage Type
1 Fire
2 Cold
3 Lightning
4 Acid

You deal an additional 1d4 damage of the rolled damage type on each hit with this dagger. Elemental-type creatures are Vulnerable to this additional damage, which bypasses any immunities or resistances they might have.

Entropy

Weapon (Shortsword), Rare

The blade of this extraplanar weapon is a sickening green colour that seems to reflect light in a way that puts people ill at ease. It was created to be wielded by those with fiendish blood in their veins, and responds accordingly. This +2 shortsword deals an additional 1d6 poison damage on each hit. In the hands of a tiefling, both the base weapon damage and the poison damage dice are increased to 1d8.

Evermemory

Wondrous Item (Ring), Rare (Requires attunement by a Wizard)

Legend had it that one wizard of Amn once defied Mystra's restrictions on magical powers and could cast spells indefinitely. Eventually, however, it was revealed that his seemingly limitless magical ability stemmed from a number of enchanted rings. Nevertheless, they are still sought after greatly by arcanists. When attuned to this ring, you gain an additional 4 1st level spell slots. These additional spell slots can only be used on Wizard spells prepared from your spellbook.

Firefly

Weapon (Sling), Rare

This small sling has the image of tiny fireflies engraved along its length. Blessed by Yondalla, goddess of halflings, its true power is only revealed in the hands of the smallfolk. This +2 sling deals an additional 1 fire damage on a successful hit. When wielded by a halfling, it instead deals a 1d4+1 fire damage.

Fleshripper

Weapon (Shortbow), Rare (Requires Attunement)

Given a perhaps more ominous name by its owner than its powers bely, this bow's fleshripping abilities lie only in its capacity to deliver more arrows than one might normally expect. When you roll minimum damage on this +2 shortbow, you gain a charge, up to a maximum of 6. When you then roll maximum damage with an attack from this bow you can expend two charges to make another attack at no action cost, so long as it targets the same creature. Finally, your movement speeds are increased by 10ft.

Giant Hair Crossbow

Weapon (Heavy Crossbow), Rare (Requires 15 Strength or higher)

The string on this +2 heavy crossbow is crafted from woven giant's hair, giving it strength beyond that of a normal crossbow string, at the cost of being incredibly difficult to use for all but the strongest of wielders. Attacks made with this weapon add your strength modifier to its attack and damage rolls instead of your dexterity modifier.

Goblin Leathers

Armour (Leather), Rare (Requires Attunement)

This cheap and somewhat haphazard leather armour was made by a goblin shaman whose tribe was passing through a druid's grove. Though much of its magic is attuned to goblins, some of it is still usable by any creature who wears it.

While wearing this +1 leather armour, you have advantage on saving throws against the Entangle spell. Goblins who wear this leather armour are immune to the Entangle spell, and ignore difficult terrain caused by natural or magical plantlife.

Hammer of Dawn

Weapon (Warhammer), Rare (Requires Attunement)

A gold dragon who passed through natural causes donated their body to be used in the crafting of magical items to help serve the cause of good, and this is one such item made from the bones and scales of the dragon. While attuned to this +2 Warhammer, you are permanently affected by the Non-detection spell. In addition, whenever you critically hit with it you can push the target back 10ft in any horizontal direction.

Harold

Weapon (Light Crossbow), Rare

An incredibly unlucky man once owned this crossbow. It seemed like everything he did was destined for failure, and he never succeeded at anything. His sole legacy is the crossbow his family 'inherited', though it seemed to retain aspects of his ill-luck, so they quickly sold it on. When you roll maximum damage on attacks made with this +2 light crossbow, the target is affected with the Bane spell for 1 minute. This does not require your concentration

Heart of the Mountain

Wondrous Item (Circlet), Rare (Requires attunement)

This stony amulet is in truth made from the shattered fragment of an earth elemental summoned to the material. Conjuration magic still lingers within this, despite the distance from its original owner. Whenever you cast a spell with "Summon" in its name, the summoned creature appears with temporary HP equal to your character level, and a +1 bonus to its armour class.

Helm of Unwavering Purpose

Wondrous Item (Helmet), Rare (Requires attunement)

This ancient blackened helm bears darkened gemstones that have lost their lustre with age, yet even holding it in hand you can feel the weight of a purpose that the helm was once sworn to, perhaps yet unfulfilled. While attuned to this helm, you gain immunity to the Charmed condition and have advantage on saving throws against spells from the Enchantment school.

Laravyl's Chain

Armour (Chain Shirt), Rare (Requires Attunement)

This armour was once worn by a notorious slaver whose cruelty knew no bounds. Preferring ranged assaults, she had it enchanted to safeguard herself against retaliation from a distance. This +1 chainshirt lets you treat half cover as 3/4 cover.

Lupine's Sling

Weapon (Sling), Rare (Requires Attunement)

The leather that makes up this sling was treated with the blood of a hundred werewolves, and the bullets that it looses seem to still howl when they fly through the air. Once per turn when you hit a creature with this +2 sling, you can attempt to infect them with a lycanthropy. They must succeed on a DC15 Constitution saving throw or become cursed with werewolf lycanthropy.

Martyr's Morningstar

Weapon (Morningstar), Rare (Requires attunement)

This weapon if Ilmater's faithful drains the wielder's strength, using that same magic to destroy enemies of the faith. While attuned to this +2 morningstar your maximum hit points are decreased by an amount equal to twice your proficiency bonus. On a critical hit with this weapon, you reduce the target's current and maximum hit points by that same amount. This reduction is removed on completion of a long rest.

Montolio's Cloak

Wondrous Item (Cloak), Rare (Requires attunement by a Ranger)

Purported to be the cloak owned by the man who trained the (in)famous ranger Drizzt, this fetching piece of apparel enhances the wearer's dual wielding abilities. This serves as a Cloak of Protection. In addition, when you make a bonus action attack as part of Two-Weapon Fighting, that attack is made with advantage.

Nimblefinger Gloves

Wondrous Item (Gloves), Rare (Requires attunement by a Small-size creature)

Fashioned from doeskin, these small size gloves were originally intended for gnomish hands, though with a bit of rigging they can be worn by other smallfolk too. While attuned to these gloves you have a +1 bonus to your dexterity score (to a maximum of 20), and advantage on Sleight of Hand and Thieves Tools ability checks. If you are a gnome, the bonus to your dexterity is increased to +2.

Ox-tail Belt

Wondrous Item (Belt), Rare

This frankly revolting belt has been made from a preserved ox-tail. While wearing it, you have disadvantage on all charisma ability checks, as people are put off by your ghastly clothing choice. The magic within it does seem to turn aside attacks though - ranged weapon attacks have disadvantage against you.

Plate of the Dark

Armour (Plate Mail), Rare

An undead warlord of Bane wore this plate mail for centuries, utilising its power to bait his foes into attacking him and then destroying them with a retaliatory strike from the darkness. When you are attacked while wearing this +1 plate mail, you can use your reaction to spread a cloud of magical darkness in a 10' radius around you. You are able to see through this darkness, but it doesn't move with you. It lasts for 1 minute, and you can do this once, refreshing on a long rest.

Pritchard's Family Stiletto

Weapon (Dagger), Rare (Requires Attunement)

Carried by a gnome of the same name through two successive Dragonspear wars, the stiletto's delicate appearance and magic kept him safe against many of the tallfolk who wished to do him harm. This +2 dagger grants you a +1 armour class bonus when attacked by creatures which are larger than you.

Rabbit's Foot

Wondrous Item, Rare (Requires attunement)

Rabbit's feet have been considered lucky items for so long they seem to have gained some of that luck via philosophical transferral. that When attuned to this item, you gain the benefit of the halfling 'Lucky' trait, allowing you to reroll a roll of 1 on attack rolls, saving throws, and ability checks. If you are a halfling, you can now reroll rolls of 1, 2, and 3, instead of just 1s. You must still take the result of the second roll.

Ring of Duplication

Wondrous Item (Ring), Rare

This silver band ring bears three aquamarine gems in its face, each of which glows when its magic is full. This ring has 3 charges, and regains 1d3 charges at dawn. As a bonus action you may expend a charge to gain the effect of the Mirror Image spell for 1d4+1 rounds.

Ring of the Tiny Fiends

Wondrous Item (Ring), Rare

This ring has an ornate design of four stylised mephits each joining together in an unholy ouroboros. Clearly its original designer was mad, though whomever enchanted it was not.

While wearing this ring, you reduce all fire, cold, lightning and acid damage taken by 1. In addition, you can use your action to expend 3 charges to summon 1d4 Mephits (in the order of: Magma, Ice, Dust, and Steam) for 1 minute. These mephits follow your verbal orders which you can issue as a bonus action, and act on their own initiative. If not given any orders, they will instead attack the closest creature (including their summoner).

This ring has 3 charges, and regains 1d3 charges at dawn.

Rhino Beetle Shield

Armour (Shield), Rare (Requires Attunement)

This shield may simultaneously appeal to the metal-averse druids, while also put them off, for as the name implies the shield is crafted from the enormous shell of a giant rhinoceros beetle, hollowed out and enchanted for additional protection. Its size and girth grant it a wider cover than most other shields, while the magical enchantment ensures that you can carry it without issue. As a bonus action on your turn, you can use this +2 shield to gain half-cover until the start of your next turn.

Robe of Red Flames

Wondrous Item (Robe), Rare (Requires attunement)

Wizards of war favour these robes, as fire is almost always an effective thing to deploy against a humanoid population. While wearing these robes whenever you deal fire damage, that damage is increased by half your proficiency bonus (rounded up).

Shield of Devotion

Armour (Shield), Rare (Requires Attunement by a Paladin)

The storied history of this shield has it held by a Paladin order of Torm over many campaigns across the world, bringing righteous justice to evildoers. Though the order no longer exists, traces of the oathbound magic remains within this stalwart defender. While attuned to this +2 shield you gain an additional spell slot of 1st, 2nd, and 3rd level. These spell slots can only be used on Oath spells, and cannot fuel Divine Smites.

Shield of the Fist

Armour (Shield), Rare (Requires Attunement)

Only the high echelons of the Flaming Fist are worthy of this shield, one which protects them against commonplace disabling spells when they attempt to deal with mages. While wearing this +2 shield, you are immune to the Hold Person and Hold Monster spells, automatically succeeding on any saving throws against them.

Spell Breaker

Weapon (Longsword), Rare (Requires Attunement by someone who does not have either the Spellcasting or Pact Magic features)

The long-lived elves of the Forgotten Realms have seen firsthand the dangers of magic users left to accumulate their power and ambition unchecked, and they created these ornate weapons to help combat those. While attuned to this +2 longsword you have a +1d4 on saving throws against spells and other magical effects. In addition, when you critically strike with it the target is affected by the Dispel Magic spell, using Strength as your ability modifier if it attempts to dispel a spell of 4th level or higher.

Stalker Gauntlets

Wondrous Item (Gloves), Rare (Requires attunement)

Made of a supple leather adorned with brass buckles, these gauntlets are sought after by hunters of both man and beast alike. While attuned to these gauntlets, you increase your dexterity score by +1 (to a maximum of 20) and give you a +1d4 bonus to Stealth ability checks. If you are a Ranger, you also gain the Sneak Attack feature, as if you were a 1st level rogue. If you already had this via multiclassing, your sneak attack dice increases by 1d6.

Star-Strewn Boots

Wondrous Item (Boots), Rare (Requires attunement)

These boots glimmer as if a million, million tiny blue stars make up their material. While attuned to these boots, all damage you take from spells is reduced by 1. If you do not have the spellcasting or pact magic features, you instead reduce the damage taken by 3.

Steadfast

Armour (Shield), Rare (Requires Attunement)

A fine buckler of dwarven make, its core is embossed with the image of a dwarven warrior. While attuned to and wearing this +2 shield, your hit point maximum is increased by an amount equal to half your character level. If you are a dwarf, the increase is instead equal to your character level.

Storm Pike

Weapon (Pike), Rare

Crafted from the lightning bolt of a storm giant, this pike is imbued with the pure power of the storm. It deals an additional 1d4 lightning damage on each hit. In addition, when this +2 pike critically hits, it stuns the target until the end of their next turn. When you roll a 1 on your attack roll, you take 1d4 lightning damage.

Suyris' Blade

Weapon (Glaive), Rare

Feared for their appearance, Suyris was a great minotaur warrior who sought to test their strength at all times, but never at the cost of their opponent's life. For decades they travelled the land, challenging the strongest opponents they could find. When death claimed them, it was from old age - a life fulfilled, yet a task unfinished. When you attack with this +2 glaive, your attacks cannot kill a creature, they can only knock them unconscious. If you attack a creature at 0 hit points, you automatically miss.

Sword of Arvoreen

Weapon (Shortsword), Rare (Requires Attunement)

The counterpart to the Bow of Arvoreen, likewise gifted to Mazzy Fentan by her goddess. Halflings who are attuned to this +2 shortsword gain immunity to the Stunned condition and the Slow spell.

Sword of Ruin

Weapon (Greatsword), Rare (Requires Attunement by a Fighter)

The famed sword of Sarevok was once used to bring Baldur's Gate to its knees and death to scores of Bhaalspawn. After his death, its power was diminished greatly, but it still retains some of its strength.

When you make an attack with this +2 greatsword, you critically strike on a roll of 19 or 20. If you already did (for instance due to the Improved Critical feature), your critically range instead increases by +1. In addition, it deals an additional 2d6 damage on a successful critical, on top of the normal critical damage.

The Army Scythe

Weapon (Light Crossbow), Rare (Requires Attunement)

Utilised by military forces trying to put down dissidents, this +2 light crossbow can fire faster than one might normally expect. When attuned to this weapon you ignore its loading property. In addition, when you take the Attack action you can spend your bonus action to make a further attack with it. If you do so, you do not add your dexterity modifier to either the attack or damage rolls for the bonus action attack.

The Bloodied Guardian

Armour (Shield), Rare (Requires Attunement)

Never one for tactics, the original bearer of this shield often charged headlong into the fray with reckless abandon, eagerly accepting wounds in return for the magic that the shield would bestow upon the in return. When your hit point total is below half while you are wearing this +2 shield and attuned to it, you gain the effects of the Bless spell, for so long as you are below half health.

The Brick

Weapon (Light Hammer), Rare (Requires Attunement)

This is a large redstone brick, enchanted with wild magic. One might hope it was the product of a wild surge and not a deliberate creation, but regardless this magical brick is still a potent weapon.

When you throw this +2 light hammer as part of an attack, it returns to your hand after the attack resolves, allowing you to throw it again. When you critically hit with this weapon, the target creature is unable to cast spells until the end of their next turn. In addition while attuned to it you give out an aura of wild magic. Whenever you or another creature within 10ft of you cast a spell roll a d10. On a 1, the spell triggers a Wild Magic Surge.

The Grave Binder

Weapon (Dagger), Rare

Assassins have made extensive use of this dagger over the years to make sure that what they stab stays dead. The damage that this +2 dagger deals is increased from 1d4 to 1d6, and if you have the Sneak Attack feature, your sneak attack dice are d8 instead of d6. If you reduce a creature to 0 hit points with this dagger, they make all death saving throws at disadvantage until they regain consciousness.

The Hydra

Weapon (Flail), Rare (Requires attunement)

The three heads of this +2 flail are designed to appear as hydra heads. When you roll 1-3 on your damage, it deals an additional 1d4 piercing damage. When you roll 4-6, it deals an additional 2d4 piercing damage. If you roll 7-8 damage, you deal an additional 3d4 piercing damage.

The Night's Embrace

Armour (Studded Leather), Rare (Requires Attunement)

Particularly cowardly thieves, rogues and vagabonds are drawn to this armour, which seems to seek them out. While wearing this +1 studded leather, whenever you suffer from the Incapacitated, Unconscious, Stunned, Restrained, or Paralysed conditions you become invisible until the end of your next turn.

The Soulherder's Staff

Weapon (Quarterstaff), Rare (Requires Attunement)

A specialist in both conjuration and necromancy created this staff to help shepherd souls to their rightful place. Though entirely altruistic in nature, his demeanour lead him to be ostracised, and eventually killed, by superstitious fools. His staff is all that remains. While attuned to this +2 quarterstaff whenever you cast a spell that has "Summon" in its name it is treated as having been cast from one spell slot level higher than the spell slot you expended on it. You also have advantage on concentration checks to maintain such spells.

The Suncatcher

Armour (Shield), Rare (Requires Attunement)

This polished shield made almost entirely of bronze was dedicated to the sun god Lathander, and wielded by a cleric of such. Stories tell of how this brave cleric once utilised it to defeat a medusa infected with vampirism. This +2 shield has 5 charges. When you are attacked, you can expend 1 charge as a reaction to unleash a burst of light at the attacker. They must succeed on a DC14 constitution saving throw or be Blinded for 1 minute. Alternatively, as an action, you can expend 5 charges to unleash a burst of radiant light, dealing 6d8 radiant damage to all creatures other than yourself within a 20ft radius, or half as much on a dexterity saving throw. Creatures with the Sunlight Sensitivity feature have disadvantage on the saving throw.

The shield regains 1d4 charges at dawn.

Tunic of Blindeye

Wondrous Item (Shirt), Rare

This unassuming tunic (named for its original owner, Nareth Blindeye) doesn't seem to do much for most who wear it - for the majority, the enchantment within it simply enhances their movement speeds by 5ft. For sorcerers, however, the item's true power unlocks as it responds to their magical blood. In addition to the speed boost, as a bonus action on their turn, or whenever they suffer a Wild Surge, they may create a wild magic zone within a 30ft radius of them. For 1 minute, all spells cast in that area trigger a roll on the Wild Magic Surge table.

This can be triggered as a bonus action twice per day, but Wild Magic Sorcerers can activate it every time they surge without limit.

Vexation

Weapon (Shortsword), Rare (Requires Attunement by a Rogue)

Though it appears smooth at a glance, this blade is actually covered in tiny scales that detach on a hit to drain your foe of their energy. When you successfully Sneak Attack a creature with this +2 shortsword, the blade drains 1 point of Strength from the target. If they are reduced to 0 strength by this effect, they die. The drain effect can be reversed with by a Lesser Restoration spell or by completing a long rest.

White Dragon Blade

Weapon (Greatsword), Rare (Requires Attunement by a barbarian)

This massive +2 greatsword is imbued with a white dragon's breath and patterned with scales along the blade. Merely touching it allows you to revel in the cold rage of the white dragon it came from. It was made for a berserker of the White Dragon Lodge of Rashemen. As standard, it deals an additional +1 cold damage on each successful hit.

While you are under the effect of your Rage while wielding this weapon, the cold damage is increased from +1 to +2d4. In addition, when you critically strike with it the target is affected by the Slow spell (with no initial saving throw) for 1 minute. They may attempt a DC14 saving throw at the end of their subsequent turns to end the effect early.

Wondrous Gauntlets

Wondrous Item (Gloves), Rare (Requires attunement by a Bard)

These gem-studded gloves are otherwise of a simple design, created to enhance the skills of a bard. When you grant a creature Bardic Inspiration, they may use it twice instead of once before it expires from them. They must use the dice on separate rolls, however.

Wooden Horse Necklace

Wondrous Item (Amulet), Rare (Requires attunement)

While wearing this you gain +1 to your armour class, saving throws. The expertly crafted wood also grants you an advantage on Persuasion and Performance ability checks while dealing with children or other youths, who find the design charming.

Very Rare

Astral Crossbow

Weapon (Heavy Crossbow), Very Rare (Requires attunement)

The silver string on this crossbow glimmers with the energy of the Astral plane. Whenever you critically strike with this heavy crossbow, the target is stunned until the end of your next turn.

Arla's Dragonbane

Weapon (Sling), Very Rare

Halflings are perhaps famous for their use of slings, and legend speak of the great warrior Arla who used this unassuming weapons to lay dragons low when they menaced her small village. This +3 sling adds twice your ability modifier to its damage rolls when attacking Dragon type creatures.

Armour of the Viper

Armour (Studded Leather), Very Rare

This crimson +2 studded leather made was granted by one rogue to another as a 'gift', though the recipient never realised its double edge until it was too late. While wearing this armour you are Vulnerable to Poison damage and have disadvantage on saving throws against being poisoned.

Barrityl's Burden

Wondrous Item (Ring), Very Rare (Requires attunement)

An obsidian band holding blood-red jewels that attract the eyes, it was created by a djinni for the 'infamous' Baeloth Barrityl who wished for power and riches. Unfortunately, it also hinders their ability to strike back about genies and their kin. While attuned to this ring you gain an additional spell slot of 1st, 2nd, and 3rd levels, so long as you already have the relevant slots normally. In addition, once per week as an action you can create a random 100gp gemstone (DMG134). There are no limits to the amount of gems you can generate with this ring. You have disadvantage on attack rolls against genies, and they have advantage on saving throws against any spells or effects you use on them.

Blessed Bracers

Wondrous Item (Bracers), Very Rare (Requires attunement by a Paladin)

These bracers empower those who defend justice, drawing power from their oaths. While attuned to these bracers, you increase your maximum HP by an amount equal to your Paladin level, your Lay of Hands pool doubles in size, and once per week you may cast the Resurrection spell without requiring material components.

Blessed Holy Symbol

Wondrous Item (Amulet), Very Rare (Requires attunement by a cleric of the appropriate faith)

These holy symbols are rarely ever found in the wild or granted by the churches. Instead, they are gifted by divine hand to their mots precious clerics directly, and only function for clerics who truly follow the granting deity. For example, a Blessed Holy Symbol of Helm will avail a cleric of Lathander no powers.

While attuned to this amulet you gain an additional spell slot of both 6th and 7th levels and your constitution score increases by +1 to a maximum of 20. You must have spell slots of the appropriate levels as standard to take advantage of the additional ones granted by this item.

Blightbringer

Weapon (Shortbow), Very Rare

The juniper wood that makes up this bow's shaft was grown in the ashes of a dead goblin warrior, and their death seems to linger about it. On each successful hit with this +3 shortbow the target must succeed on a DC16 constitution save or be infected with a disease that Slows the target (as the spell). They may make a new saving throw at the end of their following turn to end the effect early, but if they fail the second saving throw they must wait 24 hours before making a further saving throw to end the effect.

Bloody Boneplate

Armour (Plate Mail), Very Rare

This platemail is crafted almost entirely from bloodstained bones. While wearing this +2 plate mail damage you take from sneak attacks is reduced by half. You also have disadvantage on Persuasion, Performance and Deception ability checks, but advantage on Intimidation ability checks.

Boots of Hastened Departure

Wondrous Item (Boots), Very Rare

These boots are favoured by criminals, thieves, and other ne'erdowells who wish to escape the scene of a crime. As an action on your turn you can activate their magic. When you do so, your movement speeds are tripled, your armour class is set to 30 and all your saving throws are increased by +10, but you cannot take actions, reactions, or bonus actions - or indeed do anything other than run. This lasts for 1 minute. Once activated, the effect cannot be removed except by a Dispel Magic spell cast from a 7th level spell slot or higher - even removing the boots is insufficient to end the effect early.

The boots can be used twice per day.

Circlet of Netheril

Wondrous Item (Circlet), Very Rare (Requires attunement by a wizard or sorcerer)

Though much of the Netherese magics were lost over time, this golden circlet - inset with a pristine bronze ioun stone - still retains its great power. While attuned to this circlet you gain an additional spell slot of both 7th and 8th levels. You must already have spell slots of those levels in order to take advantage of the additional slots.

Cloak of Reflection

Wondrous Item (Cloak), Very Rare (Requires attunement)

Few people would seek out druids as a target of their ire, but this cloak was created to do just that, reflecting the power of their lightning storms to strike them down. Alas, its reflective sheen also tends to attract wild creatures, which it provides no protection against. Whenever you are affected by lightning damage, it is instead reflected back to the source, dealing no damage to you in the process.

Cloak of the Lich

Wondrous Item (Cloak), Very Rare (Requires attunement)

The chill of death hangs around this cloak. Despite its name, liches do not actually wear such things, as the benefits are redundant for them. While attuned to this cloak you have resistance to cold, lightning, and necrotic damage.

Cold Fury

Weapon (Glaive), Very Rare (Requires attunement)

This +3 glaive is imbued with the powers of a particularly vicious ice elemental. Each successful hit deals 1d10 cold damage. If you hit a creature that has a particular connection to fire (such as fire elementals or fire giants), they must succeed on a DC18 strength save or be Restrained until the end of your next turn.

Corthala Family Armour

Armour (Half-Plate), Very Rare (Requires attunement)

The Corthala family has a long and storied history, and this +2 half-plate was a family heirloom of that history. It was most recently owned by the last scion of the family, Valygar, who put it to great use in his position as a protector of nature. While attuned to this armour it does not impose a disadvantage on Stealth checks, and you have advantage on saving throws against the Charmed condition and any spells or effects that might modify your memory.

Dragonscale Shield

Armour (Studded Leather), Very Rare (Requires attunement)

This +3 shield is made of interlocking dragonscales. Though it provides no elemental resistance, the chromatic weaving holds the powerful constitution of dragonkind. While you are attuned to this shield, you have advantage on death saving throws.

Echo of the Fiend

Weapon (Quarterstaff), Very Rare (Requires attunement)

Devilish power infuses this +3 quarterstaff. When you critically strike with it, it unleashes a wave of unholy flame, dealing 6d8 fire damage in a 20ft radius to all creatures other than yourself. This flame burns hot enough that it ignores fire resistance. In addition, as a bonus action, you can surround yourself with the flames, gaining the effect of Fireshield (Warm), twice per day.

Fractal Blade

Weapon (Shortsword), Very Rare (Requires attunement)

Light seems to shimmer and refract through this transparent blade, causing it to project mirrors whenever it catches the sun. Whenever you are hit by a weapon attack when you are attuned to this +3 shortsword, roll a d10. On a 10, you gain the effects of the Mirror Image spell for 1 minute.

Gauntlets of Aln Zekk

Wondrous Item (Gloves), Very Rare (Requires attunement)

Once a master monk of Ilmater, Aln Zekk quickly took the teachings of their god too far and became a tyrant, before eventually being forced out and leaving only their gauntlets behind. While attuned to these gauntlets you have a +3 bonus to attack and damage rolls with your unarmed strikes. This does not stack with any other magic item bonuses to your unarmed strikes. In addition, each successful unarmed strike deals an additional 1d10 cold damage.

Headband of the Devout

Wondrous Item (Circlet), Very Rare (Requires attunement by a monk)

Though often associated with followers of Shar, in truth this leather headband's origins are shrouded in mystery - typical for Sharans, in truth. While attuned to this item, you are permanently affected by the Bless spell. In addition, twice per day when you take the attack action you can set your Strength score to 25 until the start of your next turn.

Holy Longsword of Tyr

Weapon (Longsword), Very Rare

The blade of this sword bears the mark of Tyr - a pair of scales in balance, resting atop a warhammer. This +3 longsword is especially vicious against those of chaotic evil alignment. The damage bonus increases from +3 to +6 when it hits such monsters.

Jade Fang

Weapon (Dagger), Very Rare

This dagger's blade is made of pure jade, with a magical enchantment to prevent it from shattering. Each successful hit with this weapon causes you to regain 1 hit point.

K'logarath

Weapon (Handaxe), Very Rare

Entire clans of duergar have gone to war with one another to possess this handaxe, despite its humble appearance. When thrown as part of making an attack, this +3 handaxe returns to your hand with each throw, allowing it to be thrown again. If it critically strikes on a thrown attack, it hits even harder than normal, pushing the target back 15ft and dealing 2d6 bludgeoning damage.

Kruntur's Armor

Armour (Studded Leather), Very Rare

The goblin warlord Kruntur refused to leave this armour, even in death, and his spirit still lingers within it. While wearing this +2 studded leather armour, you gain immunity to the Stunned condition. Occasionally while wearing it you may hear whispered curses or suggestions in the tongue of goblins.

Mail of the Dead

Armour (Chainmail), Very Rare

This +2 chainmail resonates with the powers of the dead. Living creatures who wear it are deeply uncomfortable. When an undead creature wears this, the bonus is instead increased to +3.

Pixie Prick

Weapon (Dagger), Very Rare

When you hit a creature with this +3 dagger you can expend a charge to force them to make a DC15 constitution save or fall asleep until the end of their next turn. The sleeping creature is Unconscious, and is awoken either when they take damage or if another creature uses their action to shake them awake.

The dagger holds up to 3 charges, and regains one charge at dawn and whenever it successfully hits a sleeping creature.

Robe of Invocation

Wondrous Item (Robe), Very Rare (Requires attunement)

Many spellcasting prodigies are familiar with the danger their own fireballs can do, and this robe was crafted to help alleviate that. While wearing this robe, you are immune to damage dealt by your own spells, and have resistance against damage from your ally's spells.

Sensate Amulet

Wondrous Item (Amulet), Very Rare (Requires attunement by a Cleric)

These amulets were crafted by the Society of Sensation from the planar city of Sigil. While attuned to this amulet you are permanently affected by the Protection from Evil and Good spell and your charisma score is increased by +2, to a maximum of 20.

Shadow's Blade

Weapon (Shortsword), Very Rare

Colloquially referred to as the 'Short Sword of Backstabbing', its enchantment is entirely oriented towards the roguish types. Whenever you deal sneak attack damage with this +3 shortsword, all your sneak attack dice are increased from d6s to d12s.

Shadowed Spear

Weapon (Spear), Very Rare

Shar's cultists were supposedly involved with this spear's creation. Whenever you roll maximum damage on this +3 spear, you teleport to a random enemy creature within 100ft that is not behind total cover. When you do so, you gain resistance to all damage types other than Force until the start of your next turn.

Shield of Fyrus Khal

Armour (Shield), Very Rare (Requires attunement by a creature that does not have the Spellcasting or Pact Magic features)

This shield was originally used in a circus performance, in which an "enraged" wife would fling spells at her husband, only to see them ineffective. While wearing this +3 shield, once per day when you are targeted by a spell, you can use your reaction to reflect the spell back at the spellcaster. If the spell is cast from a slot of 6th level or higher, the spell is instead negated.

Skin of the Ghoul

Armour (Studded Leather), Very Rare

This +2 studded leather is made from the stitched together patches of ghouls and ghasts that have been preserved, though its appearance is still rotten and disgusting all the same. While wearing this armour you have advantage on saving throws against the Paralysed condition, and both ghouls and ghasts have disadvantage on attack rolls against you.

Sling of Arvoreen

Weapon (Sling), Very Rare

The halfling goddess has blessed this +3 sling with her magic, and in the hands of the smallfolk her true blessing appears. When you hit a creature with a bullet from this sling you can expend a charge to force them to make a DC16 constitution saving throw or be stunned until the end of your next turn. For halfling wielders, the DC is 19.

The sling has 3 charges and regains 1d3 charges at dawn.

Sling of Everard

Weapon (Sling), Very Rare

Created by worshippers of the Storm God Tempus, this +3 sling does not require ammunition. Instead it use concentrated thunder itself. When not loaded with ammunition, the damage type chances from bludgeoning to Thunder.

Solar Aegis

Armour (Shield), Very Rare (Requires attunement)

Engraved silver wings stretch across the face of this ornate shield. It gleams with polish, and is seemingly impervious to wear and tear. While attuned to this +3 shield, your constitution score is increased by +2, to a maximum of 20, and you have resistance to fire damage.

Soul Reaver

Weapon (Greatsword), Very Rare

The magic that pulses through this +3 greatsword saps the strength of those it strikes, granting it to you in turn. Each time you strike a creature, they suffer a cumulative -1 to their attack rolls and you gain an equivalent cumulative +1 to your attack rolls, lasting until the start of your next turn.

Stalwart Scales

Armour (Scale Mail), Very Rare

Created in response to a challenge to make a suit of "half-metal, half-leather" armour, a master smith crafted this scale mail to offer superior protection against bladed weapons. They won the challenge, and enjoyed free beer for a month at their local tavern because of it. This +2 Scale Mail reduces all slashing damage you take by 3.

Thieves Hood

Wondrous Item (Helmet), Very Rare (Requires attunement by a rogue)

Many hoods are attached to other pieces of clothing, but the magical fibres in this special hood weave themselves onto clothes when you attune to the item. While attuned to this hood you halve all damage from the Sneak Attack feature. You may also cast the True Seeing spell, without a material component, 3 times per day.

Tongue of Acid

Weapon (Longsword), Very Rare

This infernal +3 longsword is modelled after a devil's tongue, and its razor edge cuts through armour like butter. It deals an additional 1d6 acid damage on each hit. On your first hit against a creature each turn, their armour class is reduced by the amount of acid dealt by that hit until the start of your next turn.

Tuigan Bow

Weapon (Shortbow), Very Rare (Requires attunement)

Tuigan are a band of nomadic horse-riders who favour archery to strike quickly from afar while roaming the steppes. The craftsmanship that goes into this bow allows those not normally capable of multiple draws to fire extremely fast, even while atop a horse. While you are attuned to this +3 shortbow, you do not gain the benefit of any Extra Attack or similar feature. Instead, when you take the attack action you may make two additional attacks as a bonus action on your turn.

Voidweapon

Weapon (Any Melee), Very Rare (Requires attunement)

Negative planar energy suffuses these weapons. Each successful hit drains one point of strength from the target, to a minimum of 0. If a creature's strength is reduced to 0, it dies. In addition, these weapons do zero damage (and zero strength damage) to undead type creatures

Legendary

Amulet of Power

Wondrous Item (Amulet), Legendary (Requires attunement)

Bearing etchings from an archmage whose name was lost to time, this frankly quite tacky piece of jewellery proclaims such phrases as "Defeat comes swiftly!" and "My magic, undenied!". Nevertheless, its power is real. While attuned to this amulet you gain advantage on saving throws against spells and magical effects, and resistance to damage from spells. You may also cast spells while within areas of Silence even if they normally would restrict doing so due to components. Finally, your ability scores cannot be reduced (such as by a Shadow's strength drain or the Feeblmind spell).

Angurvadal

Weapon (Longsword), Legendary (Requires Attunement)

Known as the 'Stream of Anguish', this weapon buoys up the wielder's strength to incredible levels, and all who wield it have gone on to become legends in their own right. While attuned to this +3 longsword your Strength score is increased by +6, to a maximum of 26. You also do an additional 1d10 fire damage with each hit.

Aslyferund Elven Chain

Armour (Chain Mail), Legendary (Requires attunement)

The only suit of this special elven chain in existence, it offers incredible protection against weapons - but it wasn't enough to save the creator from murder by a rival smith. While attuned to this +3 chain mail you gain resistance to Bludgeoning, Piercing, and Slashing damage. Three times per day as a reaction to being attacked you can gain immunity to these damage types until the start of your next turn. This armour counts as Light Armour for the purposes of proficiency and features which are affected by armour type (such as Bladesong).

Aster's Edge

Weapon (Longsword), Legendary (Requires attunement)

This blade, which blazes with silver flame, is the Order of the Aster's prize treasure. No fewer than three Balor have fallen to this blade, and many believe it will cleanse many more still. This +3 longsword grants you advantage on saving throws against spells and magical effects. You also deal an additional +3 damage to all fiend type creatures, and Fiends have disadvantage on attack rolls against you.

Belt of Gender

Wondrous Item (Belt), Legendary

Sought after by some, feared by others, this legendary belt changes a person's biological sex to the opposite when worn (assuming the wearer is of a species that has biological sexes). If worn for 1 year, the change becomes permanent.

Celestial Fury

Weapon (Longsword), Legendary (Requires Attunement)

The blade and grip of this katana are stained a blood red, tinged with the gold of the heavens. It contains the spirit of a vengeful warrior who once singlehandedly slew an army of yuan-ti in retaliation for them killing her lover. Though her spirit's ability to project itself as a consciousness has faded, you can still feel her screams of rage when you swing the blade. This +3 longsword holds 5 charges. You can use your action to expend these charges to cast Lightning Bolt (2 charges) or Blindness (1 charge) at DC20. The blade regains 1d4+1 charges at dawn. On a critical strike, the blade casts Booming Blade as an 11th level spellcaster on the target.

Circlet of the Cynosure

Wondrous Item (Circlet), Legendary (Requires attunement by a Paladin)

Worn by Caelar Argent during her time as leader of the Shining Crusade, this winged circlet grants oathbound wearers safety and security against effects that would keep them from accomplishing their sworn goals. This circlet grants you immunity to the Frightened, Charmed, and Paralysed conditions while you are attuned to it. If you have the Aura of Courage feature, it doubles the radius.

Club of Detonation

Weapon (Club), Legendary

Crudely designed, the head of this wooden club is a massive red soul gem bearing a bound demon whose fiery fury is unleashed whenever it is swung as a weapon. This +3 club deals an additional 2d6 fire damage on each hit. When you critically strike with it, it casts Fireball (DC18) centred on the target of your attack. You have Resistance against the damage from this Fireball.

Commander's Chain Mail

Armour (Chain Mail), Legendary (Requires attunement)

Though this armour may have dents and patches in places, it's clear that this is from good use and care, rather than neglect. Merely observing your ally in this armour is enough to inspire the onlooker's heart to continue the fight, while others may choose to flee. This +3 chain mail grants you an additional +1 to your charisma score, to a maximum of 20. In addition, any of your allies that can see you (including yourself) are immune to the Frightened condition.

Darkfire Bow

Weapon (Shortbow), Legendary (Requires Attunement)

This +3 shortbow utilises the powers of fire and ice together in order to bring true power to the wielder. You reduce all Fire and Cold damage taken by 1 when attuned to it, and once per day can use your bonus action to cast Haste without a material component on yourself. When cast in this way it does not require Concentration and instead lasts its full duration.

Defender of Easthaven

Weapon (Flail), Legendary (Requires Attunement)

Created to commemorate the defeat of a great demon, this flail safeguards the wielder from harm. While attuned to this +3 flail you reduce all bludgeoning, piercing, and slashing damage by 3.

Edwin's Amulet

Wondrous Item (Amulet), Legendary (Requires attunement by a Spellcaster)

This amulet, once held by the infamous Red Wizard Edwin Odesseiron, is an incredibly potent artifact in the hands of a spellcaster. When attuned to this item, you gain an additional spell slot of each level you have spell slots for.

Enkidu's Full Plate

Armour (Plate Mail), Legendary (Requires attunement)

Worn by a famed warrior from Kara-Tur, none would dare challenge him in fair combat, and so his armour was crafted instead to evade those who would attempt an assassination against him using underhanded means. While attuned to this +3 plate mail, you halve all damage from the Sneak Attack feature. In addition, whenever a creature attacks you with advantage, you can use your reaction to negate being attacked with Advantage until the end of the current turn.

Firetooth

Weapon (Heavy Crossbow), Legendary (Requires Attunement)

Where exactly this crossbow was made is unknown, but its crimson wood is patterned with flames making it an extremely gaudy piece. Nevertheless, its power cannot be denied. This +3 heavy crossbow does not require ammunition, and does not have the Loading property. When no ammunition is loaded into it, all damage it deals is changed to Fire, instead of piercing. In addition, while attuned to it you have immunity to Fire damage.

Gesen's Shortbow

Weapon (Shortbow), Legendary (Requires Attunement)

Owned once by a legendary leader and craftsman Gesen Khan, this bow was created to harness the power of lightning even when no arrows remain in the quiver. This +3 shortbow grants you immunity to Lightning damage while attuned, and it does not require Ammunition. If no ammunition is provided, all damage it deals is changed to Lightning instead of Piercing.

Gorm's Arm

Armour (Shield), Legendary (Requires attunement by a creature that does not have the Spellcasting or Pact Magic Features)

Crafted from dwarven darksteel, this shield was created for one purpose and one alone: dealing with spellcasters. Its magic actively repels those who utilise the weave for magic, instead only accepting those who would fight against them. While attuned to this +3 shield you gain advantage on saving throws against spells and other magical effects. In addition, once per day you can use your bonus action to have the shield to project an Anti-Magic Field (as the spell) for 1 minute.

Grandmaster's Armour

Armour (Studded Leather), Legendary

Created for a Grandmaster assassin and thief, the enchantment in this armour helped them both to chase down their prey, and to flee into the dead of night. While wearing this +3 studded leather your movement speeds are doubled.

Harper Pin

Wondrous Item (Amulet), Legendary (Requires attunement)

Harpers are a secretive society by nature and typically do not broadcast their affiliation, so when one is seen wearing these pins, it is clear that the importance is great. While attuned to this pin, you gain immunity to Lightning damage and are permanently affected by the Nondetection spell. You also take 0 damage from the Magic Missile spell. Finally, you add your Charisma modifier to your Dexterity saving throws, and your Dexterity modifier to your Charisma saving throws.

Helm of the Rock

Wondrous Item (Helmet), Legendary (Requires attunement)

While attuned to this helmet you reduce all cold, fire, acid, lightning, and poison damage by 3. In addition, as an action you may cast the Command spell (DC18) on up to 4 creatures of your choice within range, but only with the commands to Kneel or Flee. This refreshes on a short or long rest.

Hindo's Doom

Weapon (Longsword), Legendary (Requires Attunement)

A samurai of great renown, Hindo wielded this katana in defence of his lands and people against the undead, using it both to harm and to heal. When attuned to this +3 longsword you are immune to any effects which would instantly kill you, such as Power Word: Kill. You may also use your action once per day to cast a combination of the Greater Restoration and Heal spells on a single target, without requiring material components.

Human Flesh

Armour (Hide), Legendary (Requires attunement)

This suit of 'hide' armour is made entirely of a patchwork of human flesh, treated with the blood of a holy silver dragon. It is therefore anathema to good creatures, and almost certainly a crime to be seen wearing such a garment in civilised society. Regardless, the magic it holds is significant. While attuned to this +3 hide armour all your saving throws are increased by +3.

Lilarcor

Weapon (Greatsword), Legendary (Requires Attunement)

Lilarcor is a sentient magical +3 greatsword. As the story goes, Lawrence Lilarcor was a small-town village idiot, his head filled with stories of great heroism that his meagre mind couldn't hope to measure up to. He once wrestled a dead tree, believing it to be a deadly treant on goading from his 'friends'. How, exactly, his mind ended up sealed inside this blade isn't clear and Lilarcor certainly offers no information towards this. Sometimes it's not even clear Lilarcor realises he is now a sword. He is, however, extremely talkative, which is often the reason that despite being quite a powerful weapon he finds himself discarded in favour of less wordy assistance. Some common phrases from the blade are "Oh yeah! Lets kill some bad guys!" and "Hands up kids, who wants to die?"

Lilarcor has an Intelligence score of 5, a Wisdom score of 6, and a Charisma score of 16. He is illiterate, but can speak (mostly) fluent Common and speaks aloud, rather than telepathically, with normal hearing and vision out to 30ft and an alignment of Chaotic Good.

While attuned to this +3 greatsword, you have immunity to the Charmed condition and all enchantment spells or effects, except those you wish to be affected by.

Mail of the Hallowed Hero

Armour (Plate Mail), Legendary (Requires attunement)

A family relic of the Argent line, Caelar wore this during her leadership of the Shining Crusade. It was gifted to her ancestor by elves after they worked together to destroy a cult of Malar that had infested elven lands. While wearing this +3 plate mail you gain immunity to poison damage, the poisoned condition, and all diseases. In addition, you gain the effects of the Sanctuary spell (DC18) whenever you are critically hit

Ophyllis's Short Sword

Weapon (Shortsword), Legendary (Requires attunement)

Once a treasurer for the dukes of Baldur's Gate, Ophyllis took up this well-used but still razor-sharp blade in a quest to regain a treasured friend's lost wealth. Alas, his journey would end in failure, and the last gift he could offer his friend was the blade itself, lodged into his own chest. You can still hear the cries of regret when you hold this blade. This +3 shortsword grants you immunity to all spells that involve verbal commands including, but not limited to, Command, Suggestion and all Power Word spells. In addition, when you strike a creature it leaves a brand on their skin until the end of their next turn. If they try to cast a spell while branded, roll a d6. On a 1, the spell fails, the action is wasted, and any spell slot is still expended.

Short Sword of Mask

Weapon (Short Sword), Legendary

A preferred tool of rogues and assassins, this blade is blessed by the Lord of Shadows himself. When you roll maximum damage on an attack with this +3 shortsword, you reduce their current and maximum HP by 10. You also Restrain them until the end of your next turn. They may either expend all their movement or spend their action to attempt to end the restrain early with a DC20 athletics check.

Soultaker

Weapon (Dagger), Legendary (Requires attunement)

This simple dagger is warm to the touch, and feels heavier than its size might imply. Set in its hilt is a black gem that glows with inner radiance. When you kill a creature with this +3 dagger, you entrap its soul within, preventing resurrection. The dagger is permanently affected by the Nondetection spell, and this extends to you while you are attuned to it. Once entrapped, a soul cannot ever be removed from the dagger, save by direct divine intervention beyond even that a Cleric can call upon.

Spectral Brand

Weapon (Scimitar), Legendary (Requires Attunement)

Legend says that those who fall to this scimitar are pulled into service, becoming the spectral blade's dancing spirit. This doesn't seem to be true, but it does make for a good story. This +3 scimitar functions as a Dancing Sword weapon, though its powers do not end there. When held in your hand, you can use your bonus action 3 times per day to make the blade spectral allowing it to pass through your target's defences with more ease, which is represented by a +10 on your next attack roll that turn.

Staff of the Ram

Weapon (Quarterstaff), Legendary

Patterned with a design of carved ram horns along the shaft, this staff can become far heavier at a moment's notice, granting it incredible momentum when it strikes a target. When this +3 quarterstaff is wielded in two hands and you roll maximum damage, the the target is knocked back 20ft and must succeed on a DC20 constitution save or be Stunned until the end of your next turn. Creatures two or more size categories larger than you are not knocked back, but may still be stunned.

Storm Star

Weapon (Mace), Legendary (Requires Attunement)

Supposedly created originally in Netheril, this weapon's power was enhanced all the more once it was reforged with starstone ore. While attuned to this +3 mace you have resistance to Lightning damage, and it deals an additional 1d6 lightning damage on each hit. If you critically strike a creature, it casts Chain Lightning (DC17) on the target of the attack.

Sundermaul

Weapon (Warhammer), Legendary (Requires attunement)

Legends speak of the warhammer 'Crom Faeyr'. This was an attempt to replicate that hammer, though it didn't work quite as intended. Whenever you hit with this +3 warhammer, roll a percentile dice. On a roll of 1 or 100, the hammer casts the Earthquake spell, centred on you with a save DC of 19. This doesn't require your concentration, and lasts for 1 minute.

The Claw of Kazgaroth

Wondrous Item, Legendary (Requires Attunement)

The claw of the legendary beast Kazgaroth holds incredible power, but at a significant cost. While attuned to this item, you gain the following effects:

  • Your Constitution score is reduced by 2 and you have Vulnerability to necrotic damage.
  • You gain +1 to your armour class, and +3 to your Intelligence, Wisdom, and Charisma score. When you are also attuned to the Horn of Kazgaroth, you share the armour class boon with adjacent allies.
  • When attacked, you can use your reaction three per long rest to cast the Blur spell. This does not require your Concentration.

As anathema as the claw is to the natural world, druids cannot attune to this time.

The Gift

Wondrous Item (Amulet), Legendary (Requires attunement)

The thread of this amulet is expertly woven spider silk, while the gem it holds is a glimmering aquamarine that seems to perfectly reflect the sun and forever stay polished. Its simple design helps to accentuate the beauty of the wearer rather than draw the eyes away from them, which was the original intention of the husband who created it for his wife. While attuned to this amulet, your maximum hit points are increased by +10, your charisma score is increased by +2 (to a maximum of 22), and you are immune to Exhaustion. Any previously accumulated exhaustion is suppressed so long as you remain attuned to this amulet.

The Horn of Kazgaroth

Wondrous Item, Legendary (Requires Attunement)

This horn is crafted from one of the tusks of the great Kazgaroth, and its corruptive magic still persists through it. You can blow the horn as an action to bestow the following benefits on yourself for 3 rounds:

  • Advantage on all saving throws. When attuned with the Claw of Kazgaroth as well, you share the Advantage on all saving throws friendly creatures so long as they remain adjacent to you.
  • Immunity to all 1st and 2nd level spells. You can also choose to end the effects of any 1st or 2nd level spells currently affecting you that you so choose. For instance if you are affected by both Bless and Bane, you can choose to end the effect of Bane while retaining Bless.
  • You are treated as if you have half-cover, even if there is nothing to hide behind.

However, when you blow the horn, you take 10 psychic damage which bypasses immunity and resistances and cannot be reduced in any way.

As anathema as the horn is to the natural world, druids cannot attune to this time.

Thorned Leather

Armour (Studded Leather), Legendary (Requires Attunement).

This +3 studded leather appears entirely normal when worn normally, however when attacked its true form reveals itself as the leather stretches out to become a spiked defence. While attuned to this armour whenever a creature strikes you with a melee weapon attack they take 1d4 piercing damage.

Wave

Weapon (Halberd), Legendary

Forged by a cult dedicated to the sea goddess Umberlee, it was used to retrieve a sacred artifact from a fire giant enclave located inside a volcano. Alas, while it served adequately in the offensive department, its lack of defences spelled the wielder's end, and it was lost for a time. This +3 Halberd deals an additional 1d8 cold damage on each hit, and 4d8 cold damage on a critical hit. In addition, if it critically hits a fire elemental or efreeti, they instantly die.

Artifact

Each artifact listed here has at least two 'component pieces' required in order to reach its full potential power, with details on the item's potency before and after being fully assembled. DMs may wish to make the acquisition of such potent artifacts a campaign-spanning goal by the players.

Axe of the Unyielding

Weapon (Greataxe), Artifact (Requires Attunement)

This keen-edged axe was once held by a famous dwarven hero who used it to behead the enemies of his clan for years, until it was finally taken from him under cover of night and turned against him. In its original form, it serves as a +2 Greataxe that grants the wielder an additional +1 to their armour class when wielded, but it can be enhanced further by combining it with a Balor claw, harvested from a still living Balor with a DC22 survival check. Once harvested, you must complete a 24 hour ritual to combine axe and claw together.

Once forged with the Balor's claw it becomes a +3 Greataxe. When you are attuned to this you gain +2 to your armour class, +2 to your constitution score (to a maximum of 30), and so long as you have 1 or more hit points you regain hit points equal to your constitution modifier each minute. In addition, this weapon also serves as a 'Vorpal Weapon', decapitating creatures on a successful critical strike, as a Vorpal Sword does.

Flail of Ages

Weapon (Flail), Artifact (Requires Attunement)

The Flail of Ages (also called "The Flail of Many Heads") was held for many years by the Lord de'Arnise, as a relic of his adventuring days, but due to its power he ordered the flail separated, and over time the heads were eventually lost and split further apart from its base.

There are five heads in total: Poison, Fire, Acid, Cold, and Lightning, and the flail's power depends on how many are attached, as detailed on the table below. Whenever you acquire a new flail head it can be attached to the Flail of Ages as part of a long or short rest. When the table refers to 'energy damage', it refers to the damage types of each head attached. For instance, a Flail of Ages with both the Cold and Poison heads attached would deal an additional 1d4 cold and an additional 1d4 poison damage.

Flail Heads Flail Powers
1 +1 to attack and damage rolls, +1 energy damage.
2 +1 to attack and damage rolls, +1d4 energy damages.
3 +2 to attack and damage rolls, +1d4 energy damage.
4 +2 to attack and damage rolls, +1d6 energy damage. If you roll maximum damage with the flail's normal damage, you also Slow the target creature (as the spell) for 1d4 rounds (DC15)
5 +3 to attack and damage rolls, +1d6 energy damage. The Slow from 4 heads now has a DC of 18 to end early. You are also permanently affected by Freedom of Movement, which cannot be dispelled from you.

Gram the Sword of Grief

Weapon (Greatsword), Artifact (Requires attunement)

It is said that this sword is one of many that the great hero Siegfried once wielded. Its guard is shaped into that of a serpent with gleaming emerald eyes that hold vicious light within. In its base form, Gram is a +2 Greatsword, that deals an additional 2d6 poison damage whenever you roll maximum damage or minimum. This damage bypasses damage resistance and immunities.

The blade is not referred to as the Sword of Grief for no reason however, and its true powers are unlocked only when it is combined with the Heart of the Damned. This shrivelled, dessicated human heart. Legend holds that it is the heart of a lord who chose to slay all of his subjects rather than see them die at the hands of an invading army, and even now it possesses great malevolence within it. It can be combined with Gram by completing an 8 hour ritual during which the heart must be rubbed along the blade until nothing remains, staining the metal red.

Once combined with the Heart of the Damned, Gram becomes a +3 Greatsword. The damage of its poison increases from 2d6 to 2d12. In addition, once per turn when you hit a creature with Gram you can choose to lower their proficiency bonus by -1, to a minimum of half their normal proficiency bonus. This lasts for 1 minute.

Ixil's Spike

Weapon (Spear), Artifact (Requires attunement)

The completed version of this spear was wielded for many years by a famous bandit who hailed from Calimshan. Stories spread across the Sword Coast and beyond of his mystical weapon that would seem to leap from his grip to pin opponents in place, preventing them from escaping his bandit horde. Witnesses to Ixil's demise claim that he was not slain in a fateful battle, but instead banished from the mortal plane, and perhaps still seeks to reclaim his treasured weapon.

Regardless of that story's truth, Ixil's Spike was broken into two disparate pieces: Ixil's Spear and Ixil's Nail. The Spear is a +2 spear that allows you to cast Freedom of Movement on yourself as a bonus action once per day, while the Nail functions merely as a +1 dagger.

Once you have both pieces of the Spike you can bring them together as part of a long or short rest, restoring the weapon to its former glory. Ixil's Spike is a +3 Spear, and while attuned to it you are permanently affected by the Freedom of Movement spell. In addition once per turn when you strike a creature with the Spike you can force them to make a DC19 strength saving throw or be restrained by the spear's magic for 1 minute. They take 1d12 piercing damage at the end of each of their turns while restrained in this way, and may make a new saving throw at the end of each of their turns to end the effect early. Creatures two or more size categories larger than you cannot be restrained by Ixil's Spike.

The Equaliser

Weapon (Longsword), Artifact (Requires attunement)

The fabled 'Sword of Neutrality' may have originally been forged in service of Helm, though its true origins have been lost to time. Whatever its origins though, the sword's power fluctuates depending on the target's universal alignment with the universe, seeking to restore everything to balance. The bonus it has to attack and damage rolls changes depending on the target's alignment.

Alignment Attack/Damage Roll Bonus
True Neutral/Unaligned +0/+0
Chaotic Neutral/Lawful Neutral +1/+2
Neutral Good/Neutral Evil +2/+4
Other alignments +3/+6

While attuned to this sword, you reduce the damage you take from creatures by an amount equal to your damage roll bonus against them. For instance, if attacked by a Chaotic Evil creature, all their attacks, spells and other effects would subtract 6 from their damage rolls against you.

The Equaliser has three component pieces: The hilt, the pommel gem, and the blade. It cannot be used until all three pieces have been brought together. A character with proficiency in smiths tools can spend 24 hours to make a DC18 Smith's Tools check (using either Intelligence or Strength) to reforge the three pieces together into the final blade.

The Ravager

Weapon (Glaive), Artifact (Requires attunement)

The origins of this glaive are unknown, but when you hold it in hand you can feel its cold, dark power surging through you. It calls you to take the heads of your foes, and even the sight of it is enough to strike fear into the hearts of your enemies.

The Ravager has two component pieces: The main weapon, and the Serpent's Shaft. These can be combined by conducting a 24 hour ritual and expending 5000gp in ritual materials.

The main weapon is a +2 glaive. Twice per long rest you can use your bonus action on your turn to unleash a wave of fear. Hostile creatures within a 10ft radius of you are affected by the Fear spell with a saving throw of DC14. This lasts for 1 minute, or until they make a successful save against it.

The Serpent's Shaft is a +1 quarterstaff. On a successful hit, the target must succeed on a DC14 Constitution saving throw or take 1d6 poison damage.

Once forged into its final form the Ravager becomes a +3 Glaive. On a successful hit, the target must succeed on a DC17 constitution saving throw or take 3d6 poison damage. This damage bypasses resistances and immunities. In addition, this weapon also serves as a 'Vorpal Weapon', decapitating creatures on a successful critical strike, as a Vorpal Sword does.

Now complete, you can use the Wave of Fear ability three times per long rest instead of twice, and the DC is increased to 17.

Ring of Gaxx

Wondrous Item (Ring), Artifact (Requires attunement)

The ring of Kangaxx the Lich, this small unadorned band of metal permeates with malicious power. In its most base form, it serves as a Ring of Protection that also gives immunity to the Poisoned condition and diseases when attuned.

In order to fully awaken the ring, you must reform - and then defeat - Kangaxx the Lich. This is done by locating his golden bones (guarded themselves by liches pledged to keep Kangaxx contained) and travelling to his tomb. Once Kangaxx has been defeated, the full powers of the ring are unlocked. In addition to its original benefits, it also grants you the following:

  • As long as you have 1 hit point or more, you gain 1 hit point at the start of each of your turns.
  • The ring gains seven charges which can be expended to cast Invisibility (1 charge) or Haste (2 charges). Haste cast from this ring does not cause any lethargy when the spell ends. All expended charges are regained at dawn.
  • The armour class and saving throw benefit is increased from +1 to +2.

Runehammer

Weapon (Warhammer), Artifact (Requires attunement)

This stout warhammer as crafted by the dwarves to help suppress the roaming undead. Only partially complete, this +2 Warhammer is nevertheless a devastating weapon when brought to bear against the undead that it was designed to destroy. It deals an additional 1d8 damage against undead type creatures and grants you both resistance to necrotic damage and advantage on saving throws against the Frightened condition.

It can be upgraded by combining it with the Rune of Clangeddin - a sacred god-blessed item held in reverence by the dwarven temples. Once you have acquired it, you must spend 24 hours smashing the rune with the hammer until every mote of dust that made up the sacred object has permeated the warhammer. While this may seem sacrilegious, it is the intended method when the rune was first blessed by Clangeddin.

In its fully forged form, this +3 warhammer grants you immunity to necrotic damage and immunity to the frightened condition. The Runehammer has 3 charges, and you can expend one as a bonus action on your turn to either cast Mass Cure Wounds (using Strength as your casting ability), or you can set your Strength score to 25 for 1 minute. Undead creatures who you strike take an additional 2d8 damage from each hit, and if you critically strike them then they must succeed on a DC20 constitution save or immediately die.

Regalia of Balduran

In life, Balduran was a famous seafaring explorer who acquired incredible wealth from his expeditions, wealth which he spent in expanding and fortifying his home town into what would eventually become the great trade city state of Baldur's Gate. He eventually went missing on a final voyage, never to be seen again, but pieces of his equipment have over time made their way back to the Sword Coast, and their magic still resonates with the other pieces.

Though all the items in the Regalia of Balduran require attunement, once you are attuned to at least 3, you do not need to attune to any more to receive their full benefits.

Cloak of Balduran

Wondrous Item (Cloak), Artifact (Requires Attunement)

A stylish cloak of black cloth and a large raised collar, this cloak was purportedly never worn in battle. While attuned, you gain +2 to your saving throws and armour class. You also have advantage on saving throws against spells and magical effects.

Helm of Balduran

Wondrous Item (Helm), Artifact (Requires Attunement)

The Helm of Balduran has a simple design, with a plane dome adorned with two bull horns, but its simple appearance belies the magic within. While attuned to this item, you increase your maximum hit points by an amount equal to your character level, critical hits deal no additional damage to you, you are immune to the Frightened condition, and friendly creatures that can see you have advantage on saving throws against the Frightened condition.

Plate of Balduran

Armour (Plate Mail), Artifact (Requires Attunement)

This platemail is worthy of any leader. While attuned to it, your charisma is increased by +2, to a maximum of 30. You also do not suffer disadvantage on stealth ability checks for wearing this plate, nor does it have a strength requirement. This item gives you an additional bonus to your armour class equal to the number of items from the Regalia of Balduran you have attuned, to a maximum of +3.

Shield of Balduran

Armour (Shield), Artifact (Requires Attunement)

Where Balduran originally claimed this shield from isn't known, but its mere sight is enough to strike fear into the hearts of beholders. When targeted by any of the Beholder's Eye Rays or its Anti-Magic Cone, the effect is instead reflected back at the Beholder who originated it, leaving the wielder unaffected. This item gives you an additional bonus to your armour class equal to the number of items from the Regalia of Balduran you have attuned, to a maximum of +3.

Sword of Balduran

Weapon (Longsword), Artifact (Requires Attunement) finesse

Balduran supposedly had many swords in his possession over his many years, and thus is just one of them. While attuned to this sword you reduce the damage you take from spells and other magical effects by 3. This item gives you an additional bonus to your attack and damage rolls equal to the number of items from the Regalia of Balduran you have attuned, to a maximum of +3.

Butter Knife of Balduran

Wondrous Item, Artifact (Requires Attunement)

One might not think a butter knife holds any special power, but the magic within it resonates with the other parts of Balduran's Regalia regardless. It is rumoured that this knife was originally a gift from Balduran's mother, and that he allowed no other knives to touch his butter. When used in the preparation or serving of food, it enhances the taste greatly, making it incredibly delicious.

Cursed Items

Backbiter

Weapon (Spear), Very Rare (Requires attunement), Cursed

Appearing as a normal +3 magical spear most of the time, once brandished in battle prongs extend to hurt the wielder as for each blow struck. Each time you successfully hit with this weapon you take 3 piercing damage. This damage cannot be reduced in any way. Attunement to this spear can only be broken by means of a Remove Curse spell.

Big Fisted Belt

Wondrous Item (Belt), Uncommon (Requires attunement), Cursed

Criminal bosses sometimes give out these belts to their muscle - they like them big and dumb. While attuned to this belt your strength score is increased to by +4 (to a maximum of 19) but your Intelligence score is set to 6. Attunement of this item can only be broken by means of a Remove Curse spell.

Boots of Phasing

Wondrous Item (Boots), Uncommon (Requires Attunement), Cursed

Whether originally by mistake or malicious intent, these boots are enchanted with decidedly dangerous magic. Though it offers the wearer a bonus of +1 to their armour class, at the start of each of their turns they are teleported to a square adjacent to a random hostile creature within 100ft that is not behind total cover. These boots can only be removed once the attunement is broken, and that can only be done by means of a Remove Curse spell.

Bracers of Binding

Wondrous Item (Boots), Uncommon (Requires Attunement), Cursed

Deceptively appearing as bracers that enhance a creature's ability to fight, they are sometimes offered as a 'reward' to adventurers by duplicitous agents who then take advantage of their target's weakened state to renege on any real payment - and sometimes acquire a new slave in the process.

While attuned to these bracers all attack and damage rolls you make are reduced by 5. In addition, whenever you cast a spell, roll a d4. On a 1, 2, or 3, the spell fails with no effect and the spell slot spent (if any) is wasted. On a 4, the spell casts as normal. Attunement to these bracers can only be broken by means of a Remove Curse spell.

Gift of the Demon

Weapon (Greatsword), Rare (Requires Attunement), Cursed

Demonic power surges through this greatsword, granting great power while also leaving you vulnerable. Whenever you make an attack with it, flip a coin. On a heads, it adds +3 to the attack and damage rolls. On a tails, it subtracts -3 from the attack and damage rolls. Attunement to this item can only be broken by means of a Remove Curse spell cast from a 5th level spell slot or higher. If you go more than 24 hours without attempting to kill a creature with Gift of the Demon, you suffer a stacking -1 to all d20 rolls you make, which lasts so long as the curse remains.

Jester's Bracers

Wondrous Item (Bracers), Rare (Requires attunement), Cursed

These gaudy bracers initially appear to just be a pair of bracers of defence that have been ornately decorated, however once attuned you realise that they are so much more. Though they do increase your armour class by 2 if you are wearing no armour or a shield, you are constantly forced to tell terrible jokes whenever you speak, and you have disadvantage on all Charisma ability checks because of this. Attunement of this item can only be broken by means of a Remove Curse spell cast from a 4th level spell slot or higher.

Cornugon's Revenge

Armour (Plate), Very Rare (Requires Attunement), Cursed

This platemail was forged from the body of a vengeful devil, who with their last breath promised to never rest easy. Being so close to the corruptive influence grants you an exchange of life force - taking to start with, but slowly returning over time. While attuned to this suit of Plate Mail +2, your Constitution score is reduced by -4. As long as you have at least 1 hit point, then while wearing this armour you regain 2 hit points each minute. Removing attunement to this armour can only be accomplished by a Remove Curse spell cast from a 5th level spell slot or higher.

Robe of Netheril

Wondrous Items (Robes), Very Rare (Requires Attunement by a creature with the Spellcasting or Pact Magic features), Cursed

These robes are still imbued with part of the Netherese Empire's energies. While attuned to these robes you have advantage on saving throws against spells and magical effects, and spells with attack rolls cast against you have disadvantage. You are also unable to cast any spells via any means, including via items. Attunement of these robes can only be broken by means of a Remove Curse spell cast from a 6th level spell slot or higher.

The Gold Digger

Weapon (Dagger), Uncommon (Requires attunement), Cursed

Whenever you hit a creature with this +1 dagger, you lose 5 gold pieces of wealth. To where exactly this gold extracts its wealth is unknown. Should you not have sufficient gold on your person to satisfy the dagger, it deals no damage to your target, and instead harms you instead. Attunement to this item can only be broken by means of a Remove Curse spell. If you go more than 24 hours without feeding the dagger at least 10 gold pieces, you find yourself unable to successfully long rest as the curse wreaks havoc on your mind.

The Protector of the Unworthy

Wondrous Item (Belt), Rare (Requires Attunement), Cursed

This belt was once used to befuddle a number of duelists who favoured longblades as their weapon of choice, though its owner was eventually killed when their opponent opted to discard their weapon and rely on their fists. While attuned to this belt your armour class is increased by +4 against weapons that deal slashing damage. It is reduced by -4 against weapons that deal piercing and bludgeoning damage. Attunement to this belt can only be broken by means of a Remove Curse spell cast from a 4th level spell slot or higher.

Ammunition

Included in this section are pieces of ammunition for ranged weapons. The projectiles in question can be crossbow bolts, arrows for bows, or bullets for slings, as well as throwable darts.

Antimagic

Ammunition, Very Rare

After striking a creature with this ammunition, the next spell that the creature attempts to cast provokes a spellcasting ability check (DC=10+Spell Slot Level). If they fail, the spell is lost, the action is wasted, and any spellslot they may have spent is still expended. If they succeed, the spell casts as normal.

Blessed

Ammunition, Uncommon

This ammunition grants you an additional +1d4 bonus to your attack rolls when you fire it. If this ammunition critically strikes a Rakshasa, the Rakshasa instantly dies.

Dispelling

Ammunition, Rare

This ammunition casts Dispel Magic on the target. It uses your Dexterity score as the ability for spells of 4th level or higher.

Detonation

Ammunition, Rare

Regardless of whether or not this ammunition hits its target, it explodes on the target's square. All creatures within a 20ft radius take 6d8 fire damage, or half as much on a successful DC14 dexterity save.

Energy

Ammunition, Uncommon

These ammunition do an additional 1d6 damage of a certain type (Fire, Ice, Lightning, or Acid), determined when they are first created.

Piercing

Ammunition, Uncommon

This ammunition pierces through armour. It treats the target's armour class as being two points lower than it actually is.

Poison

Ammunition, Uncommon

When this ammunition hits a creature they must succeed on a DC10 Constitution saving throw or be Poisoned until the end of your next turn.

Polymorphing

Ammunition, Legendary

If this ammunition strikes a creature they must succeed on a DC23 Constitution saving throw or be Polymorphed as the spell into a squirrel. This spell has an unlimited duration, but still ends should the polymorphed creature be reduced to 0 hit points.

Stunning

Ammunition, Very Rare

When this ammunition hits a creature they must succeed on a DC15 Constitution saving throw or be stunned until the end of your next turn.

Void-Tipped

Ammunition, Legendary

Crafted in a similar way to Void Weapons, these ebony-tipped pieces of ammunition drain 1 point of strength from their target when they hit. If they reduce a creature to 0 strength, it dies. They have no effect on Undead creatures - be it damage or strength reduction.

Potions

Dragon Potion (Green)

Potion, Rare

This potion bubbles with caustic green light. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Strength score is set to 30, and your Charisma and Wisdom scores are set to 3. This lasts 24 hours.

Dragon Potion (Red)

Potion, Rare

This potion churns with crimson fury. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Intelligence score is set to 30, and your Strength and Dexterity scores are set to 3. This lasts 24 hours.

Dragon Potion (Violet)

Potion, Rare

This potion pulses with unnatural violet light. Though named a 'dragon potion', neither its component materials nor its origins are draconic in nature. Instead, it was named as such as a marketing gimmick. When you drink this potion, your Charisma score is set to 30, and your Dexterity and Intelligence scores are set to 3. This lasts 24 hours.

Potion of Absorption

Potion, Very Rare

The liquid that makes up this potion is thick, grey, and globular, making it thoroughly unpleasant to look at and just as unpleasant to drink. Nevertheless it gives a potent reward for suffering through it: You gain immunity to Lightning damage and resistance to Bludgeoning damage as your skin becomes mildly flexible and takes on a rubbery quality for 1 hour.

Potion of Agility

Potion, Uncommon

The vial of this green potion seems almost too small to warrant a full dose, yet its benefits remain all the same. When you drink this potion, your dexterity score is set to 18 (even if it was higher) for 1 hour.

Potion of Barkskin

Potion, Uncommon

Flakes of dark brown treebark float in this otherwise clear potion. It's unpleasant to drink. You gain the effect of the Barkskin spell for 1 hour after consuming it.

Potion of Clairvoyance

Potion, Uncommon

When you look through this potion's clear liquid, all the world seems to come into starker focus. You gain the effects of the See Invisibility spell for 1 hour after consuming it.

Potion of Clarity

Potion, Very Rare

This murky potion offers mental clarity beyond what its liquid might indicate. When drunk, you gain immunity to the Charmed and Frightened conditions, and the Feeblemind and Confusion spells, for 1 hour.

Potion of Cold Resistance

Potion, Uncommon

This icy blue potion does exactly what its name indicates, and grants you resistance to Cold damage for 1 hour.

Potion of Defense

Potion, Rare

When you drink this stone-grey potion you feel your muscles harden in response. Your armour class is set to 20 (even if it would normally be higher) for 10 minutes.

Potion of Fire Resistance

Potion, Uncommon

This small vial of orange liquid isn't complex to make and often used by adventurers on dragon-slaying quests. It grants you resistance to Fire damage for 1 hour.

Potion of Fortitude

Potion, Uncommon

The liquid that swirls inside this potion has a mild coppery taste to it. When drunk, your Constitution score is set to 18 for 1 hour, even if it was higher. If this increases your maximum hit points, your current hit points increase to max. Likewise, when the effect expires any current and maximum hit point increase is lost. This can lower your current health to zero, knocking you unconscious. The reverse is true, if it lowered your maximum hit point value.

Potion of Intelligence

Potion, Uncommon

Favoured by academicians cramming for a final exam, this yellow liquid sets your Intelligence score to 18 for 1 hour, even if it would normally be higher.

Potion of Icedust

Potion, Uncommon

This potion isn't one that is normally consumed - and doing so can be quite hazardous to one's health. If drunk, it deals 4d8 cold damage to the person who drinks it. Instead, you can throw it at a point within 15ft as a bonus action at your turn. When it hits the ground or an object, the glass shatters, scattering icedust into the air in a 10ft radius of the impact point. For 1 minute, any creatures who stand within that radius gain immunity to Fire damage. Sources of natural flame (such as torches or lanterns) are also extinguished if they are within the radius.

Potion of Insight

Potion, Uncommon

Criminal bosses and judges of the law both make use of these potions. When drunk your Wisdom score is set to 18, even if it would normally be higher, for 1 hour.

Potion of Insulation

Potion, Uncommon

A lesser version of the Potion of Absorption, this potion grants you Lightning resistance for 1 hour.

Potion of Invulnerability

Potion, Legendary

An ultimate potion for those who require maximum defence. When you drink this swirling potion of radiant light, you gain +5 to your armour class (to a maximum of 25) and +5 to all saving throws for 1 hour.

Potion of Magic Blocking

Potion, Very Rare

The lemon-yellow colour of this potion has lead some to believe that lemons hold anti-magic properties. This is not the case. When you drink this potion, you gain immunity to all spells of 5th level or below (be they beneficial or otherwise) for 1 minute.

Potion of Magic Protection

Potion, Very Rare

This potion tastes vaguely of processed blueberries, despite containing none at all. When you drink this potion you reduce all damage received from spells and other magical effects by half, for 1 minute.

Potion of Magic Shielding

Potion, Legendary

Blue and yellow swirl together in this ultimate magic-protecting potion. When you drink this potion, you gain immunity to spells of 5th level and below, halve all damage taken from spells and magical effects that do affect you, and succeed on all spell saving throws, for 1d4 rounds.

Potion of Master Thievery

Potion, Uncommon

The ingredients that create this potion mix into a pure black liquid. When you drink it, you gain advantage on all Sleight of Hands and Thieves Tools checks for 1 hour.

Potion of Mind Focusing

Potion, Rare

For those who need a slight boost to their brains and hands, this potion provides. Sometimes used by master craftsman to add that extra flair to a perfect creation. When drunk, this potion increases your Intelligence and Dexterity scores by +3, to a maximum of 20, for 1 hour.

Potion of Mirrored Eyes

Potion, Uncommon

The liquid of this metallic potion forms a perfect mirrored image. When you drink it, you gain immunity to Gaze effects and the Petrification condition for 1 hour.

Potion of Perception

Potion, Uncommon

A single owl feather floats within this potion's white liquid, but when drunk it seems to vanish as if it had never existed. When you consume this potion you have advantage on Perception checks for 1 hour.

Potion of Power

Potion, Legendary

The liquid in this potion appears to be that of a rainbow swirl, a full kaleidoscope of oscillating colours. When you consume this potion, your Proficiency Bonus increases by +1, and your current and maximum hit points increase by an amount equal to twice your character level. This lasts for 1 hour.

Potion of Regeneration

Potion, Very Rare

This potion seems to glue itself to the bottle, and the viscous liquid struggles to be swallowed. Once drunk, you gain the effect of the Regeneration spell for 1 minute.

Potion of Strength

Potion, Uncommon

A simple name for a simple effect. When you drink this blood-red potion, your Strength score is set to 18, even if it would normally be higher, for 1 hour.