Connoisseur's Collection

Many different mages, sages or even sorcerers craft recipe after recipe every day, yet many are forgotten to the annuls of history. Some could break the fabric of reality and have long since been destroyed. Many still exist, much to the dismay of all. Some have only minor effects while some are strictly more powerful than well-known magical tools. These are some of the few to survive throughout time, either with happiness or disgust from magic users. One certain collector has begun the process of procuring all of these items. Will you be one of the many to help or hinder him?

Magic items as a whole

In previous editions, the abundance of magic items encouraged players to use them in new ways, find a way to "break" an item or collect a large amount to have a solution to every problem. The "having a personal horde of magic items" problem is much more visible in 5e which made wizards print less in official books. They, also, had more flavor than in 5th edition so I decided to solve both problems by either converting magic items from 4th edition, making templates for known magic items not in 5e or crafting my very own magic items, some serious and some as gags. I greatly hope you enjoy them all!

New Magic Item Types

Consumables, such as herbal poultices, work like potions as in they are used up after a single use.

Magical Ammunition These work as it says in the DMG; after a hit, they lose their magic. However, if you shoot one, there is no guarantee that you'll find it...

Familiar Collars are special items that let your familiar be more than just a scouting tool or assist in your spells.

Tomes are ritual books with spells that normally cannot be cast as a ritual but can be if you use the book. Any class that can cast spells can cast them as rituals but wizards can still only get spells from their spell list with the book.

Reagents can be added to a spell to increase the effectiveness of it. Reagents can only be used for a certain type of spell or specific spell. If they can only be used for a type of spell, they are used up after one use.

Whetstones can be used to make non-magical weapon magical, any non-magical weapon can be sharpened with a whetstone. Any weapon can only be sharpened with one whetstone at a time.


Acrobat's Harness

Wondrous Item, Very Rare (Requires Attunement)

A harness is closest term the inventor could think of for these cloth links that wrap around most of the muscles on the arms. While attuned to this belt, you have advantage on Dexterity (Acrobatics) checks and can use an Acrobatics check instead of Athletics to climb.

Acid-Washed Gloves

Wondrous Item, Very Rare (Requires Attunement)

These almost completely white gloves are covered in acidic burns but rarely have any form of holes. While attuned to these gauntlets, you have resistance to acid damage and weapons you wield deal magical acid damage instead of their normal damage.

Admantine Weapon

Weapon (Any), Very Rare

This glossy black weapon is designed to pierce the toughest shells. You gain a +1 bonus to attack and damage rolls with this weapon and any damage dealt by this weapon ignores resistance and immunity of the target.

Aldron’s Tinderbox

Wondrous Item, Rare

This small box is warm to the touch and great for adventurers of all ages. As an action, this box unfolds to reveal a magic campfire. This fire is warm, comfortable, magical for the purpose of overcoming resistances and cannot be doused by any action beyond refolding the box. Otherwise, the campfire acts as a normal fire.

Angel's Feather

Reagent, Very Rare

Plucked from an angel's wing, willingly or unwillingly, this feather blesses those who wish to mend. Whenever you cast a spell that targets a single creature and would make the target regain hit points, you can expend this feather to make that spell regain the maximum amount of hit points it can regain.

Ambrosia Ring

Ring, Very Rare (Requires Attunement)

Born from the fruit of the ambrosia tree and a large drop of magic, this golden yellow ring purifies the body of toxins. While wearing this ring, you become immune to poison damage, disease and the poisoned condition. Additionally, as an action, you can put this ring on another creature to cure them of any poisons or diseases afflicting them, they do not gain any other effects of the ring and you lose the effects of the ring until you put it back on.

Ambrosial Ladle

Wondrous Item, Legendary (Requires Attunement)

This ladle has been passed down the dwarven clan of Skullcrusher and was been forged using the heart of a red dragon. The ladle is made of what appears to mithril and has the likeness of a dragon on the grip. Whenever you cook food with this ladle, the food removes one level of exhaustion and restores 4d4 + 4 hit points. As a bonus action on your turn, you can transform this ladle into a Dragon Slayer Warhammer with a +3 bonus, instead of +1.

Amulet of Amplification

Wondrous Item, Common

This amulet has a perplexing design, the focal point of it is a mass of metal shaped as a cone. While wearing this amulet, you may cast Thaumaturgy, choosing yourself as the target.

Amulet of Natural Defense

Wondrous Item, Rare(+1), Very Rare(+2) or Legendary (+3) (Requires Attunement)

These beautiful amulets are made from the hard scales, wood and hide of wild creatures. The rarer the creatures parts, the more effective the magic becomes. While attuned to this amulet, you gain natural armor that gives a bonus to your AC based on the rarity of the amulet. If you are wearing armor, you must choose between your armor bonus or the natural armor bonus.

Amulet of The Diplomat

Wondrous Item, Rare (Requires Attunement)

Many saints and unsavory characters alike would go to great lengths to posses such an item. The Amulet has 5 charges. You may expend 1 charge to gain advantage on your next persuasion check within the next minute. If the amulet goes to 0 charges, roll 1d6. If you roll a 1, the amulet loses its magical properties. The amulet regains 1 charge at midnight.

Amulet of The Gravekeeper

Wondrous Item, Rare (Requires Attunement)

A dark metallic chain with an onyx skull that whisper secrets of the damned, just within ear shot, but too distorted to make coherent messages. While attuned to this necklace, the user can see up to 30ft into the ethereal plane. The wielder also has advantage on perception and investigation checks when it comes to undead.

Arcane Key

Reagent, Rare

Using this silver key dampens the air around it, making sure it's bearer knocks as quietly as possible. You can use this key as part of the Knock spell and when you do, you can relock the door, magically or normally, so long as no more than 10 minutes have passed since you cast the spell.

Arcane Springboard

Wondrous Item, Uncommon

This small piece of tan cloth is quite useful in an adventurer's toolkit. Whenever a creature jumps off this cloth, they are affected by the Jump spell.

Arcanist's Glasses

Wondrous Item, Rare

These violet spectacles increase your sensitivity to the subtle patterns of magic. While wearing these glasses, you have advantage on Arcana checks.

Armor of Charging Wind

Armor (Any Light), Rare (Requires Attunement)

This elegantly crafted armor allows you to rush unseen across the battlefield, moving like the wind. Whenever you perform the dash action while attuned to this armor, you become invisible until you attack or stop moving.

Armor of Cleansing

Armor (Any), Uncommon (Requires Attunement)

The exterior of this armor is covered with symbols of healing, while the interior has many silken bands that cradle you comfortably and move to ease your suffering. While wearing this armor, you can remove the poisoned condition or any disesases from yourself as a bonus action and have advantage on medicine checks on yourself.

Armor of Dark Majesty

Studded Leather, Rare

This armor is studded with gleaming, brass studs that flicker with hellish energies. You gain a +1 bonus to AC while wearing this armor. Additionally, you may gain advantage on a Deception or Intimidate check once per long rest.

Armor of Negation

Armor (Any), Very Rare (Requires Attunement)

A wearer of this armor need not fear suffering the adverse effects of an enemy’s whiffed attack. When you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage if you succeed on the saving throw.

Armor of Shared Health

Armor (Light), Rare (Requires Attunement)

This armor seems almost patchwork, consisting mostly of stitches and cloth patches. While attuned to this armor, you may use your bonus action when you heal an ally to gain half as many hit points, rounded down, that you healed the ally for. You may use this power once per short or long rest.

Arrow of Revelation

Ammunition (Arrow), Rare

The head of each of these arrows has the mark of Ioun on it. Whenever you hit a creature with this arrow, that creature loses the benefit of invisibility and cannot gain it for the next minute.

Assassinbane Armor

Armor (Any), Very Rare (requires Attunement)

This armor is commonly adorned with hundreds of small eye motifs. While attuned to this armor, you become more attuned to sneak attacks and surprises. You gain a +1 bonus to AC while attuned to this armor. Also, you cannot be surprised while attuned to this armor.

Azer Undershirt

Wondrous Item, Uncommon

This red tunic has a calming warmth to it. While wearing this undershirt, you can withstand temperatures up to 40 degrees and stay constantly warm.

Backpack of Concealment

Wondrous Item, Uncommon

This plain leather backpack is covered with pockets big and small. This backpack can conceal any one object placed within it from physical search. Any creature other than the one that placed the item in the backpack cannot find the object. If the backpack is destroyed, the object falls from its remains.

Backbiter Spear

Spear, Uncommon

In response to your botched strike, this weapon lurches in your hands, striking you instead of your foe. You gain a +1 bonus to attack and damage rolls with this weapon. Whenever you miss with an attack by more than 5 with this weapon, the spear lunges back and stabs you. Make an attack roll against yourself and take 10 piercing damage if you hit.

Bands of Equilibrium

Wondrous Item, Very Rare (Requires Attunement)

These armbands help to keep the body stable, both in combat and at rest. While attuned to these armbands, whenever you roll damage from one of your weapon attacks and it comes up as a 1, you can reroll the damage die but must take the second result. This ability can only be used once per turn.

Additionally, whenever you spend a hit die during a short rest, you may reroll any hit die that comes up as a 1 but you must take the second result.

Barbed Baldric

Wondrous Item, Uncommon

This belt has many hooked barbs that sting a creature trying to grab you or eat you for that matter. While wearing this belt, you deal 1d8 piercing damage to any creature that is grappling you at the beginning of your turn.


Barnum's Animal Seeds

Wondrous Item, Rare

These seeds were first created by a wizard fixated with animals. He is more prominently known for cookies that he sells but this is also a extraordinary contribution he has made. This pouch contains 1d8 + 3 random animal seeds. Each seed takes 1 week to fully grow. Once a seed is fully grown, it creates an animal based on what seed it is. The animal is friendly to the planter of it and is the same as it's normal form except it is a plant creature, has a weakness to fire damage and it does not require food if it has at least 8 hours of sunlight or another form of natural light.

Seed Type
D12 roll Seed Type
1 Rat
2 Badger
3 Boar
4 Cat
5 Goat
6 Mastiff
7 Jackal
8 Draft Horse
9 Giant Fire Beetle
10 Wolf
11 Giant Goat
12 Black Bear

Bashing Shield

Shield, Uncommon

These shields are reinforced to be more useful on the fields of battle and commonly have an animal motif on the front of the shield. This shield also functions as a club when used in combat. If your main hand weapon is not light, you cannot attack with this as a bonus action. If you have two of these shields, one of them will not function as a club and does not give you a bonus to your AC.

Batty Collar

Familiar Collar, Rare

This quite black collar has small bat wings on it. While your familiar wears this collar, it gains a fly speed of 15 feet.

Battlemage's Bracer

Wondrous Item, Rare (Requires Attunement)

Inscribed with a multitude of magical sigils, these bracers hum with power. Whenever you cast a spell while attuned to these bracers, you gain temporary hit points equal to the level of that spell.

Beast-Sight Bandana

Wondrous Item, Rare (Requires Attunement)

This brown furred bandana was first found by a elven scavenger, which greatly assisted him due to being blind. While you are attuned to this bandana, you can share senses with a friendly beast. You can perform a 10-minute ritual and choose a friendly beast within 5 feet of you to bond it to the bandana for the next 24 hours. While bonded, you can see through the beast's eyes or hear through its ears. You can choose to do either or both as a bonus action. While you are using the beast's senses, you are blinded, deafened, or both, depending on what senses you choose to share.

Beating Heart Potion

Consumable, Uncommon

This small vial full of pulsating red fluid tastes like extremely bitter fruits with an aftertaste of vanilla. When you imbibe this potion, your maximum hit points are increased by 1 permanently. No creature is able to drink more than 10 of these potions in their life time, lest their body begins to quickly decompose.

Bed of Rapid Rest

Wondrous Item, Rare

This comfortable bed is a wonder to sleep, but to carry around with you daily, not so much. When you take a long rest in this bed, you only require 4 hours, instead of your normal amount of time, to gain the benefit of a long rest.

Belt of Blood

Wondrous Item, Uncommon (Requires Attunement)

This bloodstained belt helps you recover from serious injuries. While you are attuned to this belt and you spend a hit die, you regain additional hit points equal to your constitution modifier.

Belt of Lucky Strikes

Wondrous Item, Rare (Requires Attunement)

This golden-colored belt applies a bit more force to your, what would be failed, blows. When you miss an attack with a weapon while attuned to this belt, you can use your reaction to make the die roll of that attack as a 10 instead. You can only use this power once per day and you cannot use it when you roll a 1.


Belt of Opposing Strength

Wondrous Item, Rare (Requires Attunement)

Being almost identical to a belt of Hill giant strength, this belt is commonly worn by unlucky adventurers who have, unwillingly, broadened their horizons. While wearing this belt, your strength score becomes 21. If your strength score is equal to or greater than 21, this belt has no effect on you.

Cursed: Once you have attuned to the belt, during your next long rest, you become of the opposing gender or a physical gender of the DM's choosing if you do not have a gender.

Note on Belt of Opposing Strength

This will only change how the character's body looks like. This does not change anything about the character's personality or stats.

Belt of Returning

Wondrous Item, Uncommon

This simple and unassuming baldric has multiple slots for daggers, hand axes or anything that can be thrown. While wearing this baldric, any weapon you throw returns to the baldric at the end of your turn.

Belt of Sonnlinor Righteousness

Wondrous Item, Legendary (Requires Attunement)

This iron-plated belt was first crafted by the Sonnlinor to protect against the underhanded tactics of goblins and giants. While attuned to this belt, you gain the following bonuses: Any critical against you while you are unconscious is a normal hit and once per day when you are reduced to 0 hit points, you can spend your reaction to make the creature who damaged you become immobilized until the end of their next turn as their head is wracked with painful migraines.

Belt of The Brawler

Wondrous Item, Rare

Your punch packs a wallop when this belt is about your waist. While wearing this belt, improvised weapons and your fists do 1d4 damage instead of their normal amount.

Belt of Vigor

Wondrous Item, Rare

This belt gives the wearer a slight regenerative quality to their body, some mages say too slight to even notice. While wearing one of these belts, whenever you spend a hit die to heal during a short rest, you regain an additional 1 hit point per die rolled. This effect cannot stack with other items.

Beryl of Catastrophe Avoidance

Wondrous Item, Very Rare (Requires Attunement)

This blue gem helps those who's tongues are much more chaotic than the elemental chaos. While attuned to this item, your charisma score becomes 15. Additionally, when you roll a 1 on a charisma based ability check, it becomes a 10. This ability can only be used once per long rest. This item has no effect on creatures with a charisma score of 16 or higher.

Blackgate Rune

Consumable, Very Rare

This glossy black stone, with a complex sigil on its surface, feels cold to the touch and anyone who holds it has a sense of melancholy. As an action, you can toss this stone to the ground to destroy it and form a temporary portal between it and the shadowfell. The portal lasts for 1 minute or the person that created it can close it as an action.

Black Bone Stake

Reagent, Uncommon

With this obsidian stake, your spells leave wounds that fester and burn. You can expend this stake when you cast a spell attack of 1st level or higher. When you do, the spell gains the following effect: If you hit a creature with this spell, that creature must make a constitution saving throw against your spell save dc or be unable to regain hit points for the next minute.

Blade of The Water Goddess

Shortsword, Legendary (Requires Attunement)

This blueish metal blade has been used in multiple rituals to a whole pantheon of water gods. They say you can hear the voice of the god that created you when you hold the hilt to your ear. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit a creature with this weapon, you deal an additional 1d6 cold damage.

Blessings of the Water Goddess. While you hold this weapon, you get the following bonuses:

  • You can speak Aquan Fluently.
  • You can breathe air and water and you gain a swimming speed of 30 feet.
  • Any friendly creature within 20 feet of you can breathe both air and water.
  • You can cast Shape Water as though you had it as a cantrip, and you can cast Create or Destroy Water at 2nd level once per long rest.

Blaze Blossom

Reagent, Uncommon

This bright vermillion flower burns twice as brightly with magical flames. You can expend this flower when you cast a spell of 1st level or higher that would deal fire damage to increase the amount of damage dealt by 1 damage die. This flower is consumed as part of casting.


Blessed Book of Ioun

Tome, Legendary

This book's thickness does not show its true size. This book appears to be a ritual book but it has a magical component to it that simplifies many things. There is no known limit to the number of pages in this book and you are able to copy any spell of 6th level or less into this book as a ritual. When copying a ritual into this book, it takes half as much time and gold. When casting a ritual from this book, the ritual only takes 5 minutes and if it requires any components, the cost of them are reduced by half.

Blessed Whetstone

Whetstone, Rare

This white-gold stone has several holy symbols engraved into its sides. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 radiant damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Blood of Tyche

Potion, Rare

This golden vial holds swirling liquid luck—and a deadly poison. After drinking this potion, you have advantage on all skill checks for the next minute. At the end of that minute, you gain 2 levels of exhaustion as your body is wracked with tremors and your gums start to bleed slightly.

Bloodglass Cage

Wondrous Item, Very Rare

Magic infuses the red obsidian bars of this otherwise standard looking cage. The bloodglass cage appears to be a normal large cage but by spending an hour performing a ritual, you seal the cage so that the creature cannot leave or damage the cage, or affect anything outside the cage, for 24 hours. The restraint ends instantly at the end of 24 hours, but it can be renewed before then by performing the ritual again.

Bloodiron Weapon

Weapon (Any that does piercing damage), Rare

These weapons are quite vicious as they'll never leave a deep wound once stuck there... not painlessly at least. When you score a critical with this weapon, you deal additional damage to the creature at the start of its next turn. The damage dealt is a damage die equal to a new roll of the weapon's damage die.

Blossom of Scars

Whip, Rare (Requires Attunement)

Much of what would be leather of this whip has been replaced with a dark prickly fur. You gain a +2 bonus to attack and damage rolls with this weapon and the weapon's damage die is 1d8. You may cast the Druidcraft cantrip while attuned to this weapon.

Boarding Boots

Wondrous Item, Rare (Requires Attunement)

While wearing these boots, you ignore difficult terrain on boats, ships or any other water vehicle and you can jump an additional 10 feet.

Bolstering Hammer

Hammer, Rare

Wood and stone workers frequently use these hammers to reinforce their works to withstand all forms of damage. Whenever you hit an inanimate object with this hammer, that object has it's maximum hit points increased by 10. An inanimate object can only benefit from this object once every 24 hours.

Bolt of Clumsiness

Ammunition, Uncommon

A victim of this malformed quarrel can't focus on multiple things as the quarrel digs into a soft part of the body. Whenever you hit a creature with this ammunition, that creature cannot disengage until the end of its next turn. Once it hits a target, the ammunition is no longer magical.

Book of Undeniable Fire

Tome, Very Rare (Requires Attunement)

The pages of this carmine tome have scorch marks along the edges. This book has the spells Continual Flame and Wall of Fire as rituals and anyone attuned this book can use the Firebolt cantrip at will.

Wizards can use this tome as an arcane focus and gain a +1 bonus to spell attack rolls and spell save DC. Whenever you cast a spell that deals fire damage and use this book as an arcane focus, you can use your bonus action to make that spell ignore resistance to fire damage. This ability can only be used once per long rest.


Bookbag of Holding

Wondrous Item, Uncommon

Loved by librarians around the world, this bag is wonderful as a personal library. The bag can hold up to 100 books of any size and genre but will only ever weigh 5 lbs. The bag will refuse to hold anything other than a book in it. If the bag is pierced or torn, it is destroyed, and anything contained within it is transported to a random location on the Astral Plane. Placing a Bookbag of Holding inside an extradimensional space created by a Heward's handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can't be reopened.

Booming Weapon

Weapon (Any), Rare

Every strike with this weapon makes a deafening sound, similar to the sound of thunder. You gain a +1 bonus to attack and damage rolls with this weapon and all damage you deal with this weapon is thunder damage.

Boomstick

Consumable, Uncommon

As an action, you can light and throw the boomstick. A single boomstick can be thrown at a range of 25 feet without any downside. All creatures within 10 feet of the location where the boomstick lands must make a DC 12 dexterity saving throw or take 2d12 fire and bludgeoning damage as the boomstick explodes. The boomstick also deals double damage to objects and structures.

Boots of Balance

Wondrous Item, Rare (Requires Attunement)

The backs of these boots have a wing design and just wearing them makes you feel more agile. While attuned to these boots, you cannot be knocked prone unwillingly and you have advantage on acrobatics checks.

Boots of Equilibrium

Wondrous Item, Uncommon

These boots grip onto almost any surface, no matter the slickness. While wearing these boots, you have advantage on saving throws against falling prone caused by terrain.

Boots of Grounding

Wondrous Item, Rare

Many believe this is a stronger sister item to the boots of Equilibrium, even though their effects are vastly different. While wearing these boots, you cannot be teleported unwillingly.

Boots of Jaunting

Wondrous Item, Rare (Requires Attunement)

These dark leather boots help you move unhindered in the battlefield. While attuned to these boots, you can teleport 5-ft as a bonus action.

Boots of Other Paths

Wondrous Item, Rare

These fine leather boots lead you down paths you might not normally take. As a reaction when you move, you can ignore the normal effects of any terrain you walk over until the beginning of your next turn. This power can only be used once per short or long rest.

Boots of Teleportation

Wondrous Item, Very Rare (Requires Attunement)

Wearing these elegant boots, you never feel the need to raise your feet to move. While attuned to these boots, you can teleport up to your speed as your move action. If you use the dash action, you can still only teleport up to your normal speed.

Boots of The Dryad

Wondrous Item, Rare

Natural growth moves aside as you travel the wilderness with these leaf green boots. While wearing these boots, you ignore difficult terrain caused by plants, trees, underbrush or natural growth.

Bottled Twilight

Wondrous Item, Uncommon

This black glass bottle created in the feywild holds the power of dusk to make light fade. As an action, you can pull the cork off of this bottle and make all light sources within 50-ft of the bottle can only produce dim light. This effect lasts 10 minutes and can only be used once every long rest.

Bowl of Purity

Wondrous Item, Rare

This earthenware bowl was made by dwarven clerics in order to better protect any visitors from assassins within the town. Whenever food or water is placed into this bowl, it is purified as though Purify Food and Drink was cast on it.

Bracers of Escape

Wondrous Item, Uncommon (Requires Attunement)

Used by the muscle of thieves' guilds, these unassuming bracers help avoid blades and weapons while fleeing. While attuned to these bracers, you can disengage as a bonus action.

Bracers of Iron Mind

Wondrous Item, Rare (Requires Attunement)

These bracers are made of a soft and malleable metal, perfect for an intelligent mind to work with. While attuned to these bracers, you may use your intelligence modifier instead of your dexterity modifier for calculating your AC.


Bracers of Infinidaggers

Wondrous Item, Very Rare (Requires Attunement)

These leather bracers hold a sharp secret, or secrets I should say. As a bonus action, you may draw up to 3 +1 Magic Daggers from the bracers. These daggers last until the end of your turn then disappear back into the bracers.

Bracers of Mental Might

Wondrous Item, Rare (Requires Attunement)

The adage, “mind over matter,” truly applies when you wear these light gray bracers. While attuned to these bracers, you can use your intelligence modifier instead of your normal modifier for Acrobatics, Athletics, Sleight of Hand and Stealth checks.

Bracers of Tactical Blows

Wondrous Item, Rare

These dragonscale bracers help you find weak points in the heat of battle. While wearing these bracers, you deal an additional 1d6 damage with attacks of opportunity.

Bramble Hide

Hide, Rare (Requires Attunement)

Across the thick hide of this armor many thorny vines appear to be growing from it. You gain a +1 bonus to AC while wearing this armor, Additionally, whenever a creature hits you with a melee attack or starts it's turn grappling you, that creature takes 1d10+2 piercing damage as the thorns of the hide dug into it's flesh.

Breeder's Gauntlet

Wondrous Item, Rare

Most of these gauntlets are leather gloves with metal bands that have arcane sigils for animal kingdoms on them. When you touch a beast with these gauntlets, you may make them better for breeding in one of three ways: you can change the color of their coat or equivalent, increase their movement speed by 5 feet or increase their hit dice by one. A creature may only be under one effect at a time. When a creature with under this effect breeds, the effect is given to the offspring and those creature's offspring naturally.

Bridle of Conjuration

Wondrous Item, Rare

This simple leather bridle conjures a magical mount for your use. As an action, you can conjure a magical Riding Horse in a space adjacent to you. The horse will obey orders to the best of its ability but cannot attack, even in defense. The horse disappears after 12 hours or if reduced to 0 hit or fewer points. Once you summon the horse, it cannot be summoned again until next dawn.

Brimstone Cloak

Wondrous Item, Very Rare (Requires Attunement)

This gothic black cloak smells faintly of sulfur and helps resist both fire and poison. While attuned to this cloak, you have resistance to fire and poison damage. You also have advantage on saving throws against poison.

Brown Dragonscale Armor

Scale Mail, Very Rare (Requires Attunement)

This armor is made from the scales of the extremely elusive brown dragon and smells of baked sand. While attuned to this armor, you gain a +1 bonus to AC, advantage on saving throws against the frightful presence and breath weapons of dragons and have resistance to fire damage. Also, you gain a burrowing speed equal to your speed and can burrow through stone and do not require water when in desert-like conditions.

Brutal Weapon

Weapon (Any Heavy), Uncommon

Adorned with spikes, sharper edges or, in some cases, barbs, these weapon ensure that they hurt a lot more than normal. Whenever you roll a 1 on the damage die for this weapon, reroll it until you roll a number that is not 1.

Burrow-Ward Blade

Wondrous Item, Very Rare

This enchanted ornamental blade alerts you when creatures try to enter your hoard from beneath the earth. You can plant this blade into the ground as an action. After the blade has been in the ground for 24 hours, whenever a creature burrows within 100 feet of the blade, the blade emanates a magical intonation only the character that placed the blade can hear that indicates the creature’s location, including depth. This can only be heard if the character is within 200 feet of the blade. If the blade is moved, it ceases to function until the blade is left in the ground for another 24 hours.

Calcified Whetstone

Whetstone, Rare

This bone white stone offers your blade the chance to cut with the power of life eating energy. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance and deals an additional 1d4 necrotic damage with it's attacks. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Carnage Blade

Greatsword, Very Rare (Requires Attunement)

No amount of time spent cleaning and maintaining this blade removes the old, ingrained bloodstains. They are evidence of its power and purpose. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, whenever you roll a 6 for one of this weapon's damage dice, you deal an additional 1d8 slashing damage. This ability can only be used once every short or long rest.


Cask of Liquid Gold

Wondrous Item, Rare

This large iron cask has an almost indefinite amount of dwarven ale within, so long as you are a patient drinker. At dawn of every day, the cask fills to its full volume with dwarven ale. Any ale taken from the cask evaporates if it has not been consumed when the cask refills.

Casque of Tactics

Wondrous Item, Very Rare (Requires Attunement)

Favored by sergeants and commanders, this utilitarian helm is remarkable only for its satin inner adding. While you wear this helmet, you add your intelligence modifier to your initiative checks. Additionally, at the start of combat, you can trade initiative scores with a willing, allied, creature.

Catnip Cincture

Wondrous Item, Common

This belt smells faintly of natural herbs and is adorned with multiple cat paws. While wearing this item, feline creatures must make a wisdom saving throw (DC 15) or cannot attack you. There is also a fifty percent chance that, when you wake up, a kitten or group of felines is sleeping near you or on you.

Cat's Paw Dagger

Dagger, Common

Commonly given to children or young chefs, the pommel of these useful daggers, that can't cut your own flesh, is shaped like a cat's paw. While holding this dagger, you cannot harm yourself with it.

Caustic Whetstone

Whetstone, Rare

This metallic green sharpener drips acid when touched to a weapon. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 acid damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Censer of Peace

Wondrous Item, Very Rare

This censer is a golden urn filled with a multitude of herbs and has extremely calming scents coming from it. As an action, you may light the censer. Any creature that can smell the scent of the censer must make a DC 15 wisdom saving throw or be unable to attack or cast spells while the censer is lit. The creature can repeat the saving throw if they cannot smell the censer every minute. A creature who passes the saving throw is immune to the effects of the censer for 24 hours. The censer remains lit for up to 5 minutes and it takes a bonus action to put it out. The censer can be lit again after the next time the sun is at its peak.

Chain of Returning

Wondrous Item, Rare

Crafted by a wise, albeit strange, dragonborn, this chain is wonderful for those seeking a bit more range. Any weapon can have a chain of returning attached to it. That weapon can be thrown at a range of 15/30 feet but the chain has a total length of 35 feet. However, the weapon does not magically return. The character must make a DC 12 athletics check to pull the weapon back to them.

Challenge-Seeking Weapon

Weapon (Any), Uncommon

This weapon seeks the blood and flesh of new enemies. This weapon deals an additional 1d6 of its damage to any creature that has all of its hit points.

Chaos Storm Dagger

Dagger, Very Rare

The blade of this weapon constantly changes color, making a beautiful show to anyone looking at it. You gain a +1 bonus to attack and damage rolls with this weapon. Also, whenever you hit with this weapon, roll 1d6. This weapon deals a bonus 2d4 damage with the type of damage rolled.

Chaos storm Damage type
Number Damage Type
1 Fire
2 Cold
3 Acid
4 Radiant
5 Lightning
6 Necrotic

Charm of Protection

Familiar Collar, Rare

Your familiar is protected by the charm almost as if it has a destiny of its own Any familiar wearing this collar cannot do damage or take damage and any spell that you cast through it does half damage.

Chillstone

Consumable, Rare

This small blue-white stone is found among nomadic groups that travel the tundra in decent numbers. You can break the chillstone as part of a 1-minute ritual to add 1d6 cold damage to your unarmed attacks and natural weapons in all of your forms. A creature can only benefit from 1 chillstone in their life.

Choker of Choking

Wondrous Item, Uncommon

This beautiful metallic choker fits perfectly onto anyone's neck. Maybe a bit too perfectly... While wearing this choker, you have advantage on Persuasion checks however you have disadvantage on concentration checks and must pass a DC 13 constitution saving throw to attack or cast a spell. A failure makes the attack miss, no matter what.

Cincture of The Dragon Spirit

Wondrous Item, Rare

This belt's buckle takes the form of a massive and powerful dragon head. Wearing it fills you with a strange bravado. While wearing this item, you may use your strength modifier, instead of your charisma modifier, for intimidation checks.

Circlet of the Collective

Wondrous Item, Very Rare (Requires Attunement)

This golden circlet seems to whisper to you as you wear it, each whisper is in a different language but each is as clear as common. While attuned to this circlet, you can speak and read any language that a friendly creature within 30-feet can speak.

Circlet of Portals

Wondrous Item, Rare

This circlet has several embedded gemstones that glimmer beautifully. Every gem show snapshots of another world. The emerald shows the feywild, Ruby the nine hells and the jet shows the underdark to name a few. While wearing this circlet, you may spend 1 hour, casting a ritual, to find the location of each portal to another plane within 10 miles.

Clearing Cleats

Wondrous Item, Rare

The bottoms of these cleats are similar to the crushing power of a warhammer as you stomp on anything you cross. While wearing these boots, you ignore natural difficult terrain. Additionally, whenever you cross natural difficult terrain, you destroy it, making it normal terrain.

Climber's Bracers

Wondrous Item, Uncommon (Requires Attunement)

On the wrists of these bracers are small unassuming hooks that can easily dig into rock or in some cases, your skin if you aren't careful when putting them on. You may spend your action to gain a climbing speed equal to your movement speed + 10-ft for the next minute.

Cloak of Quills

Wondrous Item, Rare

The porcupine quills of this tawny leather cloak discourage your foes from hitting you, at least when near you. Whenever a creature attacks you with a melee attack, that creature takes 1d6 + 1 piercing damage. A creature that is grappling you takes 1d6 +1 piercing at the beginning of each of turns unless it breaks the grapple.

Cloak of Resistance

Wondrous Item, Rare (Requires Attunement)

This beautiful cloak has a similar effect to a well-known ring. You gain resistance to one damage type while wearing this cloak. The color of the cloak indicates the damage type resisted which the DM chooses or determines randomly.

Cloak Type
d10 Damage Type Color
1 Acid Dark Green
2 Cold Light Blue
3 Fire Red
4 Force Orange
5 Lightning White
6 Necrotic Black
7 Poison Light Green
8 Psychic Purple
9 Radiant Yellow
10 Thunder Navy Blue

Cloaked Blade

Short Sword, Very Rare (Requires Attunement)

This weapon is quite hard to notice, especially when in the hand of a good assassin. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, this weapon becomes invisible every long rest except to the person attuned to it. When you first attack a creature with this weapon, you have advantage but the weapon becomes visible after your first successful hit and no longer gives advantage on your attacks. The weapon can only become invisible once every 24 hours.

Clockwork Cowl

Wondrous Item, Very Rare (Requires Attunement)

While attuned to this cowl, you add your proficiency bonus to your initiative rolls. Additionally, you can spend your bonus action to gain 2 actions. These actions cannot be used to attack or cast a spell. You can only use this ability once per long rest and it cannot be used if you have a level of exhaustion.

Collar of Evolution

Wondrous Item, Very Rare

This collar appears to tell a story of how people have changed through time as you spin it around. When you put this collar on a beast of challenge rating 1/2 or less, that creature begins to evolve over it's next long rest. At the end of its next long rest, the creature evolves in one of three ways: it becomes a dire version (wolf into dire wolf), it will become a giant version of itself (spider into giant spider), or it becomes a larger similar creature (Cat into a panther). The DM decides which it turns into. However, the collar fuses into its new form and can only be obtained again when that creature has died.


Collar of Undeath

Wondrous Item, Very Rare

This skull-studded collar has little effect on a living creature but to a dead one, the effects are to die for. When you place this collar on a dead beast, it is reanimated as though the spell Animate Dead was cast on it. The beast keeps all of its abilities and stats however it becomes undead instead of a beast. The collar cannot be removed from it and when the beast dies, it becomes a pile of ash and the collar can be used again.

Contortionist's Cord

Wondrous Item, Rare

This extremely flexible snakeskin binding allows you to quickly squeeze through even the tightest spots. While wearing this belt, you do not spend extra movement while squeezing and do not have disadvantage on your attacks.

Coral Armor

Armor (Heavy), Rare (Requires Attunement)

This armor is made entirely with enhanced coral, which gives it a toughness equal to most metals. While attuned to this armor, you get a swim speed equal to your speed and you do not disadvantage for using weapons that are not spears or crossbows underwater.

Cord of Elusive Thoughts

Wondrous Item, Rare (Requires Attunement)

This belt is made of a rare kind of eel that lives in magically infused waters. Anyone who wears this belt can easily overcome matter with their mind.

While attuned to this item, you make use Arcana instead of acrobatics or athletics to escape a grapple. You also gain a swim speed equal to your speed.

Crippling Doubt

Wondrous Item, Artifact (Requires Attunement)

A brutal story follows this accessory. A boy lost his family and then decided to avenge them, with no time to prepare. The boy slaughtered an entire village and a demon proposed a deal with him. Eternal youth for more bloodshed. The boy agreed and the demon gave him an amulet. Almost no warrior could slay the boy, even generals began to think of morality when approached by the boy.

The amulet gives the wearer several bonuses. Other creatures have disadvantage on insight checks against you. Other creatures must pass a DC 18 Wisdom saving throw when attacking the wearer or be unable to harm whatever they see when attacking. Whenever you kill an innocent creature that has an intelligence score of 5 or more, you become younger by 1 year. If you do not kill an innocent creature every day while attuned to this item, you lose 1d10 hit points from your maximum every day. If a creature hit 0 hit points from this effect, their form turns to ash and the necklace disappears to the nine hells.

Crown of Command

Wondrous Item, Very Rare (Requires Attunement)

This ornate golden crown greatly enhances your diplomatic and intimidation skills to those that believe you to be worthy of that crown. While attuned to this crown, any creature with intelligence of 10 or more must make a DC 15 intelligence saving throw or believe you are of royalty until you do something that would make them think otherwise. A creature that succeeds is immune to all effects of the crown. You are also able to cast the spell Command once per short or long rest.

Crown of the Goliath Champion

Wondrous Item, Legendary (Requires Attunement)

This crown is made of bone with carved archaic markings. While attuned to this item, you have resistance to thunder damage, you become naturally adapted to cold environments and you count as one size larger for the purpose of your push, drag or lifting weight. Additionally, when you are hit by an attack, you can use your reaction and use a hit die to become resistant to all forms of damage until the start of your next turn. This ability can only be used once every 7 days.

Crown of Leaves

Wondrous Item, Uncommon (Requires Attunment)

This halo of ever-fresh oak leaves pulses with primal energy. While wearing this crown, you can cast the Druidcraft cantrip at will and you can speak with plants as though you shared a language with them.

Crown of The World Tree

Wondrous Item, Rare

The experience of a thousand ritualists is yours when you don this crown of ash wood and leaves. While wearing this crown, any ritual you cast only takes 5 minutes, instead of 10.

Crystal Armor

Armor (Heavy), Very Rare (Requires Attunement)

As opposed to metal, this armor either has gemstones placed inside the armor or is made in its entirety out of gemstones. While attuned to this armor, you gain a +1 bonus to AC. Also, you can shed dim light in a 5ft radius as a bonus action. When you are hit by an attack that deals radiant damage, each creature within 10ft must make a DC 13 dexterity saving throw or be blinded until the end of your next turn. Also, you cannot be blinded while wearing attuned to this armor.

Cuteness Potion

Potion, Uncommon

Filled with fairy dust, cat whiskers and baby's breath, these potions remove the fearful aspects of one's face while emphasizing the adorable aspects. You can drink this potion to gain advantage on any persuasion checks and disadvantage on intimidation checks for the next hour.


Darkglass Spectacles

Wondrous Item, Common

These stylish glasses make anyone who wears them seem significantly more attractive, while wearing these spectacles, you cannot be blinded by bright lights or the sun.

Darkleaf Shield

Shield, Rare

Shadowfell gravetrees provide the tightly woven branches and black leaves that form this shield. You gain a +1 bonus to AC with this shield. Additionally, you can use your action to extinguish out all non-magical flames in 30-feet of you.

Dao Plate

Plate, Legendary (Requires Attunement)

The dao have many talents and pride themselves on many things. Their preferred armor is one that mixes the two. While wearing this armor, you gain a +3 bonus to AC, you cannot be petrified or knocked prone and speak Primordial. Additionally, you gain a burrow speed of 30 feet can burrow through nonmagical, unworked earth and stone without disturbing it.

Darksteel Weapon

Weapon (Any), Rare

A weapon made from darksteel is nigh-impossible to break and many fighters would kill, literally and figuratively, for one of these weapons. Weapons made from darksteel are pitch black in color. Any weapon made from darksteel is indestructible.

Dazzling Weapon

Weapon (Any Light weapon), Rare

Similar to a weapon wielding by a well-known Do'urden, this weapon seems to sparkle with radiant light barely contained within it. You gain a +1 bonus to attack and damage rolls with this weapon. Whenever you hit with this weapon, you can choose or do its normal damage or radiant damage. As a bonus action, you make the dazzling weapon shine bright light in 20-feet and dim light for another 20-feet.

Deathward Shield

Shield, Rare (Requires Attunement)

Emblazoned with a large skull, this ebony shield with golden studs protects you from dark energies. While attuned to this shield, you have resistance to Necrotic damage and advantage to saving throws against attacks that would deal necrotic damage.

Death's Pocketwatch

Wondrous Item, Very Rare

This small onyx skull has a hinge that opens to a clock's face. You may place this skull on a creature and learn how many days it has been dead and what time of day it died. Once the skull has been used in this way, it cannot be used in the same way for 2 days.

Death Brink Armor

Armor (Medium or Heavy), Very Rare (Requires Attunement)

The chest of this dark black armor is adorned with a golden fist gripping onto the area where the heart would be. You have a +1 bonus to AC while attuned to this armor. Death must reach even farther to take the wearer to the other side. You must fail another death saving throw to die, meaning you must fail 4 death saving throws.

Death Song Ring

Ring, Very Rare (Requires Attunement)

While wearing this skull-like ring, a faint humming echoes in your ears and gets louder the closer you get to death's door. Your attacks deal an additional 1d6 necrotic damage and whenever you make a death saving throw, each creature within 15ft makes a constitution saving throw (Dc: 14) or takes 2d6 necrotic damage. If you send a creature to below 1 hit point, you stabilize and regain 2d6 hit points. Creatures that are deafened are immune to this.

Death Spiral Ring

Ring, Very Rare (Requires Attunement)

This ring appears to be made of onyx or a similar material, woven into dizzying spirals. While attuned to this ring, you may spend your reaction when a creature within 50ft drops to 0 hit points to teleport within 5ft of that creature. Using this power is quite tiring to the user. Your speed is halved, rounded down, on your next turn. You may only use this ability once per long rest.

Deepfarer's Pouch

Wondrous Item, Rare

This oilskin pouch holds more than it should, including a small rube that extends from the inside. The pouch contains 1 hours' worth of air, which remains fresh indefinitely. Once the air in the pouch has been used, you can refresh the supply by exposing the open pouch to air during a short rest.

Defensive Staff

Quarterstaff, Rare

Being made of mostly steel and other metals, this staff is quite good at protecting the user. You gain a +1 bonus to attack and damage rolls with this weapon and gain a +1 bonus to AC while wielding it.

Dimensional Anchor

Wondrous Item, Very Rare

This statue comes in many forms but each one binds nearby creatures to their locations in the world. Creatures within 50 feet of this statue cannot teleport. Creatures can, however, teleport into the range of the statue.


Dimensional Gloves

Wondrous Item, Very Rare (Requires Attunement)

These gloves are made of a light metal that has an emerald hue while having the flexibility of cloth. While attuned to these gloves, you can make sleight of hand checks from up to 10-feet away. Additionally, once per long rest as a bonus action, you can give all your melee weapons a reach of 10-feet.

Distance Bow

Weapon (Shortbow or Longbow), Uncommon

These bows have elvish symbols for speed, flight and target engraved into them. The bow and string are both made of wonderful material as well. The short range and long range are increased by 10 and 20 feet, respectively.

Djinni Silk

Studded Leather, Legendary (Requires Attunement)

Although called silks, the djinni call most of their lighter armors as what they normally love to wear. While wearing this armor, you gain a +3 bonus to AC, a fly speed of 30 feet, and you can speak and understand primordial. Additionally, you are immune to lightning damage

Draconic Vitality Amulet

Wondrous Item, Rare (Requires Attunement)

This necklace, made from the teeth of drakes and dragons, grants the user the healing capabilities of the namesake. Whenever you restore your health by using your hit dice while wearing this amulet, you gain double the health restored.

Dragon Powder

Potion, Legendary

Made from the heart, crushed scales and teeth of a dragon, this draught tastes rancid but has very useful effects. When you drink this potion, you regain 100 hit points, cures you of any disease or poison affecting you but then you gain 2 levels of exhaustion as your body feels extremely hot and the taste makes you feel nauseous.

Dreamstone Amulet

Wondrous Item, Rare (Requires Attunement)

This amulet consists of a piece of onyx-like stone shot through with dimly glowing veins set in gold and hanging on a gold chain. The stone is carved to look like an eye, and its gold setting is like the lids of that eye. The glowing veins make the inky eye appear bloodshot with light. As you look at it, the golden lids blink, and the eye turns to focus on you. While attuned to this amulet, you are semiconscious while you sleep and you cannot be blinded.

Dual Quarry

Ammunition, very Rare

This form of ammo is fused together or merely has twice the driving force as a normal shot. When you hit a creature with this ammo, you roll twice for damage and can pick either result for damage. Once it hits a target, the ammunition is no longer magical.

Dust of Disenchantment

Consumable, Rare

The sparkling silver dust periodically renewed within this leather pouch can suppress the effects of magic. Each pouch has 1d6 + 1 pinches of dust. You may sprinkle one pinch of dust to cast Dispel Magic at 3rd level. You may use multiple pinches to increase the level by 1 per additional pinch.

Dynamic Weapon

Weapon (Any melee), Uncommon

This weapon has the capability to become just about any weapon so long as it's used in close combat. As a bonus action, you can transform this weapon into any other melee weapon you are proficient in.

Earring of Whispers

Wondrous item, Uncommon

These sets of earrings are perfect for large groups of adventurers who separate from each other, based on skills. These earrings are always created in groups of at least 3. Any creature wearing one of these earrings can touch it to use the Message cantrip on any other earring wearer within 500-feet instead of the normal range.

Earth-Splitter Axe

Weapon (Any Axe), Very Rare (Requires Attunement)

You gain a +2 bonus to attack and damage rolls made with this magic weapon. The axe has 1d4 + 2 charges. When you hit an enemy, you may spend 1 charge to have them make a DC 15 strength saving throw or be knocked prone. You may also cast Mold Earth once per short or long rest. The axe regains 1d4 charges each dawn.

Spells You can spend 1 or more charges to cast the following spells with a DC of 14: Catapult (2 Charges), Earthbind (1 Charge), Erupting Earth (3 Charges) or Stoneskin (3 Charges).

Earthen Shovel

Wondrous Item, Common

This shovel is quite normal, although the handle of it appears to be made of stone. By digging this shovel into the ground, you can cast Mold Earth, targeting the location the shovel is in.

Ebon Armor

Armor (Any medium), Very Rare (Requires Attunement)

This black armor's breastplate is detailed with small skulls at its joints and breastplate, as if it had been crafted for an undead warrior. While attuned to this armor, you gain a +1 bonus to AC and have resistance to necrotic damage. Additionally, whenever a creature dies within 5-feet of you, you gain temporary hit points equal to its challenge rating (Minimum 1).


Ebon Gauntlets

Wondrous Item, Very Rare (Requires Attunement)

The inner palms of these black gauntlets are covered with small metal studs. Touching the studs causes a faint sense of nausea to course through you. While attuned to these gloves, you have resistance against disease. Additionally, whenever a creature fails to escape your grapple, you may spend your reaction to attempt to imbed the studs into the creature. The creature makes a constitution saving throw against a DC of (8 + Your proficiency modifier + your strength modifier) or become poisoned for the next minute.

Editor In Print

Wondrous Item, Uncommon

This small pocketbook helps small children and those with bad hand writing become more legible. Whenever a creature writes in this book then leaves it closed for at least 10 minutes, the text becomes cleaner, the sentences become clear and, if there is enough room left on the page, a picture of the described event or image is made.

Egg of Death

Consumable, Very Rare

This apparently empty eggshell feels cold to the touch. Some believe it to be a gift from the raven queen, others believe it was created by vecna for torture. As an action, you can break this egg on the ground. If you do, a naked corpse that looks exactly like you appears in that space. After you break this egg, it loses all magical effects.

Eldritch Serpent Armor

Scale Mail, Very Rare (Requires Attunement)

The scales of this armor are very similar to snake scales and feel like a second skin to the wearer. While attuned to this armor, you gain a +1 bonus to AC. Also, you do not have disadvantage on stealth checks while attuned to this armor. In addition, you have advantage on escaping a grapple, resistance to poison and advantage on poison saving throws.

Elemental Ward Cloak

Wondrous Item, Very Rare (Requires Attunement)

This midnight blue cloak has many different and colorful hides stitched into its lining. While attuned to this item, you have resistance to 2 random form of damage from the list below. During each long rest, roll 2d6. You have resistance to the forms of damage you rolled until your next long rest. If you roll the same damage twice, you have immunity to that damage until your next long rest instead of resistance.

Elemental Wards
Number Damage Type
1 Acid
2 Cold
3 Fire
4 Force
5 Lightning
6 Thunder

Elixir of Aptitude

Potion, Very Rare

This sweet amber broth with strange pink fragments floating within enhances your innate talents. When you drink this potion, you gain proficiency in a skill of your choosing for the next 10 minutes. Due to the strange mixture that is in this potion, it can only work on a creature once a day.

Elixir of Luck

Potion, Very Rare

Inside this bottle is a strange mix of dark fragments and a clear white liquid. When you drink this potion, much of your skin becomes cleaner and brighter. For the next minute, you may gain advantage on any ability check, saving throw or attack roll. You may only gain the benefits of this potion once every seven days.

Endless Quiver

Wondrous Item, Very Rare

This elven-styled quiver can create an endless supply of magical arrows or bolts. Whenever you attack with a bow or crossbow, this quiver creates an arrow or bolt that you can use and it lasts until the end of your turn. These arrows and bolts are magical for the purpose of overcoming resistance and immunity.

Entrapping Ammunition

Ammunition, Uncommon

These forms of ammo burst upon hitting a creature into a net, making it difficult to move. When you hit a creature with this ammo, that creature is restrained until the beginning of your next turn. They can make a DC 14 strength check to break loose early. Once this ammunition hits a target, it is no longer magical.

Eternal Chalk

Wondrous Item, Rare

Vandals, scholars, and explorers alike appreciate the magical longevity of this short stick of chalk. A stick of eternal chalk never breaks or wears down with normal use. Any writing or drawing made with this chalk cannot be erased for one week by anyone except the original artist or author. A stick of eternal chalk can, also, be created in any color.

Ever-Fading Armor

Armor (Any Light), Rare (Requires attunement)

This suit of armor has the tendency to fade away if you don't look at it for too long. Quite annoying when checking stock. While attuned to this armor, you can become invisible and hide as a bonus action. The invisibility last for 30 seconds or until you lose concentration, whichever comes first. You may only use this ability once per long rest.


Exchequer’s Ledger

Wondrous Item, Very Rare

This ledger is perfect for those with so much treasure and no idea what to use it for. After this item remains in place for 24 hours, it will fill itself with information and prices for everything within 100-ft of it. By spending 10 minutes reading the ledger, you learn the total value of all items within its range.

Executioner's Bracers

Wondrous Item, Rare

These vicious dark-iron bracers are common among larger cities. Whenever you deal damage to a prone creature, you deal an additional 1d6 of that damage type.

Exodus Knife

Wondrous Item, Very Rare

This insubstantial silver blade appears to cut through solid walls. As an action, you can trace a doorway onto any solid object that is at least 5-feet tall with the knife. When you do, the doorway leads to an extradimensional space that is a 20-foot cube.

While the door is open, anyone can enter, see into, or affect the extradimensional space. Only creatures inside the space can open or close the door as an action. Once closed, the door becomes invisible to anyone outside the extradimensional space. Creatures on the inside of the closed door can see out, but those outside can’t see in. Creatures on one side of the closed door cannot affect creatures on the other side. The extradimensional space lasts for 8 hours. Any creatures or objects still in the space when the effect ends reappear in the closest unoccupied space outside the door.

The knife can only create 1 doorway every long rest.

Expeditious Tome

Tome, Rare

When you study this tome, time seems to fly and your mind seems lighter. This tome is a ritual book with ritual versions of Pass Without Trace and Freedom of Movement and any ritual you cast from this book takes half as long to cast.

Falcon Cloak

Wondrous Item, Rare

While attuned to this cloak, you are able to turn into an Eagle, as though you used the druid's wildshape, for up to 6 hours. Once you use this ability of this cloak, it cannot be used again until 2 days have passed.

Farslayer Blade

Longsword, Very Rare (Requires Attunement)

This weapon is made of a light metal and has counterbalances built into the hilt, making it surprisingly easy to throw. The best part is it comes back, so try to wear a helmet. You gain a +1 bonus to attack and damage rolls with this weapon. This weapon has the thrown property, a range of (25/50) and deals 1d10 damage when thrown. When you throw the weapon in this way, it returns to your hand.

Feyslaughter Weapon

Weapon (Any that does bludgeoning damage), Rare

Being made of cold iron, this weapon is a bane of fey and teleporting creatures, and its blackened hue is favored by many hunters. You gain a +1 bonus to attack and damage rolls with this weapon. When you hit a fey creature with this weapon, that creatures an additional 2d6 cold damage and cannot teleport or use any kind of special movement until the start of your next turn.

Feystep Potion

Potion, Uncommon

Encapsulated in a tiny carafe of white porcelain, this murky blue liquid froths when uncorked and releases a silvery fog. Taste wise, it is quite bitter and sour. You can drink this potion to be able to cast the Misty Step spell for the next 5 minutes.

Fimbulwinter

Greatsword, Artifact (Requires Attunement)

This blade has several dangerous effects attached to its frozen demeanor. For one thing, if the blade is buried in the ground, the surrounding area will begin to freeze over. Any natural creature that steps onto the frozen land begins to mutate into one more suited to cold climates. There is a story that this blade caused a fourth of a continent to become a frozen wasteland with beasts whose mere touch could freeze one's blood.

Effects You gain a +2 bonus to attack and damage rolls with this weapon while attuned to it. Additionally, this weapon deals an additional 1d8 cold damage with every hit and you are able to cast Investiture of Ice once per long rest. However, any nonmagical flames within 50-feet of you are extinguished, you are vulnerable to fire damage and you gain 2 levels of exhaustion when you first attune to this item.

Frostbitten Blade Whenever you hit a creature of challenge rating 5 or less with this weapon, they must make a constitution saving throw of DC (10 + your constitution modifier + your strength modifier) or become frozen in ice. Plant creatures have disadvantage on this check. The ice melts over 8 hours. The creature is counted as being petrified until the ice melts. Additionally, whenever you attack a creature of challenge rating 0 or an inanimate plant, the target is instantly frozen solid. This ice does not melt and any damage to this frozen creature shatters it.

Firebeetle Potion

Potion, Uncommon

Your eyes glow faintly and your skin darkens and takes on a chitinous texture when you imbibe this red, smoky potion. For the next 10 minutes after drinking this potion, you shed bright light in a radius of 10-feet and dim light for another 10-feet and have resistance to fire damage.


Firesight Ammunition

Ammunition, Rare

When this bolt strikes its target, the shaft explodes in a burst of white illuminating sparks cover your foe. When you hit a target with this ammo, that creature cannot benefit from any form of cover until the beginning of your next turn as it's body shines brightly and attracts attacks. Once this ammunition hits a target, it is no longer magical.

Firestorm Ammunition

Ammunition, Very Rare

The charred wood of this arrow seems to shimmer with heat. When you hit a target with this ammo, that creature and all creatures within 5-feet of that creature make a DC 15 dexterity saving throw. The target takes 2d6 fire damage on a failed save or half as much on a successful one. Once this ammunition hits a target, it is no longer magical.

Fisherman's Friend

Wondrous Item, Uncommon

Although bait is rarely a problem, some mages enchant their poles to better simplify the act of fishing. As a bonus action, you can cause this fishing rod to produce a single piece of bait, commonly a worm or nightcrawler. The bait disappears after being removed from the rod for more than 1 minute.

Fists of Fisticuffs

Wondrous Item, Rare

The mage who created this magic item found a way to make the focus of his magic his muscles. Many mages disapproved of him and referred to him as "muscle wizard". While wearing these gargoyle-shaped gauntlets, you gain a +1 bonus to attack and damage rolls when using your fists and the damage die for your fists are 1d6.

Flagon of Ale Procurement

Wondrous Item, Rare

A flagon that was forged, by a very, Very thirsty dwarf, and sworn to lead you to some beverage. While holding the tankard, you know the direction to the closest alcoholic beverage nearby. If you are a dwarf and hold the flagon, you are also aware of the closest number of ingredients suited to making alcohol.

Flail of Harsh Winds

Flail, Uncommon

You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, whenever you hit a creature with this weapon, they make a constitution saving throw with a DC equal to 10 or the amount of damage you dealt, whichever is higher, or be pushed 5-ft away from you.

Flamedrinker Shield

Shield, Rare (Requires Attunement)

This shield swirls with golden and vermillion hues as fires disappear as they touch it. While attuned to this shield, you have resistance to fire damage and advantage on saving throws that would deal fire damage.

Flaming Bracers

Wondrous Item, Very Rare (Requires Attunement)

These soot black bracers feel warm to the touch and constantly keep the wielder feeling hot blooded. While attuned to these gauntlets, you have resistance to fire damage and weapons you wield deal magical fire damage instead of their normal damage.

Flaring Shield

Shield, Rare

Whenever this shield blocks a blow, a blinding flash of light comes from the striking point. When a creature misses you with an attack, you can use your reaction to try to blind them. They make a DC 13 saving throw or become blinded until the end of their next turn. A creature immune to being blinded or a creature that has blindsight is immune to this. This power can only be used once per short or long rest.

Flask of Liquid Courage

Wondrous Item, Rare

This small metal flask can both bolster your health and your alcohol content. As a bonus action, you can drink from this flask and cast False Life at 2nd level on yourself. This power can only be used once per long rest.

Fleetrunner Boots

Wondrous Item, Rare (Requires Attunement)

The owner of these owlbear leather boots is gifted with unprecedented mobility in combat. Whenever you dash while attuned to these boots, you ignore difficult terrain and your movement speed increases by 15 until the end of your turn. This ability can be used again when you take a short or long rest.

Floating Shield

Shield, Uncommon

Enameled with images of ocean waves, this shield eases your way in water. You do not sink beneath the surface of any liquid (unless you choose to do so). Also, you advantage on Athletics checks to swim. Also, you can swim at your speed on the surface of the water (but not underwater).

Foe Stone

Wondrous Item, Very Rare

This lodestone is set into a chain, and when aimed toward an enemy, it grants you understanding of your foes’ weaknesses. As an action, you can point the stone at any creature and learn all resistances, immunities and weaknesses.

Forceful Bow

Weapon (Any bow), Uncommon

The extreme curve of this bow makes every shot hit with the force of a charging bull. Whenever you hit a creature with an arrow fired from this bow, they are pushed back 5-feet in addition to the damage dealt.


Forceward Shield

Shield, Rare (Requires Attunement)

This shield reacts to major changes of pressure, useful for fighting mages, not so much when swimming. While attuned to this shield, you have resistance to force damage and you are immune to the Magic Missile spell.

Forester's Axe

Weapon (Any Axe), Uncommon

This normal looking axe cuts a swath through plant life of all sorts. Any damage this weapon does to plants or plant creatures is doubled.

Forget Me Now

Consumable, Legendary

This flower is red-violet in color and has a strange heat to it. By burning this flower and blowing away the ashes, all creatures in the same plane as you forget of your existence. No one remembers your name, any relation to you or that you were part of their life. These flowers bloom only on the corpse of the last creature to use them, usually 1 hour after the creature dies.

Forgotten Face Ring

Ring, Legendary (Requires Attunement)

This ring is quite metallic and circular. It would look very nice as a ring. It is also very shiny and quite unremarkable. Oh! It's also metallic silver! While attuned to this ring, creatures have difficulty remembering you and your face. A creature must pass a DC 20 intelligence saving throw or become unable to remember anything about you. Not even your name.

Fortification Armor

Armor (Heavy), Very Rare (Requires Attunement)

This armor has extra protection in the more... Vulnerable areas of the body. This armor gives you a magical +1 bonus to your AC and whenever you are hit with a critical attack, you may roll 1d20. If you get a 18-20, the critical becomes a normal hit.

Fragment of The Chaotic Ripple

Wondrous Item, Artifact (Requires Attunement)

This large glob of kaleidoscopic ooze has the strange tendency to become anything the user desires. While attuned to this item, you can transform it into any magical item that is very rare or lesser rarity that you have seen. You count as having attunement for that item so long as you are attuned to this item. The fragment reverts to its normal form at the end of your next long rest. This power can only be activated once per day.

Fragrance of Authority

Wondrous Item, Very Rare

This opaque alabaster bottle periodically renews a subtle perfume that can influence the reactions of others. As an action, you can spray this perfume on yourself or another creature within 5 feet of you. The creature sprayed with the perfume has advantage on persuasion and intimidation checks for the next hour. This power can only be used once per long rest.

Frightful Axe

Weapon (Any Axe), Uncommon

These axes strike fear into a large number of people and their cold black metal doesn't help to change that claim. Whenever you hit a creature with this weapon, they make a DC 13 Charisma saving throw or be frightened until the end of their next turn. A creature immune to being frightened is immune to this effect.

Frostbite Gloves

Wondrous Item, Very Rare (Requires Attunement)

These elegant white gloves are quite chilling, literally and figuratively. While attuned to these gloves, you have resistance to cold damage and weapon you wield deal magical cold damage instead of their normal damage.

Frozen Whetstone

Whetstone, Rare

A weapon honed with this blue-white crystalline whetstone becomes icy cold to the touch. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 cold damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Fugacious Stone

Consumable, Rare

This unassuming pebble appears to momentarily duplicate itself in your hand, or to vanish altogether for a few seconds at a time. As an action, you can throw this pebble at a willing creature. If you do, that creature is sent to the astral plane for 1d4 rounds. At the end of those rounds, the creature returns at the location they departed from or an adjacent spot within 5 feet at their initiative in the round. After this effect is used, the pebble loses all magical power.

Gambit Armor

Studded Leather, Very Rare (Requires Attunement)

Made for those who like to take chances in battle, this armor lets you risk your own safety for a better chance to harm enemies. While attuned to this armor, you gain a +2 bonus to AC and whenever a creature hits you with a critical, you can score a critical on them with a roll of 17 or higher. Additionally, once per day, you can use a bonus action to gain advantage on all your attacks for the turn, however all attacks against you have advantage.


Gambler's Eight

Wondrous Item, Rare

This eight-sided die, carved from tourmaline, is painted with dwarven runes. Whenever you roll an 8 for an ability check or attack roll, you gain a d8 inspiration die. This power can only be used once per short or long rest. If you carry multiple Gambler's Eights on your person, none of them function.

"Garden" Gnome

Wondrous Item, Very Rare

This statue is about the size of a normal gnome but, appearance wise, is more of a racist caricature of one. By spending a 1-hour ritual with the gnome placed on the ground, grass will begin to grow from the gnome and spread across the ground. The grass will spread until it reaches 100 feet away from the gnome or when it hits a wall, whichever comes first. The grass remains even if the gnome is removed.

Gauntlets of Brutality

Wondrous Item, Rare

The knuckles of these gauntlets have thousands of small needles and thorns. While attuned to these gauntlets, you can use a bonus action to shove an enemy prone and when you attack a prone enemy, you score a critical on 19-20.

Gauntlets of Healing

Wondrous item, Rare (Requires Attunement)

While wearing these crimson gauntlets, you feel better about hurting people. When you make an unarmed attack roll on a creature, you may make that a healing strike. You make an attack roll as normal but instead of dealing damage, the target instead gains 1d8 + your strength modifier hit points. You can only make a healing strike once per short or long rest.

Geist's Bane

Longbow, Very Rare (Requires Attunement)

The wood cut for this bow is a sickly gray and many swear they hear whispers from it. You gain a +2 bonus to attack rolls and damage rolls with this weapon. Additionally, as a bonus action, you look into the ethereal plane until you use another bonus action to look back into the material plane. While you are looking into the ethereal plane, you can affect creatures in that plane.

General's Halberd

Halberd, Very Rare (Requires Attunement)

This golden halberd feel sharp to touch, even from several feet away. You gain a +2 bonus to attack and damage rolls with this weapon. Once per long rest, as a bonus action, the range of your melee attacks with this weapon are increased by 5 feet for the next minute.

Ghost Grinding Dust

Consumable, Rare

This pale gray dust smells of bone meal and nightshade flowers. You can spend your action to blow this dust at a ghost, in the ethereal plane, within 5 feet. That ghost is returned to the material plane and cannot return to the ethereal plane for the next minute.

Ghostwalk Greaves

Wondrous Item, Very Rare (Requires Attunement)

These tattered gray boots have a haunting aspect, granting you the elusiveness of a ghost when you need it. When you dash, while attuned to these boots, creatures have disadvantage on attacks of opportunity and you ignore difficult terrain as part of your body fades into the ethereal realm.

Girdle of the Oxen

Wondrous Item, Uncommon

The main design focus of this belt is that the buckle is an ox head. Whenever you shove a creature while wearing this belt, that creature is shoved an additional 5 feet.

Gleaming Weapon

Weapon (Any that does slashing damage), Very Rare

This brilliant weapon shines like a precious gem and sometimes in your enemy's eyes. You gain a +2 bonus to attack and damage rolls with this weapon and this weapon deals an additional 1d6 radiant damage on a hit. Once per long rest, when you hit a creature with this weapon, that creature makes a DC 15 dexterity saving throw or be blinded until the end of your next turn.

Gloves of Accuracy

Wondrous Item, Rare (Requires Attunement)

These leather gloves help to slow your pulse while aiming at decently intelligent characters. Once per long rest, while attuned to these gloves, you may use your bonus action to ignore half cover until the end of your turn.

Gloves of Grace

Wondrous Item, Rare (Requires Attunement)

Most of these light gloves are porcelain white but the wrists each have a red cross across them. While attuned to these gloves, you can cast the Spare the dying cantrip once per short or long rest. Also, you may touch a creature as a bonus action and let them immediately make a saving throw against one effect that they have. If they would fail the saving throw, there is no effect nor would the effect worsen. You may only use this power once per long rest.

Gloves of Storing

Wondrous Item, Uncommon (Requires Attunement)

While attuned to these gloves, you may use a bonus action to store an object that weighs 10 lbs. or less. You may use a bonus action to cause the stored item to materialize in your hands, ready to use. The gloves always weigh 5 lbs., no matter what is stored in them. Only 1 item can be stored in the gloves at a time.

Gloves of Venom

Wondrous Item, Uncommon

Within these gloves, the user can store up to 3 different vials of venom or poison. You have advantage on sleight of hand checks to hide the vials or apply the poisons. You may use your bonus action to apply poisons to up to 2 weapons in your hands. It takes an action to swap out vials.

Golden Spade

Wondrous Item, Very Rare

This magic shovel is perfect for digging a hole or fixing the dirt beneath your feet. You can dig this spade into the ground to perform one of the following actions: you can purify any desecrated ground in a 50-ft area around you, you can make all ground within 50-ft of you fertile, or you become aware of all creatures that are within 50-ft around you so long as they are underground.

Grand Hunter's Signet

Wondrous Item, Legendary (Requires Attunement by a Ranger)

These wooden animal signets were once made by a horde of barbarians, that frequented the feywild, but now are all but forgotten even though the stories live on. While attuned to this signet, you gain the following abilities:

  • You add the spell Hunter's Mark to your list of known spells if you do not have it already. If you do, you may add a new ranger spell to your spell list.
  • While you have a creature marked with your Hunter's Mark spell, you always know the distance between that creature and you.
  • You automatically succeed on the saving throw for memory loss in the feywild.
  • The bonus damage dealt by your hunter's mark becomes 1d8 instead of 1d6.

Gravespawn Potion

Potion, Very Rare

This deep purple, putrescent liquid fends off diseases and poisons. After drinking this potion, you are resistant to poison and necrotic damage and have advantage on saving throws against disease for the next 30 minutes.

Grimlock Helmet

Wondrous Item, Uncommon (Requires Attunement)

In order to emulate the "sight" of a grimlock, a transparent visor covers your eyes as you wear this helmet. Design wise, the helmet is fairly normal but the gray color of it is similar to the flesh of a grimlock. While attuned to this item, you may use your bonus action to gain a blindsight of 30-feet and you are blind outside of this radius. If you do, you become blinded until you use a bonus action to regain your sight and lose your blindsight.

Grizzly Gauntlets

Wondrous Item, Very Rare (Requires Attunement)

Gauntlets is a strong term for these gauntlets that resemble entire claws and paws of bears that gloves for a human. While attuned to these gauntlets, you have advantage on grappling creatures and escaping grapples. Additionally, when you are grappling a creature and it fails to escape, you can use your reaction to deal 1d10 plus strength modifier slashing damage to the creature. This damage is magical for the purpose of overcoming resistance. You cannot increase the damage of this in any way.

Guardian's Collar

Familiar Collar, Rare

The three small gemstones set in this collar resemble eyes and help your companion perceive its surroundings. While your familiar wears this collar, your familiar becomes proficient in perception. Whenever your familiar makes a perception check, it uses your wisdom modifier, if it is higher.

Guiding Gloves

Wondrous Item, Uncommon

These 3-fingered gloves, similar to an archer's glove, help to guide an ally's assault. While wearing these gloves, you can cast True Strike as though you used it as a cantrip.

Guildmaster's Gloves

Wondrous Item, Very Rare (Requires Attunement)

Commonly worn by the leaders of thieves' guilds or by well-off thieves, these stylish black gloves may seem mundane but increase the swiftness of stealing with sticky fingers. While attuned to these gloves, you add your wisdom modifier to any sleight of hand checks you make and you have advantage on sleight of hand checks.

Half-Axe

Greataxe, Very Rare

This axe is segmented across the blade and with a small amount of heft, pops off into 2 smaller versions. You gain a +2 bonus to attack and damage rolls with this magic weapon. As an action, you may split the axe into two handaxes. The handaxes have a +1 bonus to attack and damage rolls, instead of 2. You may spend another action to turn them back into a greataxe.

Halfling Boots

Wondrous Item, Uncommon (Requires Attunement)

These shoes may seem to be fit for a child but very quickly after attuning to them, they fit, albeit a bit tighter than most would enjoy. While wearing these shoes, you gain the ability to move through the space of any creature that is larger than you.


Hammer of Destruction

Weapon (Any Hammer), Common

No matter how weak the wielder is, the mere heft of this hammer could easily break anything. You deal an additional 1d6 bludgeoning damage to inanimate objects and all damage you deal to inanimate objects with this weapon is doubled.

Hammer of Greater Destruction

Weapon (Any Hammer), Rare

This is the kind of weapon that says that you just really hate stuff that doesn't move. Whenever you attack an inanimate item with this weapon, you deal maximum damage to it and you deal an additional 20 bludgeoning damage to inanimate items.

Hammer of Ultimate Destruction and Obliteration

Weapon (Any Hammer), Legendary

Alright, first of all, do you just hate anything that doesn't fight back? Do you need to see a psychiatrist about this? Second of all, this is perfect for when you want something to no longer exist. Whenever you attack an inanimate object with this weapon, you deal an additional 100 bludgeoning damage to it. If you destroy an inanimate object in this way, all fragments of that item disappear into the astral plane.

Hand of Midas

Wondrous Item, Artifact

Many people know of Midas and how his hubris doomed him, fewer know that his hand survived past his death. Once per day, you may touch an object with the hand and make that object turn into an amount of gold coins equal to its weight. However, the user must make a DC 20 constitution saving throw or be petrified by being turned to gold.

Handyman Hammer

Light Hammer, Common

This simple hammer is used by many well-known craftsmen in order to simply their job. Any nonliving object hit with this hammer has the Mending Cantrip cast on it.

Hanging Doorway

Wondrous Item, Very Rare

This plain wall hanging illustrates a doorway, which a word of opening causes to become a true passage. Whenever you place this tapestry on a wall, you may say it's command word. If you do, it becomes an actual door which leads to a 5-ft by 25-ft passageway. This passageway lasts for 1 hour or until a creature removes the tapestry, whichever comes first. If a creature is still within the passageway when it vanishes, it is shunted out to the nearest unoccupied space.

Heart-Touch Bracelets

Wondrous Item, Rare

These elegant gold bracelets feel warm to the touch. As soon as you don one, you feel the vacancy of the other until it too is worn and your bracelet beats with the pulse of another heart. When you wear one of these bracelets, you are aware if the other bracelet of the pair is worn. If that person’s heart beats, you feel it in your bracelet, allowing you to know how fast or slow the person’s heart is beating. In addition, you are aware if that person is below half of its maximum hit points, stunned, dazed, or unconscious. The wearer of the other bracelet in the pair is aware of the same things in regard to you as long as you wear the heart-touch bracelet.

Heavenwood Cup

Wondrous Item, Uncommon

Crafted by elves, wishing to get an upper hand in drinking contests, this wooden cup became famous among elven socialites. Whenever you drink from this cup, you cannot become intoxicated and you regain 1 hit point.

Heavyweight Flask

Wondrous Item, Rare

Loved by dwarves and alcoholics, this is found quite easily in any dwarven market. Any alcoholic beverage that is drunk from this flask is unable to intoxicate.

Helm of Swift Punishment

Wondrous Item, Rare (Requires Attunement)

Your foes soon learn the error of ignoring the threat you pose when you wear this gothic helmet. While attuned to this helm, you gain an additional reaction during each round of combat but cannot hit the same creature twice with opportunity attacks.

Helm of The Stubborn Mind

Wondrous Item, Uncommon (Requires Attunement)

A thick sturdy helm that almost looks dwarven in make helps the wielder to confirm if they are being charmed. While attuned to this item, the user has Advantage on saving throws against being charmed.

Hood of the Wolf

Wondrous Item, Legendary (Requires Attunement)

A hood is the closest term for the design of this item. A pelt of a wolf would fit better. While you are attuned to this item, you gain the following abilities: once per day, you may cast the Hunter's Mark spell at 5th level. You are able to speak to wolves as though you shared a language and have advantage on intimidation checks against them. You also gain darkvision of 60ft or increase the range of your darkvision by 60ft, if you already have darkvision.


Horn of Dismissal

Wondrous Item, Rare

This black-studded bronze horn makes extremely terrible noises, irritating almost anything. As an action, you can blow the horn and make all creatures within 60 feet of you perform a concentration check with disadvantage, if they currently have concentration. You may only blow the horn in this manner once per day.

Hunter's Headband

Wondrous Item, Rare

Many hides, foliage and other natural objects were combined together to make this useful headband. While wearing this headband, you have advantage on Wisdom (Survival) checks made to forage or to hunt for food.

Icicle Dagger

Dagger, Rare

It is quite rare to find a dagger forged out of pure ice, let alone one that never melts! They say a group of nomads in a plane that is always frozen solid crafts hundreds of these each day. You gain a +1 bonus to attack and damage rolls with this weapon and all damage dealt with this weapon is cold damage.

Immunizing Armor

Armor (Any), Rare

This sleek, white armor gives its wearer a sense of physical purity, as if they might resist even the deadliest poisons and diseases. While wearing this armor, you gain a +1 bonus to AC and are immune to the poisoned condition.

Imposter's Armor

Armor (Heavy), Very Rare (Requires Attunement

In the blink of an eye, this armor can fade into rags or robes, providing the perfect disguise for any situation. You gain a +2 bonus to AC while attuned to this armor. Additionally, you may spend your action to change this armor into robes or normal clothing. When it is normal clothing, you do not gain any bonuses to AC but you do not disadvantage to stealth checks. When you roll initiative, this armor returns to its normal form. You may also use an action to return the armor to normal.

Inevitable Bow

Any Bow, Rare (Requires Attunement)

Arrows loosed from this magnificent bow always seem to find their target, even if it happens to be behind a wall. You gain a +1 bonus to attack and damage rolls with this weapon and this bow has 3 charges. Additionally, once per short rest, when you miss a creature with an attack roll from this bow, you may expend a charge to attack a different creature that you can see within 30 feet of the first targeted creature. This bow regains 1 charge every long rest.

Infectious Flame Blade

Greatsword, Legendary (Requires Attunement)

Shaped in the form of flickering flames, this devilish weapon causes fire to leap from foe to foe. While attuned to this weapon, you gain a + 2 bonus to attack and damage rolls with this weapon and this weapon deals and additional 1d6 fire damage on a hit. Whenever you deal 4 or more fire damage with this weapon, each adjacent creature to the target, excluding you, must make a dexterity saving throw of DC (10 + Strength modifier) or take 3d6 fire damage as the flames explode to burn flesh and bone.

Inventor's Goggles

Wondrous Item, Rare

These goggles, when worn, show the true inner workings of most machines and help to create new ones. While wearing these goggles, you can gain advantage on a check for using tinker's tools. This ability can only be used once every seven days.

Invulnerable Case

Wondrous Item, Very Rare

This smooth metal case protects its contents from all but the most devastating damage. The invulnerable case can hold one item the size of a large book. When you place an item into the case and say the command word, the case locks itself until you repeat the command word. The case has resistance to all damage and 100 hit points, and it regenerates 10 hit points per hour, while it remains locked. As long as the case has at least 1 hit point, any item held within it is immune to all forms of damage.

Ioun Ink Pen

Wondrous Item, Rare

Upon first inspection, this quill is normal but on closer inspection, there are multiple symbols of Ioun on it. With this pen, you can write on any object, including air and water. The ink will not move or become destroyed until you speak the command word.

Ioun Stone of Adaptation

Wondrous Item, Very Rare (Requires Attunement)

This clear crystal floats in the air above your head, providing you with sustenance and durability against certain adverse effects. While attuned to this item, you do not need to eat or drink. Also, you and your equipment suffer no ill effects from ambient temperatures between negative 50 and 140 degrees Fahrenheit or from precipitation.

Ioun Stone of Mercy

Wondrous Item, Very Rare (Requires Attunement)

Whenever you restore hit points to another creature, they gain half that many temporary hit points (rounded down) while this salmon colored cordiform gemstone floats about your head.


Ioun Stone of Perfect Language

Wondrous Item, Legendary (Requires Attunement)

Compared to most Ioun stones, the only decent way to describe this stone is to say it is a rainbow-colored spiral, shifting from color to color in moments. While attuned to this Ioun Stone, you can speak and understand every living language and whenever you speak, each creature that can hear you hears it in their native language.

Ioun Stone of Steadfastness

Wondrous Item, Rare (Requires Attunement)

While attuned to this pale aquamarine prism, you are immune to the charmed and frightened conditions while you are within 10-ft of an allied creature.

Ioun Stone of True Sight

Wondrous Item, Very Rare (Requires Attunement)

While attuned to this Ioun stone, you gain a darkvision of 60-ft or increase your range by 60-ft, if you already have darkvision, and you gain a blindsight of 15-ft as this opal diamond floats around your skull.

Ironskin Belt

Wondrous Item, Rare (Requires Attunement)

The first of these belts of chain links was forged by a dwarf armor smith enslaved by fire giants. The remaining belts were made from goliath hands since it emulated their tenacity in battle. While attuned to this belt, when you take damage, you may spend your reaction to roll a d12. Add your constitution modifier to the number rolled and decrease the damage by that total. You may only use this ability once per long rest.

Jagged Weapon

Weapon (Any weapon that deals slashing damage), Very Rare

This weapon is extra brutal; the blade juts out in many areas, letting it puncture flesh and bone more easily. You gain a +1 bonus to attack and damage rolls with this weapon. Any creature that you hit must make a DC 14 constitution saving throw or take an additional 1d6 slashing damage as the jagged blade of the weapon punctures their flesh. Additionally, due to the brutal nature of this weapon, you score a critical on a 19-20.

Jewel of Darkness

Wondrous Item, Common

With this small onyx gemstone, you can cause dim light that comes from the gem. As a bonus action, you may make the jewel shed dim light. The dim light spreads out 25ft then returns to the normal light of the area after 10 minutes. These gems are used in underdark towns where torchlight hurts the eyes too much for normal use.

Jousting Shield

Shield, Uncommon

The grooves of this shield are perfect to put a lance in, or a nice weapon to kill your foes. While wielding this shield, you count as being mounted for the purpose of using lances.

Karach Armor

Armor (Any Heavy), Rare

This armor molds itself to you when it is donned, then seems to shimmer and transmute as you move. This armor does not have any stealth penalties or strength requirements.

Keemstone Armor

Armor (Heavy) Rare (Requires Attunement)

Most of this armor is crafted from stones found naturally in the astral sea. Each gem shows a part of how the wearer would normally look like. For obvious reasons, few gems are placed around the pectorals and groin areas. While attuned to this armor, you gain a +1 bonus to AC and you have advantage on saving throws that would change your form.

Keen Weapon

Weapon (Any), Very Rare (Requires Attunement)

These weapons have a much sharper or finely cut edge that is perfect to destroy and flay enemies. You gain a +2 bonus to attack and damage rolls with this weapon. Additionally, you critically hit with this weapon on a 19-20.

Kordium Axe

Battleaxe, Rare

The blood-red, scarlet and black swirling throughout this stronger-than-steel dwarven weapon are mute reminders of the wrath of Kord that seethes within. You gain a +1 bonus to attack and damage rolls with this weapon and whenever you hit a creature with this weapon, that creature takes an additional 1d4 fire damage and 1d4 thunder damage.

Lancing Gloves

Wondrous Item, Rare (Requires Attunement)

These supple brown leather riding gloves grip well and true. While wearing these gloves, you deal additional damage with your attacks while mounted. The additional damage is equal to your mount's strength modifier.

Leaping Weapon

Weapon (Any), Uncommon

This weapon seems to want to jump out of your hand as you strike with it. While holding this weapon, your jump distance is tripled.

Lesser Ring of Feather Fall

Ring, Uncommon (Requires Attunement)

Many mages scare their friends or enemies by giving them this ring instead of an actual feather falling ring. While attuned to this ring, you take no damage from falling. You do, however, still fall at the same rate as you would normally fall.


Life charm

Wondrous Item, Legendary (Requires Attunement)

A small golden scarab trapped in an amber gemstone adorns a metal chain, making a beautiful amulet. While attuned to this item, you automatically succeed on death saving throws, you have resistance to necrotic and radiant damage, and whenever you are healed by a spell, the healer rolls twice and chooses either to heal you with.

Life Shroud

Consumable, Rare

This clean linen wrap protects a corpse from the ravages of time and the blasphemies of necromancers. Over 1 minute, you can wrap a corpse in this linen wrap. A corpse wrapped in this way does not decay, can't be turned into an undead creature and any undead creature must pass a DC 18 intelligence saving throw or become unable to touch the corpse. A creature that passes this saving throw is immune to the effects for the next 24 hours. After 1 week, the shroud turns to dust and loses all effects.

Life-eating Weapon

Weapon (Any), Very Rare (Requires Attunement)

Said to be possessed by demons and the bloodthirsty, these weapons seek battle, blood and death. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever you hit a living creature with this weapon, you deal an additional 1d6 necrotic damage. Additionally, whenever you kill a living creature, you regain 10 hit points.

Lifesaving Brooch

Wondrous Item, Rare

This small cross-shaped red and white brooch aids those who give aid to you. Medics and healers commonly carry these in order to better help the injured. All medicine checks on this creature have advantage.

Lightning Ammunition

Ammunition, Rare

These pieces of ammunition are either shaped like lightning bolts or have electric sigils engraved on them. All damage dealt with this ammo is lightning damage and any target hit must make a DC 13 dexterity saving throw or take an additional 1d6 lightning damage. Once it hits a target, the ammunition is no longer magical.

Lightning Strike Bow

Weapon (Longbow or Shortbow), Rare

This weapon appears to be formed out of a solidified silver bolt of lightning and is reminiscent of a famed weapon from the Mithril Hall. You gain a +1 bonus to attack and damage rolls with this weapon and you can choose to do lightning or piercing damage whenever you hit with this weapon. Additionally, this weapon does double damage to objects.

Lucky Charm

Wondrous item, Uncommon, Rare or Very rare (Requires Attunement)

This magic item has a variety of forms, some are rabbit feet, others are 4 leaf clovers and some are merely acorns. No matter the form, you feel luckier with this in your pocket. While attuned to this item, you gain 2 inspiration dice every long rest. The rarity of the charm determines the size of the die. Uncommon charms make d4's, rare make d6's and very rare charms make d8's.

Lunia's Bracelet

Wondrous Item, Very Rare (Requires Attunement)

This silver bracelet contains charms of stars and moons that hold power against all that changes. While you are wearing this bracelet, all weapon and ammunition you have count as being silvered. Additionally, whenever you hit a shapechanger creature, that creature must make a DC 15 constitution saving throw or transform back into it's true from and become unable to transform for the next minute. The creature can repeat the saving throw at the end of each of its turns.

Madeth's Magical Musician

Wondrous Item, Rare

This tiny, well-carved wooden box holds a small fiddle-wielding figure. With a touch, it produces delightful, mesmerizing music. By saying the command word, the box opens to reveal the figure and it begins to play music for the next minute or until the command word is said again.

Magician's Ring

Ring, Rare

Tricksters and hedge wizards everywhere love this cheap-looking gold ring. While wearing this ring, you can cast Minor Illusion and Presdigitation once per short rest each.

Magmatic Gloves

Wondrous Item, Rare

These gloves seem to be made of molten rock and fire but when put on, they feel like warm leather gloves. While wearing these gloves, you can tolerate temperatures of 150° and have resistance to non-magical flames. Most blacksmiths seek out these gauntlets to forge stronger weapons.

Magmatic Maul

Maul, Very Rare (Requires Attunement)

The metal of this maul shifts slowly as though the surface was gently flowing lava and feels almost unbearably hot when you touch it. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, this weapon deals an additional 1d4 fire damage with this weapon and the weapon, when drawn, produces bright light in a 20-foot radius then dim light for an additional 20 feet.


Magnifying Rod

Rod, Rare (Requires Attunement by a bard)

Sadly, the only thing this metal rod with a mesh top can magnify is your voice. You gain a +1 bonus to your bard spell save dc when using this rod as a focus. Additionally, you can cast the spell Thaumaturgy using this rod.

Mana Battery

Ring, Rare (Requires Attunement)

This small gem-inlaid ring appears to be clear until a spell fails from your person. Whenever you roll a 1 during a spell attack roll or a creature rolls a 20 to save against one of your spells, you do not expend the spell slot used for that spell.

Mana-Charged Rack

Wondrous Item, Very Rare

This heavy oak weapon rack attracts natural magic to itself and absorbs it, as it waits to discharge its power. Whenever a magic item that can have charges is put into this rack over a long rest, that magic item regains an additional charge. This power cannot be used if the rack has been moved more than 100 feet from its previous location, within the last 24 hours.

Mantle of Caverns

Wondrous Item, Rare (Requires Attunement)

This cloak seems to be woven out of a multitude of miniscule stones yet still has the flexibility of cloth. While attuned to this item, you gain a climbing speed equal to your movement speed and you gain advantage to athletics checks to climb. You also gain a tremorsense of 15 ft.

Many Miles Scarf

Wondrous Item, Very Rare (Requires Attunement by a small creature)

They say a certain band of halflings adds a foot of blue wool to a scarf whenever they move a mile. Being nomadic, it can be assumed said scarf would be close to a mile long by now. While you are attuned to this scarf, your movement speed becomes 30 feet if it is not higher, you can wield heavy weapons as though you were medium and you can withstand temperatures of -40 without penalty.

Marid Scale

Armor (Scale Mail), Legendary (Requires Attunemnt)

Picked from only the finest of tossed off scales from high ranking marids, this scale mail fetches a high price for a powerful effect. While wearing this armor, you gain a +3 bonus to AC, you are immune to cold and acid damage, and can understand and speak Primordial. In addition, you can breathe water as though it was air.

Mask of Fear

Wondrous Item, Rare (Requires Attunement)

This mask is hardly more than a carefully preserved skull, refined with metal joints and cloth to allow it to fit over its wearer’s head. Strange runes cover its ivory surface. While attuned to this mask, you are immune to the frightened condition. However, whenever a creature sees the mask, they must make a DC 14 Charisma saving throw or be frightened of the wearer for the next minute. They may repeat the saving throw whenever they cannot see the mask. A creature that passes this check is immune to the effects for the next 72 hours and a creature immune to being frightened is immune to this effect.

Map of Unseen Lands

Wondrous Item, Very Rare

Many cartographers would love to get their hands on this map for the simplification of their jobs. Once per long rest, you may say the command word and the map shall redraw itself and create an accurate mapping of the surrounding 10-miles. The map, however, does not provide exact detail. Structures that are more than 5000-ft large, structures important to travel, general terrain, lairs of creatures that would be a significant threat, and names of the previously stated objects will show up on the map.

Mentalward Shield

Shield, Rare (Requires Attunement)

This shield has a diagram of a brain upon it, revealing its true purpose. While attuned to this shield, you have resistance to Psychic damage and advantage to saving throws against attacks that would deal psychic damage.

Mental Whetstone

Whetstone, Rare

This amethyst stone is surprisingly durable and your mind wanders as you sharpen with this stone. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 psychic damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Merfolk-Scale Belt

Wondrous Item, Rare (Requires Attunement)

This dark-blue scaled belt feels wet and slimy to the touch but always fits perfectly. While wearing this belt you gain the following benefits:

  • You can breathe both air and water.
  • You can speak Aquan and you have advantage on persuasion checks on merfolk.
  • You gain a swim speed equal to your speed.

In addition, while attuned to this belt, you have a 50 percent chance each day at dawn to grow fish scales on your forearms or hips.


Messenger Doll

Wondrous Item, Rare

With features resembling your own, this wood and cloth doll acts in your stead when you are not present. By saying the command word, the doll animates for 1 hour, adopting your voice and a vague resemblance to your features. It has a speed of 30 feet, and it can move to a location you specify. You can mentally direct the doll to another location as a bonus action. You can hear through the doll and speak through it. If the doll moves more than a mile away from you, you can no longer hear through it or control its actions, and the doll stops moving and stands rigid.

The doll has an armor class of 10 and 1 hit point and if it loses all it's hit points, it loses all magical effects until your next long rest.

Midas Pouch

Wondrous Item, Rare

Many dragons have several of these pouches strewn across their horde. With this small, golden pouch, any gemstones or coins placed into the pouch and left in the pouch for 1-minute turns into an equivalent amount of gold pieces. Any currency that cannot create 1 gold piece is unaffected and does not change.

Midnight Sixes

Wondrous Item, Rare

These blackened dice have gel-like white pips on each of their sides. Unsurprisingly for magic dice, these are rigged in a special magical way. Unless Detect Magic or equivalent spell is used, there is not way to tell the dice are rigged in any way. Whenever a person rolls these dice, their desired outcome will occur.

Mimir

Wondrous Item, Very Rare

This small skull made of an unidentified metal floats near you, ready to respond to your inquiries much like a butler, albeit not as handy. As an action, you speak the command word to make the mimir to begin recording all sounds within 30-feet of it. You can speak the command word again to stop recording. By saying the second command word, the mimir will repeat any section of its recordings back. The mimir can also record any amount of sound but only up to 8 hours every long rest.

Mind Armor

Armor (Any Medium), Very Rare (Requires Attunement)

At a moment's notice, you can surround this amethyst hued armor with a small barrier of psychic energy. While attuned to this armor, you gain a +2 bonus to AC and have resistance to psychic damage. Additionally, you can gain advantage on a saving throw that would charm, frighten, or paralyze you, as a reaction, once per long rest.

Mindlock Orb

Wondrous Item, Rare

Crafted by the first mage hunters, these palm sized orbs were commonly used to silence mages for as long as possible. Any creature within 5 feet of this orb cannot regain spell slots.

Moon Armor

Armor (Any Light), Rare (Requires Attunement)

This armor is made from deposits of a strange ore that some believe came from the moon. You gain a +1 bonus to your AC while attuned to this armor. Additionally, if you are in dim light, you have half cover.

Moonglass Eye

Wondrous Item, Uncommon

This palm sized onyx gemstone has the same thickness of glass and is surprisingly clear. Whenever you look through this gem, you see the corresponding location in the feydark or in the natural realm if you are in the feydark.

Mountebank's Deck

Wondrous Item, Very Rare (Requires Attunement)

By all normal means, this appears to be a completely normal deck of cards, albeit with a weird design for the face cards. Whenever you draw or deal from the deck, it is of a suit and value of your choice. Additionally, you can throw cards from the deck to attack. When used in this way, it works like a +1 dagger. The deck regenerates any cards lost or destroyed at the end of a long rest.

Muleback Harness

Wondrous Item, Uncommon (Requires Attunement)

This belt would equally suit a beast of burden or a human version of the same thing. While attuned to this item, your carrying weight, pull weight and push weight are tripled.

Nautical Chart of Tracking

Wondrous Item, Very Rare

These charts are indispensable while in the astral sea or even in a normal sea. While on a ship, this chart shows the ship's general position of all major known landmasses and ports within 100 miles of the ship.

Neko's Nightmare

Wondrous Item, Uncommon

This cat's eye necklace strikes fear into all sorts of feline creatures, no matter the size. Any feline creature that can see this necklace must make a DC 13 Intelligence saving throw or be frightened of the wearer for 1 hour. The creature can repeat the saving throw once a minute if it cannot see the necklace. A creature that succeeds on this saving throw is immune to the effects for 24 hours.


Nekonomicon

Wondrous Item, Rare

Made from the cast-off fur of felines and a weed that is known for attracting cats, this tome is a sacred item to cat lovers everywhere. You can use this book to perform the cat summoning ritual, which lasts 10 minutes, to summon 1 cat that looks as you choose. Only one cat can be summoned each dawn.

Nevermelting Ice

Consumable, Rare

This dagger sized icicle is constantly cold and stings slightly when you seize it. You can crush this ice as an action and spread over an item of food to keep that food fresh for the next 30 days. After that point, the food will rot as normal.

Night's Veil

Wondrous Item, Legendary (Requires Attunement)

Most of this purple veil is unremarkable to the normal person. The only part of it that is overly strange is a large dark purple eye with the phrase "stay away from the dog p-" partially scratched out beneath it. While attuned to this veil, you gain the following powers:

  • A faint static like noise drones in the back of your mind and for some unknown reason, you refer to music as the weather.
  • You are immune to being frightened.
  • You gain the ability to see a being's true form by performing a ritual that lasts 25 minutes but you must have an image of the target to do so.
  • You also have advantage on persuasion checks on creatures with equal to or greater charisma than you.
  • You can cast Invisibility on yourself once per long rest.

Nimble Shoes

Wondrous Item, Uncommon

These small shoes, that seem to fit any creature, help with flexibility and agility. While wearing these shoes, you have advantage against being knocked prone or being moved by another creature.

Noire Claws

Wondrous Item, Legendary (Requires Attunement by an evil creature)

Rumors tell that these gauntlets have been worn by Neira; the goddess of murder herself, who infused them to the very core with her dark magic. Not many are brave enough to even come near the Noire Claws, though; partly due to their morbid reputation, partly to the faint but ever present smell of death that always surrounds them, and partly due to the suspicious reddish stains that cover the tips of the razor sharp claws.

While attuned to these gauntlets, you gain expertise (You add double your proficiency modifier to the corresponding check) in dexterity (stealth) checks, if you do not already have expertise in stealth. These claws also function as a pair of +2 daggers that deal an additional 2d4 necrotic damage on a hit.

Additionally, whenever you roll an attack roll of a 20 with these claws, you rip out the target's skull. The creature dies if it can't survive without it's skull. A creature is immune to this effect if they are immune to slashing damage, doesn't have or need a head, has legendary actions or the DM decides it's skull is too large. Such a creature takes an extra 6d8 necrotic damage from the hit.

Null Rod

Wondrous Item, Legendary

The Null Rod is hunted after by many liches, high wizards, gods and even dragons. Not because they wish to use, they want it because they don't want anyone to use it. The Null Rod nullifies all magic in a 10ft cube around it. This includes magic items, spells, spell effects and all damage from magical sources. If it is put into a bag of holding or similar object, the item ceases to function and will only hold the rod. This does not negate the rod's ability. The Null Rod is also immune to all nonmagical damage, making it nigh impossible to destroy.

Occult Weapon

Weapon (Any), Rare

Just looking at this otherworldly weapon makes your mind hurt, in varying amounts. You gain a +1 bonus to attack and damage rolls. Additionally, as a bonus action, you can change this weapon's damage to psychic or back to its normal damage.

Oceanic Oar

Wondrous Item, Uncommon

This oar, made of driftwood, has a multitude of seashells and waves engraved into it's wood. You can cast Shape Water on any source of water you touch with this oar.

Oil of Flesh Returned

Consumable, Rare

This milky-white oil, made from the blood and eyes of basilisks, returns petrified creatures to flesh and bone. You can apply the oil to a petrified creature to cure them of their petrification. This process takes 5 minutes. One vial has enough oil to cure one creature.


Oil of The Hairdresser

Consumable, Uncommon

This multicolored viscous oil is a common item to find in a large city's barbershop. You may spend 10 minutes rubbing this oil into your hair to change the color of your hair to any other color you choose. This effect lasts until your hair is fully submerged in water.

Onslaught Ammunition

Ammunition, Rare

When you hit an enemy with this ammunition, it glows bright red, signaling your allies to attack. Any target hit with this ammunition grants advantage to the next attack against it by a creature other than the shooter. Once it hits a target, the ammunition is no longer magical.

Pacifist's Weapon

Weapon (Any), Uncommon

These weapons are disliked by many warlords and leaders since they are almost always dulled in some way. For the same reason, tournament holders love these weapons. This weapon can only deal non-lethal damage.

Pain Gloves

Wondrous Item, Rare

Whenever you ask a question while wearing these gloves, you take 2d8 lightning damage and learn the answer to that question. This damage ignores resistances and cannot be reduced in any way. The pain glove will only activate if at least one creature within 100 feet of you knows the answer to that question and cannot answer any question you do not know the answer to.

Cursed: You cannot willingly remove this glove and you must succeed a DC 14 intelligence saving throw whenever someone divulges information to you or you must ask a question about the information.

Painter's Wand

Wand, Uncommon

This wand is quite useful to both artists and mages. This wand also functions as painter's supplies and can change what color it paints as the user wills.

Parrying Weapon

Weapon (Any), Uncommon

Anyone wielding this weapon never truly drops their defenses. While wielding this weapon, you can spend your reaction to gain a +2 bonus to AC against a single melee attack against you.

Phantom Bridle

Reagent, Rare

By using this decrepit bridle, more spectral steeds are attracted by your ritual. After you cast the Phantom Steed ritual and use this bridle during it, the ritual creates an additional Steed. Up to 2 additional steeds can be created at a time, assuming you have enough bridles.

Plaster of Aid

Consumable Item, Common

This small piece of cloth, lathered on one side with medicinal paste, helps minor injuries. When this item is applied on a living creature, that creature regains 6 hit points. After being applied on a creature, it loses all magical effects.

Polygot Gem

Wondrous Item, Rare

A polygot gem is infused with the lexicon of an entire language upon its creation and commonly made from different gems based on that language. Yet, these gems are fickle and rarely work when close to another of its kind. Scholars and most of those that use them do not known the real reason why. As long as you carry one of these gems on your person, you are able to speak, read and write a language fluently. That language is chosen upon creating the polygot gem. Polygot gems will not function if there are multiple in a single person's possession.

Pool of Air

Wondrous Item, Very Rare

This pool has extremely pristine water that looks almost like air. When this pool is built into a structure, any creature that enters it is affected by the Water Breathing spell, until they leave the water. Any water that is removed from the pool is normal water.

Potion of Eladrin Shape

Potion, Uncommon

A crystal vial contains a milky green liquid that smells simultaneously of hot iron and pine forest. The sharp tang of its flavor leads to the power to take on another form. After drinking this potion, you assume the form of an eladrin, as though the spell Disguise Self was cast on you, for up to 1 hour. You can end the disguise as a bonus action.

Potion of Elven Swiftness

Potion, Rare

Smelling of red fruit and tasting somewhat alcoholic, this wine-like potion offers its drinker the power to move easily and more quickly, albeit for a short period of time. When you drink this potion, your speed increases by 10-feet for the next 5 minutes.

Potion of Friendship

Potion, Uncommon

This lucid pink liquid smells of roses and bubbles lightly when uncorked. One sip, and you trust the person who first meets your eye. After drinking this potion, you have disadvantage on all insight checks against the first creature you see and you believe they are your friend. This effect lasts for 1 hour.


Potion of Lifeshield

Potion, Rare

You may drink this potion to become immune to necrotic damage for the next 5 minutes. After you are hit by an attack that deals necrotic damage, you lose your immunity. The potion itself has a lemony taste for having oak leaves and the fur of a mastiff in it.

Potion of Vigor

Potion, Rare

You may drink this potion to gain 2d6 + 4 temporary hit points. The potion itself is vermillion in hue and tastes of strawberries and blood.

Potion of Water Walking

Potion, Very Rare

A tiny clay pot holds within it a malodorous glop, which, if choked down in one swallow, grants the consumer the power to walk over water. When you drink this potion, you are under the effect of the Water Walk spell for the next hour.

Pouch of Platinum

Wondrous Item, Very Rare

With this decently sized, black satin pouch, engraved with multiple symbols for currency, any gemstones or coins placed into the pouch and left to sit for 1-minute turns into an equal amount of platinum pieces. Any currency that would not make 1 platinum piece does not change.

Pouches of Shared Acquisition

Wondrous Item, Rare

These matched dark leather pouches allow you to move items between them without even touching the opposing bag. These pouches always come in a pair. When placing an item that weighs less than 5 pounds into the bag, you may say the command word to let it be shared between the two bags. Either bag is able to take the item out, as though it was in the bag. When an item is taken out, a new item may be shared. All items that fit the criteria are shared between the two bags, including money.

Prism Ring

Ring, Common

These rings are common among teaching wizards to point out important details in their classes. With this ring, you can create a small beam of light shoot out of the ring and goes out 15 feet. The beam's color is of your choosing.

Purple Dragonscale Armor

Scale Mail, Very Rare (Requires Attunement)

This armor’s deep purple scales can cause viewers to feel mild anxiety or mental discomfort. While attuned to this armor, you gain a +1 bonus to AC, advantage on saving throws against the frightful presence and breath weapons of dragons and have resistance to psychic damage. Also, you deal an additional 1d6 psychic damage with your melee attacks.

Quickstride Boots

Wondrous Item, Rare

Soft, supple boots of blue leather add spring to your step. While wearing these boots, you can dash as a bonus action. This ability can only be activated once every dawn.

Radiant Weapon

Weapon (Any), Rare

This golden weapon burns with bright radiant energy. You gain a +1 bonus to attack and damage rolls. Additionally, as a bonus action, you can change this weapon's damage to radiant or back to its normal damage.

Raider's Weapon

Weapon (Any light or ranged), Uncommon

Bandits and cowards both use these extremely light and silences weapons for a better prick. This weapon deals double damage to any surprised or unconscious creature.

Rat-Form Armor

Leather Armor, Very Rare (Requires Attunement)

Much of this armor is made of the furs and skin of dire rats. Many wearers swear they hear chittering from the armor. You gain a +1 bonus to Ac with this armor. Additionally, once per short or long rest, you can transform into a rat, following the rules of druid's Wildshape, for up to 2 hours.

Raven Tens

Wondrous Item, Very Rare

This pair of ten-sided dice, carved from obsidian, is painted with two symbols: a raven’s talon, representing risk, and a raven’s head, representing reward. During a long rest, you can roll these dice and ask a specific question about a course of action. If the course is more risky than favorable, both dice come up as talons. If it is more favorable, the dice come up as heads. If the risk and reward are equal, each die comes up with a different result. These dice can only be used once a day.

Raven's Eye

Wondrous Item, Rare

This large amethyst is cloaked in a raven feather-like cloth and staring into the eye almost hypnotizes the wielder. By saying the command word, a mundane raven or equivalent bird appears within 5-ft of you. You may look through the eye to gain control of the bird and see through its eyes. While doing this, you cannot see out of your own eyes but you can still speak and hear.

Reading Lens

Wondrous Item, Uncommon

This lens is useful to scribes and diplomats, however there are many better choices since this is more vindictive. You can use this lens to be able to read any written language for 1 hour. You must have the type of script under the lens and the lens can only read one language once every 4 hours.


Reading Spectacles

Wondrous Item, Rare

These glasses, commonly, dark red or dark blue lenses with a simplistic metal frame. While wearing these glasses, you are able to read any language. This only includes languages that are spoken today, most reading spectacles will be unable to read a dead language. Languages such as infernal or celestial could be too complex for the spectacles to read, dependent on your dungeon master.

Reanimation Cure

Potion, Very Rare

Made from the flesh of zombies, the bones of skeletons and a necromancer's ring finger, this rancid tasting potion hurts to even think about drinking. When you drink this potion, you take 1d12 necrotic damage and cannot be revived or reanimated for the next 10 days.

Rebounding Weapon

Weapon (Any Ranged), Rare

This weapon helps to make you feel like less of failure when you miss. You obviously meant to do, really! You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, when you miss with an attack with this weapon, you can make an attack against one creature within 25-feet of the target once per short or long rest.

Reliable Staff

Quarterstaff, Rare

No power is wasted with this sturdy oak staff in your hands. Whenever you cast a spell that requires an attack roll with this staff as the focus and roll a 1, you do not expend the spell slot. This ability can only be used once per short or long rest.

Restful Bedroll

Wondrous Item, Uncommon

Some people say this bedroll is magical but I personally think that it's just a really. really good bedroll. The roll itself is made from the finest of griffon down, letting the sleeper has just the most wonderful dreams known to man. Whenever you take a long rest in this bedroll, you regain 1 additional hit die.

Returning Weapon

Weapon (Any with the thrown property), Uncommon

These weapons have an almost magnetic quality, attracted to the wielder as though they were metal and are commonly used by assassins to cover their tracks, making it harder to identify the killer. After you throw this weapon, it returns to your person, whether or not you hit, in a pocket or back into your hand.

Riding Boots

Wondrous Item, Uncommon

Nobles and knights love wearing these tough leather boots that are just perfect for going on a ride. These boots give you advantage on Wisdom (Animal Handling) checks on creatures you are riding and increases the movement speed of the mounted creature by 5 ft.

Rimewrought Armor

Armor (Splint or Plate), Very Rare (Requires Attunement)

The plates of this armor are crafted from ice obtained directly from the land of Fimbulwinter. This ice gives the armor a constant cold feel and look, almost like frosted glass. While attuned to this armor, you gain a +2 bonus to AC. Additionally, you have resistance to cold damage and ignore difficult terrain caused by ice, sleet or snow.

Ring Dagger

Ring, Rare

This ornate ring is common among royalty or those who never want to be without a weapon. While you wear this ring, you can use your bonus action to change it into a magical dagger. You can also use your bonus action to turn it back into a ring.

Ring of Adaptation

Ring, Rare (Requires Attunement)

This silvery metal loop is engraved with Primordial runes, helping the wearer survive harsh temperatures. While attuned to this ring, you can withstand temperatures between negative 20 degrees and 140 degrees without any harmful effects.

Ring of Arcane Information

Ring, Rare

This soft metal ring helps you discern the nature of arcane phenomena. While wearing this ring, you have advantage on arcana checks and can cast Detect Magic as a ritual once per long rest.

Ring of Breaching

Ring, Rare (Requires Attunement)

This ring starts with 1d6 + 1 charges. By expending a charge, you may pass through any wall that is 30 ft thick or less. Moving through a wall in this way counts as difficult terrain. The ring restores 1d4 charges at midnight every day.

Ring of Climbing

Ring, Uncommon

There are many small hooks adorning this ring and thankfully, they don't dig into your flesh... For the most part. While wearing this ring, you gain a climb speed of 40 feet.


Ring of Crimson Sunlight

Ring, Very Rare (Requires Attunement)

This golden ring is emblazoned with a sun-like jewel. While attuned to this ring, fire does little to harm you. Whenever you are subjected to fire damage, you take no damage and instead regains a number of hit points equal to the fire damage dealt. You also can withstand temperatures of 100°F or less without any harm.

Ring of Dimensional Escape

Ring, Very Rare (Requires Attunement)

This ring's setting is a deep milky onyx; staring into the gem gives a feeling of awe due to the similarity to the night sky. This ring has 8 charges. You can cast the following spells by using charges: Misty Step (1 charge), Dimension Door (3 charges), and Teleportation Circle (5 Charges). The ring regains 1d4 charges every dawn.

Ring of Eladrin Grace

Ring, Very Rare (Requires Attunement)

This ring was forged in the heart of the feywild and it most commonly worn by eladrin or high elf nobility. While attuned to this ring, you cannot be put asleep by any magical effect, you cannot be put to sleep by magic and you may cast Misty Step once per long rest.

Ring of Elemental Mastery

Ring, Legendary (Requires Attunement)

This ring is embedded with 4 small gemstones, each with their own special gleam that helps to calm you. The gems are a breathtaking ruby, deep blue sapphire, a crystalline citrine and an earthen quartz. While attuned to this ring, you have resistance to acid, cold, fire, lightning and thunder damage.

Ring of Fearlessness

Ring, Very Rare (Requires Attunement)

With this black and gold ring, you never back down from a fight, be it a kobold or elder dragon. It also has a strange engraving on the inside that says "And they shall know no fear"... You are immune to the frightened condition and you can use your reaction to give an ally advantage on a saving throw that would make them frightened.

Ring of Flight

Ring, Very Rare (Requires Attunement)

This steel band has a multitude of filigrees adorning it. While attuned to this ring, you descend 60 feet per round and take no damage from a fall. Additionally, you may cast Fly targeting only yourself once per long rest.

Ring of Focus

Ring, Rare

Certain mages seek out these unassuming steel bands for the useful power they hold. While wearing this ring, you can use your reaction when forced to make a concentration check to gain advantage on the roll. This ability can only be used once every three days.

Ring of Freedom

Ring, Very Rare (Requires Attunement)

This silver band makes your legs and body feel significantly lighter as you run and jump from battle to battle. While attuned to this ring, you are unaffected by non-magical difficult terrain and your speed increases by 10 ft.

Ring of Free Time

Ring, Very Rare (Requires Attunement)

A very simple silver band, perfect for one's finger. What? You can't expect everything to have a special ability like being able to give you slightly more time to perform actions during combat or increasing their movement. Who do you think I am, a wizard? While attuned to this ring, your base speed is increased by 10-feet and you gain an additional bonus action on each of your turns that cannot be used to attack.

Ring of Fury

Ring, Very Rare (Requires Attunement)

Much of the metal of this band is dyed red, even the ruby setting is a much deeper red than normal. While attuned to this ring, you may roll the damage die of your weapon twice and choose either result once per turn. Additionally, when you reach 0 hit points, you may use the attack action as a reaction.

Ring of Invigoration

Ring, Very Rare (Requires Attunement)

With this unadorned alabaster ring, death seems to be a few steps farther for you. Whenever you roll a death saving throw, you stabilize on a 19-20. Also, when you stabilize, instead of going up to 1 hit point, you may use and roll one of your hit dice and restore that many hit points.

Ring of Judgement

Ring, Rare (Requires Attunement)

This ring resembles the scales of justice bent in a circle, and it broadens your judgment of your surroundings. While attuned to this ring, you have advantage on investigation checks. Additionally, as a bonus action, you gain advantage on your next insight check once per short or long rest.

Ring of Living Dead

Ring, Very Rare (Requires Attunement by an Undead creature)

Many liches and similar forms of undead buy or create these rings in order to make it harder for people to find out their true form. While attuned to this item, you lose any weakness you had to radiant damage and can be healed as though you were a living creature. You, also, become immune to Channel Divinity: Turn Undead and Channel Divinity: Destroy Undead.


Ring of Mutation

Ring, Very Rare (Requires Attunement by a druid)

A strange druid found that a normal beast was weak in comparison of the magically mutated animals that were so common in the fey. He crafted this ring with the sole purpose of becoming capable of getting closer to the mutated beasts he so much enjoyed. It has been said that if the wielder transforms enough, the ring will follow suit... Any druid attuned to this ring may use their wildshape to transform into any monstrosity within the limitations for their wild shape. When you attune to this item, you take 3d10 necrotic damage as part of the attunement process. The ring has one limitation however, you are unable to wild shape into any creature that can petrify another creature in any way.

Ring of Optimism

Ring, Uncommon

This simplistic golden band looks beautiful and makes you feel all warm and fuzzy inside. While wearing this ring, the wearer is unable to think that is anything is negative and puts a positive spin on everything they do.

Cursed: A person wearing this ring cannot willingly remove it from their hand. A different person can remove it however.

Ring of Perfect Grip

Ring, Rare (Requires Attunement)

While attuned to this ring, you gain a +5 bonus to checks and saving throws to prevent falling. Additionally, you can automatically succeed on a check or saving throw that would cause you to fall, once per long rest.

Ring of Prevention

Ring, Very Rare (Requires Attunement)

This simple ring of white gold is engraved with a tiny shield made of platinum. Whenever you are subjected to an effect that allows you to make a saving throw to take only half damage, you instead take no damage on a success and half damage on a failure. You can use this effect once every short rest.

Ring of Seams

Ring, Very Rare (Requires Attunement)

A gaudy foreign illusionist used this ring and referred to this power as "sticky fingers" yet no one knows as to why. The ring has 10 charges. You may expend a charge to create a seam on an object or creature no bigger than large and separate the object by that seam. An unwilling creature needs to make a strength saving throw of DC 15 or the seam is created. When you next put the two ends back together, you may use your action to fuse them back together. A creature who has had a limb or head removed can still function as normal. They are still able to breathe but can only control body parts connected to the head. The ring restores 1d4 charges on a long rest.

Ring of Shadows

Ring, Rare (Requires Attunement)

This dark iron ring with an onyx inlay lets you disappear into the shadows. You can cast Misty Step once per short or long rest. You can also cast Dimension Door once per long rest but the exit location must be in darkness.

Ring of Tenacious Will

Ring, Very Rare (Requires Attunemnt)

This breathtaking ring has bands of platinum and amber swirling around the silver base. Wearers comment that their personality takes a more upfront role in their life, but few can fully understand why. While attuned to this ring, you may use your Charisma modifier instead of your constitution modifier for saving throws. Additionally, you may use your charisma modifier instead of your dexterity modifier for your armor class.

Ring of Truesight

Ring, Very Rare (Requires Attunement)

This silver ring has a strange eagle-like creature as an engraving. This ring assists you in seeing what is real or not. While attuned to this ring, you gain darkvision of 60-ft or increase your range of darkvision by 60-ft. Additionally, once per long rest, you may spend your action to gain truesight of 15-ft.

Ring of The Apex Raptor

Ring, Artifact (Requires Attunement by a creature with a natural fly speed)

As one of the 5 rings of the Beast Emperor, this ring offers great power to those that are closer to the beast it emulates. The ring is more of a glass tube with a small number of feathers within it. While attuned to this ring, your fly speed increases by 30-ft and you are immune to lightning damage. You can, also, speech with birds as though you shared a language and small or smaller beasts are always frightened of you, if you cannot speak to them. However, with each day you wear the ring, there is a 50% chance your hair starts to turn into feathers.

Ring of The Earthrender

Ring, Artifact (Requires Attunement by a creature with sunlight sensitivity)

This ring was forged with the bones of the largest Wurm in the world, fitting for a Ring of the Beast Emperor. While attuned to this ring, you are no longer affected by your sunlight sensitivity, are resistant to bludgeoning and acid damage, you do not require air while underground and gain a burrow speed of 50-feet. Additionally, you can speak with any creature with blindsight as though you shared a language and you can cast the Mold Earth cantrip by using this ring. Finally, once per day, you can create a spectral purple wurm. This wurm cannot do damage to creatures but it can still create tunnels and move earth. The wurm requires concentration and lasts up to 4 hours. However, each day you wear this ring, there is a 50% chance your skin starts to become covered in purple scales.


Ring of The Infestation Sire

Ring, Artifact (Requires Attunement by a creature with a major physical scar)

This ring was made from a multitude of insect carapaces, each with varying hues and textures, fitting for a Ring of The Beast Emperor While attuned to this ring, you have resistance to nonmagical piercing and slashing damage, you gain blindsight of 30-feet, and all insects are friendly to you. Additionally, you can cast Giant Insect and Insect Plague each once per long rest. However, each day you wear this ring, there is a 50% chance part of your body becomes coated in an insect's carapace or becomes a small mass of insects.

Ring of The Mutation Genesis

Ring, Artifact (Requires Attunement by a druid that has seen 25 different kinds of Monstrosities while attuned to the Ring of Mutation)

As the first ring of the Beast Emperor, many believe this is what caused monstrosities to be created and infest the world. Others believe the ring is a curse that torments the world as it spawns more and more beasts that can kill anyone. Most have only heard of a monster that was killed to make this ring, let alone its name.

While attuned to this finger guard shaped ring, all non-humanoid creatures are beasts for the purpose of wildshape. You cannot wildshape into a creature with the ability to petrify, cast spells or have legendary actions. You must still follow the normal rules of your wildshape. However, you regain only 1 hit die during a long rest and there is a 50% chance that at the end of a long rest parts of your body become covered in fur, hair, scales, feathers or any of these fall off.

Ring of The True Lycanthrope

Ring, Artifact, (Requires Attunement by a person who has contracted lycantropy)

This ring is rare, so rare that the only known one is part of the 5 rings of Beast Emperor set. Any ring part of this set allows the wielder many powerful abilities but has a slight downside as well. This ring is believed to have been what spawned the lycans across our world. Whether this is true or not, we do not know.

While attuned to this ring, you are immune to damage caused by silvered weapons, you are able to transform into any werecreature or animal form thereof and you regenerate 10 hit points at the beginning of each of your turns, but the regeneration does not function if you are unconscious. However, all natural beasts of CR 1 or less are frightened of you and each morning, there is a 50% chance a tooth or multiple teeth become canines. The DM decides how many if it happens.

Ring of The Spectral Hand

Ring, Rare

With a silent command, this onyx band conjures a dark gem-like hand, willing to serve. While wearing this ring, you can cast the Mage Hand cantrip except the hand is onyx in color.

Ring of The Warforged

Ring, Very Rare (Requires Attunement)

Decorated with dragonshards, this ring allows a wearer to grow to resemble a living construct. While attuned to this ring, you classify as a construct, you become immune to disease, you do not need to eat or breathe, and you only need 4 hours of sleep for a long rest.

Ring of Windows

Ring, Very Rare (Requires Attunement)

This ring is quite strange in it's make. It appears to be a wooden band with a square piece of glass for a setting. Nonetheless, it is still a beautiful looking ring. While attuned to this ring, you may use your bonus action to touch a wall that is no thicker than 20 feet. If you do, a 5-ft by 5-ft opening appears in the wall that leads to the other side until the end of your turn. If you end your turn in the wall, you take 3d10 bludgeoning damage and are ejected to the closest side. You may only use the power of this ring once per long rest.

Ring of Winter's Frost

Ring, Very Rare (Requires Attunement)

This glittering ring of unmelting ice shields you from cold and freezes foes around you. While attuned to this ring, you have resistance to cold damage, you ignore difficult terrain caused by ice or snow and you can cast Investiture Of Ice on yourself, with a DC of 17, once per long rest.

Rising Songbow

Weapon (Any Bow or Crossbow) Very Rare (Requires Attunement by a Bard)

These songbows seem to actively make the musician rise to new heights, both in popularity and height. You gain a +1 bonus to attack and damage rolls with this bow. In addition, you may use this bow as a bardic focus and gain a +1 bonus to your bard spell attack rolls and your bard spell save DC when you do.

This songbow has 3 charges. You may cast Levitate at 2nd level by expending 1 charge. This songbow regains 1d3 charges every long rest.

River of Life Gloves

Wondrous Item, Very Rare (Requires Attunement)

These gloves bear turquoise and green patterns that show the coastline leading to the mouth of the River of Life. While attuned to these gloves, you have advantage on Survival checks to find medicinal herbs and advantage on heal checks. Whenever you stabilize a dying creature with a heal check, that creature regains 1d8 hit points and can make a saving throw against any poison or disease it has.


Robe of Bloodwalking

Wondrous Item, Very Rare (Requires Attunment)

With this sanguine robe, believed to be dyed that way by the lives it took, every single life that falls near you increases your power. While attuned to this robe, any damage you do to an unconscious creature forces them to fail an additional death saving throw. Additionally, once per long rest when a creature dies within 30-feet of you, you can teleport next to them as a reaction.

Rod of Death

Rod, Rare (Requires Attunement by warlock or wizard)

This skull-faced rod helps your soul taking magic strengthen. While attuned to this rod, you gain a +1 bonus to spell attack rolls and your spell save DC.

Additionally, whenever you roll damage for a spell that does necrotic damage, you can roll twice and choose either result.

Rod of The Star Spawn

Rod, Rare

This crooked rod allows the wielder to draw upon the power of an insane entity known as the Star Spawn. The rod draws sustenance from your most devastating attacks. Whenever you cast a spell with this as your arcane focus, you can score a critical hit on a 19-20

Rogue's Belt

Wondrous Item, Uncommon (Requires Attunement)

No one can hold you, no chains can restrain you, and no bars can contain you while you wear this slick belt. While attuned to this belt, you can escape a grapple or restraints as a bonus action, instead of an action and have advantage on checks to escape.

Rope of Slave Fighting

Wondrous Item, Rare

You fight as well on your back as on your feet while wearing this frayed rope belt. While wearing this rope, you do not have disadvantage on attacks while prone.

Rope of Untying

Wondrous Item, Common

Created by hilarious fey, this rope has almost no true uses. Any knot tied in this rope becomes untied.

Rosenrot Staff

Quarterstaff, Very Rare (Requires Attunement)

Many people confuse this for a Verdant Staff and the only difference between the two is the top of this staff has bloomed a beautiful red rose. Unsurprisingly, the little rose has a big effect on how useful the staff has become. While attuned to this staff, you can read druidic and can cast the Druidcraft cantrip once per short or long rest. The staff has 10 charges and regains 1d4 charges at dawn each day. If the staff hits 0 charges, it becomes a Verdant Staff.

Spells You may use 1 or more charges to cast the following spells: Barkskin (2 charges), Goodberry (1 charge), Locate Animals or Plants (2 charges), Plant Growth (4 Charges) or Speak with Plants (1 Charge).

Rousing Weapon

Weapon (Any), Common

Simply wielding this weapon fills you and your allies with an unknown energy. When you hit an enemy with this weapon, each ally within 15ft of you can stand up by using their reaction. Creatures who are deafened are immune from this effect.

Rumbling Whetstone

Wondrous Item, Rare

This slab of bismuth softly hums as you sharpen your weapon on it. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance and deals an additional 1d4 thunder damage with its attacks. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Saddle of Strength

Wondrous Item, Rare

This dyed leather saddle is inset with brass and allows a mount to carry the heaviest loads. When placed a creature that is large or larger, that creature has it's carrying weight increased by 50 percent, in all categories.

Saddle of the Shark

Wondrous Item, Very Rare

This sharkskin leather saddle gives the more aquatic abilities of its namesake to any mountable creature. When placed a creature that is large or larger, that creature gains the ability to breathe water as easily as it breathes air and gains a swim speed equal to its land speed. While a creature is mounted on the wearer of this, they have the ability to breathe water as you would air.

Sail of Winds

Wondrous Item, Rare

Elemental runes run the length of this fine sail of blue cloth, which fills with its own wind as it is raised. Any ship that this sail is installed on gains an additional 1 mph to its speed.

Sandstone Sword

Weapon (Any Sword), Rare (Requires Attunement)

Much of this weapon's material seems to be forged from a beige stone and it extremely light. While attuned to this weapon, you may say one of its two command words to turn the weapon into sand as a bonus action. You may speak the other command word to cause the weapon to reform and attack with it as a bonus action. The weapon must be within 15ft of you to be able to attack with it.


Scarab of Death

Wondrous Item, Very Rare

To the untrained eye, this scarab looks exactly like a Scarab Of Protection however, with a shudder, this scarab transforms into a horrible demonic beetle that tears through armor, cloth, and flesh as it burrows toward your heart. While wearing this weapon, you gain resistance to necrotic damage and you must fail an additional death saving throw to die. However, you have a -5 modifier to any death saving throw you make and disadvantage on them.

Sending Fork

Reagent, Rare

This tuning fork can make the magic in a certain spell triple in power. You can use this fork as the components of the spell Sending. When you do, the maximum length of the message sent is tripled.

Severing Weapon

Weapon (any weapon that does slashing damage), Rare

The blade of this weapon is quite a mystery to most mages. They say that being cut with it scatters your thoughts and your flesh as well. Any creature hit with this weapon has disadvantage on any concentration checks it makes until the end of its next turn.

Shadow Coffin

Wondrous Item, Very Rare (Requires Attunement)

This hand sized black coffer is almost impossible to open unless something lies within it. Whenever you kill a medium or smaller creature while attuned to this coffer, you may choose to have the creature's corpse enter the coffer for up to 6 hours. You can use a bonus action to release the corpse in an area beneath the coffer. You can only store 1 body in the coffer at a time and can only store one creature in the coffer every dawn.

Shallow Grave Armor

Armor (Any Heavy), Legendary (Requires Attunement)

This armor is coated in dirt, grime and soil. No matter how much you try to clean it, it won't become any cleaner. You gain a +1 bonus to AC while wearing this armor. Additionally, you have immune to necrotic damage. Once per week, when you are unconscious and have failed 1 or more death saving throws, on your turn, you may spend a hit die and heal hit points equal to the number you rolled plus double your constitution modifier. When you use this ability, you lose your immunity to necrotic damage until the ability recharges.

Shard of Decay

Rod, Very Rare (requires attunement by a warlock)

An almost crystalline shard of blackened onyx suits any warlock who wishes to watch their opponents rot away to nothing. While attuned to this rod, you gain a +1 bonus to your spell attack rolls and spell save DC of warlock spells you cast and you may change the damage of any spell you cast to necrotic damage.

Shard of Freedom

Consumable, Rare

This sapphire shard fits quite well in your palm but too much force on it cracks in it half. As a bonus action, you can break this shard and you cannot become immobilized or grappled for the next minute. You can only use the effect of this shard once per day.

Shearing Weapon

Weapon (Greataxe or Greatsword), Rare

This weapon slices through even the most powerful of defenses. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, as a bonus action, you can ignore any resistances, but not immunities, creatures you attack have until the end of your turn, once per long rest.

Shielding Focus

Reagent, Rare

These small silver rods help increase the power of any magic circles you create. You may use this as part of Magic Circle spell by placing it in the center of the circle. If you do, you may double the radius of the circle but not the height of it.

Shielding Greatsword

Greatsword, Very Rare (Requires Attunement)

This sword’s broad cross guard is larger and thicker than normal, but a few practice swipes with this weapon show that it is still perfectly balanced. You gain a +2 bonus to attack and damage rolls with this weapon and a +1 bonus to AC while attuned to this weapon.

Shimmering Cloak

Wondrous Item, Rare (Requires Attunement)

This astounding cloak is made of thousands of colorful strands that change color in light. While attuned to this cloak, you do not have disadvantage on ranged attacks while within 5ft of an enemy creature.

Shockstone

Consumable, Rare

This small bluish-yellow stone is found in masse around the hordes of blue dragons. You can break the sparkstone as part of a 1-minute ritual to add 1d6 lightning damage to your unarmed attacks and natural weapons in all of your forms. A creature can only benefit from 1 sparkstone in their life.

Shoes of Water Walking

Wondrous item, Very Rare (Requires Attunement)

These fish scale shoes help the wearer traverse huge oceans of water or small ponds without much hassle. While attuned to these shoes, you are always under the effects of the Water Walk spell.


Silver-laden Purse

Wondrous Item, Uncommon

This pouch is dark grey and fairly unassuming to most people. Some merchants love these bags while others despise them with a passion. When you place any gemstones or currency within this pouch and left it in the pouch for 1 minute, an equal amount of silver pieces is found within the pouch. Any currency that cannot create 1 silver piece is unaffected and does not change.

Silver Turtle Ring

Ring, Very Rare (Requires Attunement)

This silver band has an emerald turtle set into it. You gain a +1 bonus to AC and saving throws while wearing this ring. Additionally, the ring has 1d6 + 1 charges. You can expend 1 charge to cast the spell Shield as a reaction. The ring regains 2 charges at dawn.

Silt Sandals

Wondrous Item, Uncommon

These sandals are suited towards desert climates and give a bit of hop to one's steps. While attuned these sandals, you ignore difficult terrain caused by sand, silt or dirt. You also cannot sink in quicksand and have advantage against falling prone on sand, silt or dirt.

Silver Hart Clasp

Wondrous Item, Rare (Requires Attunement)

This large silver brooch is fashioned in the shape of a stag’s head. Its enchantments help you to move swiftly and silently in forest settings, and the clasp heals you in time of need. While attuned to this item, you ignore difficult terrain caused by plants and have advantage on stealth checks while in forests. Additionally, whenever your hit points are restored, any poisoned status on you is cured.

Skeleton Key

Wondrous Item, Legendary

This ornate ivory key opens locks with ease and is feared by locksmiths and the rich. You can use this key in place of Thieves tools to open locks and gain +20 to your check.

Slick Armor

Armor (Any), Uncommon

A majority of this armor is slimy due to reasons beyond our understanding. Yes, including there. No, I don't know why that area is slimy. Creatures have disadvantage on Athletics checks to grapple you.

Snake's Lair Armor

Armor (Any Light), Very Rare (Requires Attunement)

Known as one of the primal maps of lore, the bumps of this snakeskin armor’s surface tell your fingers about each ridge and valley encountered while tracking the Eternal Enemy to its lair. You gain a +2 bonus to AC while wearing this armor and you do not have disadvantage on attacks and treat terrain as normal while squeezing. Also, once per short rest, you can disengage as a bonus action.

Sniper's Crossbow

Weapon (Any Crossbow), Rare

Every bolt from this crossbow fires straight, ignoring most wind hazards and in some cases, gravity. You gain a +1 bonus to attack and damage rolls with this weapon and you do not have disadvantage on attack rolls outside of this weapon's normal range.

Sodding Dust

Consumable, Uncommon

This green dust can grow a beautiful lawn in but only an hour. You can sprinkle this dust over any barren grown and it becomes normal grass, spreading out from the location you sprinkled it on. One use of this dust can cover an area of a 50-ft circle with grass.

Sol Luna

Weapon (Any Sword), Legendary (Requires Attunement)

This weapon is strange due to how it changes from an ivory blade with white flames to a midnight black saber whose touch freezes to the bone. You gain a +1 bonus to attack and damage rolls with this weapon instead of its normal bonus dependent on its form. During daylight hours, this is a Flame Tongue weapon and during night hours, this weapon is a Frost Brand Weapon. During dawn or dusk, this weapon is a +1 magic weapon as it is beginning the process of changing.

Sonata Wine

Consumable, Rare

You cannot describe the scent or taste of this wine, which fills your head with beautiful music. You can drink this wine, as an action, to gain advantage on diplomacy and performance checks that inform music for the next hour.

Songblade

Weapon (Any Sword) Rare (Requires attunement)

Each swing with this blade sings as sweetly as the strings of your instruments. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you may use this sword as a bardic focus and gain a +1 bonus to your bard spell save DC.

Songbow

Weapon (Any Bow or Crossbow) Rare (Requires Attunement by a Bard)

This weapon's string is much closer in design to a lute string but still knocks arrows as easily as a normal bow string. You gain a +1 bonus to attack and damage rolls with this bow. In addition, you may use this bow as a bardic focus and gain a +1 bonus to your bard spell attack rolls.

Songbow Of Lullabies

Weapon (Any Bow or Crossbow) Very Rare (Requires Attunement by a Bard)

Songs sound a lot more somber and calming when played with this bow. You gain a +1 bonus to attack and damage rolls with this bow. In addition, you may use this bow as a bardic focus and gain a +1 bonus to your bard spell attack rolls and your bard spell save DC when you do.

This songbow has 3 charges. You may use the Sleep spell at 2nd level at only 1 creature by expending 1 charge. This songbow regains 1d3 charges every long rest.

Songward Shield

Shield, Rare (Requires Attunement)

This shield gives off a constant hum that seems to tune out most noises, good for sleeping on too. While attuned to this shield, you have resistance to thunder damage and advantage to saving throws against attacks that would deal thunder damage.

Soulwarding Armor

Armor (Any medium or heavy), Very Rare

This armor is coated with multiple holy symbols and gives you hope as the undying horde approaches. While wearing this armor, you have resistance to damage from undead creatures and your maximum hit points cannot be decreased.

Space-Bending Greatsword

Greatsword, Very Rare (Requires Attunement)

This weapon's blade is made of a strange metal that is reminiscent to the night sky and feels quite light. Perhaps it's not really in your hand? Who knows. You gain a +1 bonus to attack and damage rolls. Additionally, you can attack a creature within 20-feet of this weapon once per short or long rest.

Space-Shifting Shot

Ammunition, Rare

When this eladrin-made arrow or bolt hits a target, a slight magical burst causes them to teleport to the feywild for only a moment. When you hit a creature with this ammunition, that creature is teleported 5-feet as it momentarily is sent to the feywild. Once this ammunition hits a target, it is no longer magical.

Sparkstone

Consumable, Rare

This small orange-red stone is beloved by druids and commonly given to new druids during their trials. You can break the sparkstone as part of a 1-minute ritual to add 1d6 fire damage to your unarmed attacks and natural weapons in all of your forms. A creature can only benefit from 1 sparkstone in their life.

Sparring Collar

Wondrous Item, Uncommon

These red spiked collars are used in circus shows and tournaments to prevent the humanoid actors or fighters from being mauled. It can affix itself onto an arm or the neck of a creature. All damage dealt by creatures wearing this collar can only deal non-lethal damage.

Spectacles of Haste

Wondrous Item, Common

These stylish glasses both look beautiful and have an extremely useful effect. While wearing these glasses, you read at double the rate you normally would. This does not, however, decrease the amount of time required to read a magical tome.

Spiked Gauntlets

Wondrous Item, Uncommon

These metallic gloves have decently sized spikes on each of the knuckles. While wearing these gloves, your unarmed attacks with your fists deal 1d4 additional piercing damage.

Spiked Jacket

Leather Armor, Uncommon

The spikes of this armor pierce the hands and flesh of any creature that tries to throw you to the ground. Whenever a creature tries to grab you while you wear this armor, that creature takes 1d6 piercing damage and has disadvantage on their athletics check to grapple you.

Spyglass Of Perception

Wondrous Item, Rare

Peering through this handheld telescope brings the world into clearer focus. You gain a +5 bonus to perception checks when looking through this eyeglass.

Staff of Divinity

Quarterstaff, Uncommon

The symbol of a great deity lies on the top of this staff. You gain a +1 bonus to attack and damage rolls with this weapon. This staff also functions as a holy symbol. When you use it in this way, you gain a +1 bonus to spell attack rolls and spell save DC.

Staff of Knives

Quarterstaff, Uncommon

This staff is made of a very flexible metal, letting it easily harm or change as needed. As a bonus action, you may change this staff into a dagger. You may use a bonus action to change it back to a staff while in dagger form.

Staff of Ruin

Quarterstaff, Rare (Requires Attunement)

This gnarled, jagged staff fits the hand of any wizard seeking to devastate their antagonists. While attuned to this staff, you add your spellcasting ability modifier to the damage roll of any spell you cast.

Staff of The Faithful Arcanist

Quarterstaff, Rare

This alabaster staff has a deity's symbol atop it. This staff is perfect for those who believe their powers are a gift from their god. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, you can cast Cure Wounds or Healing Word, at 1st level using your intelligence or wisdom modifier, each once per long rest.

Stalwart Belt

Wondrous Item, Rare

Each time you deal a grievous wound to an enemy, you feel the invigorating power of this belt. Whenever you roll a 20 on an attack roll while wearing this belt, you gain temporary hit points equal to your proficiency modifier.

Star-Eye Map

Wondrous Item, Rare

The first of these maps were created by the god of night as to allow their followers to never become lost so long as they were in sight. This map creates an accurate map of the surrounding 5 miles and updates every minute. The map takes note of large natural and unnatural structures, the domain of any creature of challenge rating 6 or higher and roads. This map can only be used at night when the sky is clear.

Starglass Eye

Wondrous Item, Uncommon

This palm sized emerald has the same thickness of glass and commonly is used as windows within grand castles in the feywild. Whenever you look through this emerald, you see the corresponding location in the feywild or in the natural realm if you are in the feywild.

Starlight Goggles

Wondrous Item, Uncommon

These dark leather goggles sparkle with tiny silver studs, aiding your vision in dim light. While wearing these goggles, dim light is bright light for you.

Stella Saber

Rapier, Rare (Requires Attunement)

This blade emulates the night sky, it's tip is blood red, like a star, and the hand guard is a metal veil that is almost glass-like with black speckles. You gain a +1 bonus to attack and damage rolls with this weapon and whenever you hit a creature with this weapon, you deal an additional 1d6 radiant damage. You may also use your bonus action to make the saber shed dim light for 30-feet. During night, you can use your action to make the tip of the sword point north.

Steampunk's Top Hat

Wondrous Item, Very Rare (Requires Attunement)

The first of these were created by a hatmaker who become an addict to invention. Slowly, his vision dulled and his hat improved. One day his life puttered out and his daughter took up the helm. She is lost and his old store burned. Where they are, no one knows. While attuned to this hat, you treat dim light as though it was bright light and whenever you use tools you are proficient in, you add +5 to your roll.

Stinging Spear

Weapon (Spear or Javelin), Uncommon

When you throw this spear, it moves so quickly that it could pierce any shield, leaving dodging to be the only option to survive. You gain a +1 bonus to attack and damage rolls with this weapon. When you throw this weapon, you do not target AC. Instead, the target of the attack makes a dexterity saving throw of DC (9+ Strength modifier + proficiency modifier). On a successful save, the attack does no damage and the spear returns to your hand. On a failure, you deal damage as normal and the spear is stuck in the target. The spear can be removed with a DC 14 strength check or as a bonus action by the person who threw it.

Stone Knife

Dagger, Very Rare (Requires Attunement)

This obsidian blade strikes deep into skin and bone alike, slowly morphing the pierced flesh into stone. You gain a +2 bonus to attack and damage rolls with this weapon. Additionally, whenever you hit and damage a creature with this weapon, that creature must make a DC 12 constitution saving throw or begin turning into stone. On a failure, the creature begins to turn to stone and must repeat the saving throw at the end of its next turn. On a successful save, the effect ends. On a failure, the creature is petrified until freed by the Greater Restoration spell or other magic.

A creature that is attacked multiple times with the stone knife does not need to make the saving throw if they are already under the effects of the knife.

Stonehold Ammunition

Ammunition, Very Rare

This kind of ammo uses stone directly from the plane of elemental earth and one shot from this can take down just about any creature. Upon impact, the projectile shatters, showering the target in a haze of piercing stone and rooting it in place for a short time. Whenever you hit a creature with this ammo, they must make a DC 15 Constitution saving throw or be immobilized until the end of their next turn. Once this ammunition hits a target, it is no longer magical.

Stonemeld Armor

Armor (Light), Rare (Requires Attunement)

The stony surface of this sigil-covered armor can morph to the hue of surrounding stone. You gain a + 1 bonus to AC while attuned to this armor. Additionally, you have advantage on stealth checks when touching stone.

Stormward Shield

Shield, Rare (Requires Attunement)

This shield has jagged edges that are similar to bolts of lightning. While attuned to this shield, you have resistance to Lightning damage and advantage to saving throws against attacks that would deal lightning damage.


Storm Giant Shield

Shield, Very Rare (Requires Attunement)

The name of this shield is a bit of a misnomer as storm giants only create this blue and gold shield, not wield it. While attuned to this shield, you have resistance to lightning and thunder damage. Additionally, you have advantage on saving throws that would deal lightning or thunder damage.

Sunrod

Wondrous Item, Common

This elven tool is far superior to torches, at least, that's what the elves say... While holding this rod, you may cast Light using it and with it as the target.

Suppression Weapon

Weapon (Any Ranged), Rare

On your command, this weapon creates a shimmering field of energy around your foe that contains your enemies' attacks. You gain a +1 bonus to attack and damage rolls with this weapon. Once per short rest, when you hit a creature with this weapon, that creature makes a DC 14 or it cannot make ranged attacks against any creature more than 15 feet away from it.

Supremely Vicious Weapon

Weapon (Any), Very Rare

This weapon was made with the following phrase in mind: Pure Lethality. Whenever you roll a 20 on your attack roll with this magic weapon, the target takes an additional 3d8 damage of this weapon's type. This damage is not doubled or rolled again due to a critical.

Sure Shot Gloves

Wondrous Item, Uncommon (Requires Attunment)

These slick gloves guide your shots unerringly. While wearing these gloves, any creature you attack cannot benefit from half cover.

Survivor's Belt

Wondrous Item, Rare (Requires Attunement)

This belt is mostly patchwork, seemingly with only stitches keeping it together. Some say wearing this belt held together by a miracle will make you experience a miracle. While Attuned to this belt, you have advantage on death saving throws.

Symbol of Turning

Wondrous Item, Rare

This broken holy symbol of a god of life still has a little holy power within its metal. Once per day, you can use Channel Divinity: Turn Undead with a DC of 14 with this medallion. This recharges at the dawn of each day.

Tactician's Helm

Wondrous Item, Rare (Requires Attunement)

This helm is fairly unremarkable except for the satin lining within it. While attuned to this helm, you may add your proficiency modifier to your initiative roll and as a reaction to rolling for initiative, you may exchange your roll for a willing ally's roll.

Talisman of Repulsion

Wondrous Item, Very Rare (Requires Attunement)

This necklace has a red chain and black pendant; you'd swear if they weren't connected, they be thrown across the room from each other. While attuned to this item, you spend your reaction after you are hit with a melee attack to force the attacker to make a strength saving throw (DC 17) or be pushed away from you by 10 feet and it cannot move closer to you until the beginning of your next turn.

Tempest Whetstone

Wondrous Item, Rare

This unfinished iron whetstone lends your weapon a spark. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance and deals an additional 1d4 lightning damage with its attacks. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

The Wunderkammer

Wondrous Item, Artifact

What appears to be a normal, unassuming, wardrobe holds quite an enticing secret. If you utter the phrase "Allow me to escort you to the Wunderkammer." While opening The Wunderkammer, it opens to an extradimensional space that is a 100 by 100 square foot room. You can choose any number of creatures when you do this, any creature you do not choose cannot enter the room until you leave it.

Whenever a magic item is placed in this room, a pedestal appears that explains what the item is and what it does. By placing a sum of 1000 gold on a pedestal, the Wunderkammer will explain the location of a very rare magical item within 100 miles of its current location. The room will only stay open for X + 1 hours at a time, where X is the amount of different magic items in the room. The room also has a strange aura within it that prevents inhabitants from gaining the benefits of any rest while inside and makes it so that only a minute passes outside of the Wunderkammer while a person is inside.


Chain Mail, Legendary (Requires Attunement)

Most of the chains of this armor are reinforced pocket watch chains. When nearby this armor that give of a very soft and continuous ticking noise. Many people say that the wearer of this armor can never age yet it is still unknown if this rumor is true. While attuned to this armor, you have advantage on dexterity saving throws and gain a +2 bonus to AC. This armor has 3 charges. You may expend one charge to gain advantage on a single roll. It regains 1 charge at midnight as the armor makes soft sounds similar to a bell ringing.

Tome of Striking Lightning

Tome, Very Rare (Requires Attunement)

Sparks leap from page to page as you flip through this copper bound tome. Due to this, it is suggested not to use the tome while wet. This book has the spells Call Lightning and Lightning Bolt as rituals and anyone attuned to this tome can cast Lightning Lure.

Wizards can use this tome as an arcane focus and gain a +1 bonus to their spell save DC and spell attack modifier. Whenever you cast a spell that deals lightning damage, you can choose one additional different target to hit with the spell, so long as they would not normally be hit by the spell.

Torch Gauntlet

Wondrous Item, Common

These gauntlets are common among blacksmiths for the simplification of their detail work on more difficult weapons and armor. With this gauntlet, you can cast the spell Produce Flame from the palm of this gauntlet.

Torchlight Bow

Weapon (Any Bow), Common

These bows were first crafted by elves seeking to destroy a dwarven stronghold. Now, any enchanter worth their salt can make one. Any arrow that is nocked in this bow produces bright light in a 20-foot radius and dim light for an additional 20 feet. The arrows stay lit for 1 minute if they do not stay nocked in the bow.

Toy Chest

Wondrous Item, Common

This toy resembles a small chest and can easily fit in a pocket. Some say only a thousand of these chests were made by a gifted blacksmith. It is said that bringing all of these chests together will create a map to the city of mimics. While this toy is on your person, you unconsciously walk towards chest or chest-like objects. Mimics are also attracted to the scent of this small chest and seem to increase in number when a holder is nearby.

Trailblazing Horseshoes

Wondrous Item, Very Rare

Many breeders and racers search for these flame-like horseshoes to give them an edge while riding. When you put these horseshoes on a large or larger creature, all of its speeds are increased by 20ft and ignores difficult terrain.

Translator's Quill

Wondrous Item, Rare

Many diplomats, translators or people with similar occupations collect and use these quills. Each quill differs in look, but each language follows a certain theme. Whenever a creature writes with this quill, the writing is automatically turned into the language stored in the quill during its creation. Each quill can only hold a single language.

Trick Coin

Wondrous Item, Uncommon

Outside of the magical effect, the coin seems to be a normal gold coin. Whoever flips this coin can decide which side it lands on.

Tuathan Bridge Whistle

Wondrous Item, Uncommon

The surface of this whistle would make it seem that it was torn out from the surface of a famous bridge but it's heft would say otherwise. As an action, you can blow this whistle to create a bridge of roots within 15 feet of you. The bridge is 50 feet long, has 150 hit points and is vulnerable to fire and necrotic damage. The bridge can only be created on a location that plants can grow on. You may only use the effect of this whistle once per long rest.

Tuathan Friend Whistle

Wondrous Item, Uncommon

As with most tuathan items, this whistle appears to be made of wood with several animal engravings. You may use your action to blow this whistle. All natural beasts of challenge rating 1/8 or less within 100ft approach the person who blew the whistle. These beasts are friendly and will do simple non-dangerous tasks for the next 10 minutes. Any damage dealt to any of the creatures makes the rest flee. You may only use this ability once per day.

Tuathan Hostel Whistle

Wondrous Item, Rare (Requires Attunement)

This oak whistle has an engraving of a home on it and many Tuathan prefer them over a real home. You may blow this whistle when next to a large or larger tree and create a doorway in the tree. The doorway leads to an extradimensional room that is a 50 foot cube. The doorway and room last for 12 hours. Any objects left in the room after the duration remain in the room so long as you are attuned to the whistle. Foodstuffs can still rot while in the room. You may only blow the whistle once per long rest.

Tuathan Road Whistle

Wondrous Item, Rare

This magic item is a small whistle that looks to be made of wood but has the heft of stone. The user may blow the whistle and spend their action to create a path to a destination of their choosing. The path removes any and all inanimate obstructions, thus there is no difficult terrain. You need a general idea of the location you are going to, otherwise the path will stop after 100ft. You may only use this ability once per long rest.

Tuathan Torchdog Whistle

Wondrous Item, Rare

Compared to most tuathan whistles, this one has a fierier design; the whistle is made of torchwood and barely makes a sound when you blow it. When you blow this whistle as an action, 1d8 friendly Torchdogs approach you. They will assist you for the next 6 hours at which point they will leave and return to their homes. You may only use this whistle once per long rest.


Torchdog

Small Fey, Unaligned


  • Armor Class 12
  • Hit Points 6 (1d8 + 1)
  • Speed 40ft.

STR DEX CON INT WIS CHA
14 (+2) 14 (+2) 12 (+1) 5 (-3) 12 (+1) 8 (-1)

  • Damage Immunities Fire
  • Damage Weaknesses Cold
  • Senses passive Perception 11
  • Languages Understands Elven but cannot speak it
  • Challenge 1/8 (25 XP)

Illumination. The Torchdog sheds bright light in a 20-foot radius and dim light for an additional 20 feet.

Keen Hearing and Smell. The Torchdog has advantage on Wisdom (Perception) checks that rely on hearing or smell.

Actions

Fiery Nibble. Melee Weapon Attack: +4 to hit, reach 5ft., one target. Hit 5 (1d6 + 2) Fire Damage.

Unguent of Blindness

Consumable, Very Rare

You can perceive visible and invisible dangers alike with this white cream. As an action, you can rub this unguent on your closed eyelids. If you do, you gain a blindsight of 25-feet for 1 hour. After being applied on a creature, it loses all magical effects.

Unguent of Darkvision

Consumable, Rare

Darkness is less impenetrable with this black ointment. As an action, you can rub this unguent on your closed eyelids. If you do, you gain darkvision of 60-feet for 1 hour. After being applied on a creature, it loses all magical effects.

Unicorn Spear

Weapon (Spear or Lance), Legendary (Requires Attunement)

A brutal weapon that uses a unicorn's signature horn to slaughter your enemies and protect your allies. Although it is quite obvious, your infamy among unicorn kind is well known while wielding this. You gain a +2 bonus to attack and damage rolls with this weapon. It has 3 charges. You may touch an ally as an action and expend 1 charge to heal them for 2d8 + 2 hit points as well as cure any poisons or diseases afflicting them. Additionally, you are able to speak celestial while attuned to this weapon. The weapon restores 1 charge at dawn.

Unicorn Wand

Wand, Very Rare (Requires Attunement by a good creature)

It is not uncommon for unicorns to bless adventurers. Usually, the blessing is focused around a new spell but a unicorn on death's door will offer up their horn to one that tried to protect them. You gain a +1 bonus to spell attack rolls and spell damage rolls with this wand. Any spell, that deals damage, cast using this wand as an arcane focus deals an additional 1d4 radiant damage. The wand has 1d4 (Max. 6) charges. You can expend 1 charge to cast Cure Wounds at 2nd level. The wand regains 1 charge at the end of a long rest.

Unseen Servant's Hand

Reagent, Uncommon

This barely visible glass hand improves your magical, invisible work force. Whenever you cast the Unseen Servant spell while this hand is on your person, an additional servant is summoned. You can only gain up to 2 additional servants from the use of these hands.

Venomous Songblade

Weapon (Any Sword), Very Rare (Requires Attunement)

Like the words you whisper to your enemies, this weapon is filled with poison that saps their strength. You gain a +1 bonus to attack and damage rolls with this sword. In addition, you may use this sword as a bardic focus and gain a +1 bonus to your bard spell attack rolls and save DC.

Additionally, whenever you hit a creature with this blade or with a bard spell attack, that creature makes a constitution saving throw or gains a level of exhaustion. The DC of the saving throw is equal to your spell save DC. A creature can only gain 2 levels of exhaustion through this way.

Venomous Songbow

Weapon (Any Bow or Crossbow), Very Rare (Requires Attunement by a bard)

The arrows that fly from this weapon are laced with poison that lingers and softly sings in the target’s system long after your attack. You gain a +1 bonus to attack and damage rolls with this bow. In addition, you may use this bow as a bardic focus. If you do, you gain a +1 bonus to your bard spell attack rolls.

Additionally, whenever a creature fails a saving throw you cause with a spell, they make a constitution saving throw, with a DC equal to your Bard spell save DC, or be poisoned for the next minute. You can only use this effect once per short or long rest.

Verdant Staff

Quarterstaff, Common

This staff is very overgrown with a large number of flowers and vines strewn across it. This staff has 6 charges. You may spend 1 charge to cast the Druidcraft cantrip. This staff regains 1d4 charges at dawn.

Vicious Rod

Rod, Rare (Requires Attunement by a warlock)

This crude rod helps to add more sting to most of your spells. You gain a +1 bonus to your warlock spell save DC and warlock spell attack rolls and any cantrip that you cast that does damage deals additional damage equal to your charisma modifier. However, if you already add your charisma modifier to one of your cantrips, you do not add it again.

Virulent Weapon

Weapon (Any light weapon), Rare

A pestilential fluid weeps from pits marring the weapon’s emerald surface. You gain a +1 bonus to attack and damage rolls with this weapon and all damage you deal with this weapon is poison damage.

Virulent Whetstone

Whetstone, Rare

A sickly green hue is common for this whetstone that provides a sickly hue to your weapon. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon now counts as magical for the purpose of overcoming resistance and deals an additional 1d4 poison damage. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Vitae Drinker

Battleaxe, Legendary (Requires Attunement)

This axe has jagged head that resembles teeth, a chipped handle that digs into your arm and while holding it, you feel the insatiable urge to kill. You gain a +3 bonus to attack and damage rolls with this weapon. You also deal an additional 1d6 slashing damage. You can deal an additional 2d12 necrotic damage to a creature you hit, however, if you do not reduce that creature to 0 hit points, you take 2d12 necrotic damage that ignores your resistances and immunities.

Vitriolic Mace

Mace, Very Rare (Requires Attunement)

Black, scaly hide covers this weapon’s grip and the steel has a greenish cast. You gain a +2 bonus to attack and damage rolls with this weapon. Once per day, when you hit a creature with this weapon, you can make that creature and all creatures, other than you, within 5-feet of it make a DC 15 dexterity saving throw. Creatures take 2d6 acid damage on a failed save and half that much on a successful one.

Vortex Shield

Shield, Very Rare (Requires Attunement)

The surface of this shield is inky black and looks like it will either swallow you or stare back if you look for too long. While attuned to this shield, you may choose to fail a dexterity saving throw. If you do, all allies that would also take the same saving throw gain advantage on their saving throw. You must decide before you make your saving throw.

Wailing Songbow

Weapon (Any Bow or Crossbow), Very Rare (Requires Attunement by a bard)

The arrows launched by this weapon scream out a note, even while embedded in your foes. You gain a +1 bonus to attack and damage rolls with this bow. In addition, you may use this bow as a bardic focus. If you do, you gain a +1 bonus to your bard spell attack rolls. Whenever you hit a creature with this bow, that creature has disadvantage on stealth checks until the start of your next turn.

Wand of Tricks

Wand, Common

This simplistic wand doesn't do many astounding things but is a great toy for a young child who enjoys magic. While holding this wand, you are able to cast Prestidigitation with the wand.

Wand of Vicious Mockery

Wand, Uncommon

This wand has 6 charges. You can expend one charge to cast Vicious Mockery as though you were 1st level. You can expend more charges to increase the damage by 1d4 per additional charge used, up to a maximum total of 4 charges used. This wand regains 1d4 charges every dawn. If the last charge of this wand is used, roll a d20. On a 1, the wand loses all magical effects it has.

Watcher's Signet

Ring, Rare

This white gold ring takes the shape of a dagger that curls around the wearer’s finger—the dagger being the closest thing the Watchers have to an official symbol. While wearing this ring, you do not require somatic components for your illusion spells.

Whetstone of Flame

Whetstone, Rare

This obsidian slab radiates heat, even when in water or in a tundra. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance and deals an additional 1d4 fire damage with its attacks. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.


Whetstone of Magic

Whetstone, Uncommon

This stone is perfect for sharpening weapons and has a slight magical aura coming from it. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Whetstone of Venom

Whetstone, Rare

This sickly green stone offers a repulsive stench when sharpening a weapon. You may spend 5 minutes sharpening a weapon with this whetstone. If you do, that weapon counts as magical for the purpose of overcoming resistance. Whenever a poison is applied to this weapon, the DC to overcome it is increased by 3. The magical effect of the whetstone only works on one weapon at a time. This effect last until your next long rest.

Wild flare Dagger

Dagger, Rare (Requires Attunement)

The blade of this dagger seems to constantly change in both make and color. You gain a +1 bonus to attack and damage rolls with this weapon. Additionally, when you hit a creature with this weapon, roll a d12. If you roll a 1, roll on the wild magic surge table (PHB p. 104).

Window of Escape

Wondrous Item, Rare

When you need to get out of a room in a hurry, this unremarkable window is a perfect escape tool. When this window is used and built into a structure, any creature that jumps or falls out of the window takes no damage from the fall.

Wilting Lily

Reagent, Very Rare

These brown and black flowers, even during full bloom, seem to be dying. You can expend this flower when you cast a necromancy spell. When you do, the cast time of that spell becomes 1 action and you take 1d6 necrotic damage. This flower is consumed as part of casting.

Winterward Shield

Shield, Rare (Requires Attunement)

This shield resembles a snowflake in design. While attuned to this shield, you have resistance to Cold damage and advantage to saving throws against attacks that would deal cold damage.

Wolfhunter's Quiver

Wondrous Item, Rare

Emblazoned with the wolfhunter's creed, "steel in the heart, silver in the bow", these quivers are found in abundance with any lycan hunters. Any arrow put into this quiver, for at least 1 hour, counts as being silvered until removed from the quiver for 1 minute or they hit a creature.

Wondrous Weapon

Weapon (Any), Legendary (Requires Attunement)

Few know the true form of this weapon, even less care to know when they realize how useful it is. While attuned to this weapon, you gain a +2 bonus to attack and damage rolls with this weapon and whenever you hit a creature with this weapon, you can choose to do Acid, Cold, Fire, Lightning, Necrotic or Radiant damage instead of its normal damage. Additionally, as a bonus action, you can transform this weapon into any other melee weapon you are proficient in.

Woundstitch Powder

Consumable, Very Rare

This yellow pollen-like powder can fill up any wound when blown into it. As an action, you can blow the powder onto any adjacent dying creature and stabilize it. This also prevents the creature from making any death saving throws for the next minute.

Yeti Pelt Armor

Hide Armor, Rare

Stripped from the pelt of a slain yeti, this armor gives you a bit more warmth in frozen temperatures. You gain a +1 bonus to AC while wearing this armor and you can withstand temperatures of -50 degrees without any negative effects.

Yeux Argents

Wondrous Item, Rare (Requires Attunement)

This silver goggles fit very closely to your head, allowing you to easily ignore them as you battle. While attuned to these goggles, you cannot be blinded and have advantage on saving throws against being petrified.

Zehir's Gloves

Wondrous Item, Legendary (Requires Attunement)

These black snakeskin gloves are said to both be a boon from Zehir and the shedded scales of the god himself. While wearing these gloves, you ignore the resistances and immunities of any creature you attack. Additionally, you can speak with any snake as though you shared a language with it.

Zephyr Boots

Wondrous Item, Very Rare (Requires Attunement)

These light boots have the motif of feathers all over their leather. While attuned to these boots, you gain a fly speed equal to your speed + 5ft. Your fly speed is, however, slowed if you are wearing medium or heavy armor. You cannot take fall damage as you descend at a speed of 60 feet per round.

Zephyr's Guide Sail

Wondrous Item, Legendary

This magically enhanced sail, from the elemental air, allow the ship to travel at much greater speed and move even in the deadest of winds. Any ship that this sail is installed on has its speed doubled and is treated as though there was a light breeze if there is no breeze.