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Mage Forge Magic Items For 5e

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100% found this document useful (16 votes)
10K views108 pages

Mage Forge Magic Items For 5e

Uploaded by

rdgfisher
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Mage Forge

A collection of 250 magic


items for the world’s
greatest roleplaying game!
Mage Forge
Magic Items for the Fifth Edition
of the world’s greatest roleplaying game
Credits
Publisher
Nerdarchy
Writing and Design
Ted Adams, David Friant, Robin Miller, Steven Partridge, Doug Vehovec
Editor in Chief
Doug Vehovec
Illustrators
Miha Brumec
Glen Fernández
Brendan Lancaster
Barbara S. Lucas
CJ Marsh
Zuzana “Ssapdra” Nemcová
Thuan Pham
Sid Quade
Noah Rotter
Kim Van Deun
Ivan Garcia Velarde
Nelson Vieira
Erica Willey
Layout and Design
Doug Vehovec

Special thanks to everyone who supported this project through backing the Kickstarter, spreading the
word, sharing your enthusiasm and encouraging Nerdarchy every step of the way.
Connect with Nerdarchy at nerdarchy.com

Product Identity: The following items are heareby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(3), and are not Open
Content: All trademarks, registered trademarks, proper names (characters, place names, new deities, etc.), dialogue, plots, story elements, locations, characters,
artwork, graphics, sidebars, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)
Open Game Content: Except for material designated as Product Identity (see above), the game mechanics of this game product are Open Game Content, as defined
in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any
form without written permission.

Mage Forge and its logo are trademarks of Nerdarchy LLC in the USA and other countries. This material is protected under the copyright laws of the United States
of America. Any reproduction or unauthorized use of the material or artworked contained herein that is not open source content as defined in the Open Source
Lisences in the back of the book, is prohibited without the express written permission of Nerdarchy LLC. This product is a work of fiction. All characters appearing
in this work are fictitious. Any resemblance to real persons, living or dead, is purely coincidental.

© 2022 Nerdarchy LLC


Contents
Alisara’s Repository of Misplaced Things.......................... 3 Eyes of the Hunted...........................................................40 Necrodrum....................................................................... 72
Amulet of the Forest.. ......................................................... 5 Fabulous Frog Wand........................................................40 Nectar of the Gods............................................................ 73
Angel’s Lock.. ...................................................................... 5 Fan of Discordant Glamour..............................................40 Night Sky Cloak............................................................... 73
Arcane Absorption Dice.. .................................................... 5 Femur of the Fiend........................................................... 41 Northstar.......................................................................... 74
Arcane Acorn...................................................................... 6 Feral Pelt (Feline)............................................................. 41 Notched Blade................................................................... 74
Arcane Razor...................................................................... 6 Feral Pelt (Lupine)............................................................ 41 Orb of Dreams.................................................................. 74
Armor of Black Ice.. ............................................................ 6 Feral Pelt (Ursine)............................................................ 42 Orb of Forecasting............................................................ 75
Armor of Blossoming Leaves.. ............................................ 7 Feral Pelt (Vulpine).......................................................... 42 Orb of Ice Spires............................................................... 75
Armor of Fallen Leaves.. ..................................................... 7 Feral Pelt (Vulturine)....................................................... 43 Orb of Winter’s Nightmare.............................................. 75
Armor of Heroic Valor.. ......................................................8 Fey Orb. . ........................................................................... 43 Petal Armor...................................................................... 75
Armor of the Daydream.....................................................8 Flowery Armor................................................................. 44 Petal Blade........................................................................ 76
Armor of the Inquisitor.. .................................................... 9 Flute of the Danse Macabre..............................................44 Pig Pen.............................................................................. 76
Aurora Cloak...................................................................... 9 Fright Armor.................................................................... 45 Plushie of Fundrous Power (Hungry Gantuan)............... 77
Axe of Dwarvenkind......................................................... 10 Frog Sticker. . .................................................................... 45 Plushie of Fundrous Power (Rampaging Dragonborn). ... 77
Balance of Life and Death.. ............................................... 10 Frog Tongue Shield.......................................................... 45 Plushie of Fundrous Power (Wicked Tiefling)................. 78
Balm of Flesh.. ................................................................... 11 Frogskull Helm................................................................. 46 Portal Key......................................................................... 78
Bandages of Seeing.. .......................................................... 11 Frozen Mirror of Spell Reflection..................................... 46 Potion of Detanglement.................................................... 79
Beacon............................................................................... 11 Fruit of Knowledge........................................................... 46 Potion of Efficacy............................................................. 79
Beacon in a Bottle............................................................. 11 Gambler’s Gambit............................................................ 47
Potion of Physical Resistance. .......................................... 79
Blessed Dice of the Healer.. .............................................. 12 Gem of Magnificence........................................................48
Prismatic Coins................................................................80
Bloodshot Lenses.. ............................................................ 12 Gerta Brellnae..................................................................48
Rimeclash......................................................................... 81
Bloodstained Crown......................................................... 12 Gilded Lily. . ...................................................................... 49
Ring of Angel’s Grace....................................................... 81
Bloodstone.. ...................................................................... 13 Glacial Fang.. .................................................................... 49
Ring of Clear Skies........................................................... 81
Bludgeon of Bloody Brambles.......................................... 14 Glade Glaive..................................................................... 49
Book of Dying Light......................................................... 14 Glaive of Wizardry........................................................... 50 Ring of Hork..................................................................... 81
Book of Records.. ...............................................................15 Glorious Cloak of the Hero............................................... 50 Ring of Planar Anchoring................................................. 83
Book of the Unknown........................................................15 Glowstick.. .........................................................................51 Ring of Stoneshielding..................................................... 83
Boomstick.. ....................................................................... 16 Golden Chimeric Mace.......................................................51 Ring of the Ghost Orchid................................................. 83
Boots of Woven Snow.. ..................................................... 16 Gravechill Bow................................................................. 52 Robe of Woven Snow........................................................ 83
Bowstring of Beardomancy.. .............................................17 Grenados.......................................................................... 52 Rod of Critters..................................................................84
Bracelets of Trading.. ........................................................17 Hair Net.. .......................................................................... 52 Rod of Revivification........................................................84
Bracer of the Serpent........................................................17 Hair Shirt......................................................................... 52 Rod of the Necrotic Hand................................................. 85
Bracers of the Duelist.. ..................................................... 18 Hammer of the Moridanes............................................... 53 Scabbard of Endless Winter............................................. 85
Braid of Bravery.. ............................................................. 18 Harcannol’s Mind............................................................. 53 Scarpor’s Mantle.............................................................. 85
Caged Eye.. ....................................................................... 19 Hat of Animation.............................................................. 54 Scavenged Armor.............................................................86
Call of the Wild Dice.. ....................................................... 19 Headsman’s Chill.............................................................. 54 Scorpion’s Kiss................................................................. 87
Candle of Cleanliness....................................................... 19 Helm of the Horned King................................................. 55 Screamer.......................................................................... 87
Carrion Talon................................................................... 20 Heroic Drum.. ................................................................... 55 Shawm of the Wildlands.................................................. 87
Catapult. . .......................................................................... 20 Heroic Tail.. ...................................................................... 55 Shock Stick.......................................................................88
Celestial Warhorn.. ........................................................... 20 Hoarfrost Armor.............................................................. 56 Shrunken Head.................................................................88
Chaotic Beginning............................................................ 20 Hourglass of Black Sand.................................................. 56 Skull Drum of War...........................................................88
Charm of Dimming.. ......................................................... 21 Icespire............................................................................. 56 Skull of Mokk...................................................................89
Charm of Eldritch Eyes.................................................... 22 Icicle................................................................................. 57 Smoldering Satchel..........................................................89
Charm of Energy.............................................................. 22 Inscrutable Defense.......................................................... 57 Snowcleaver...................................................................... 89
Charm of Fated Outcome................................................. 22 Kaldruk the Bastion of Drasusgino. ................................. 58 Snowspun Slippers...........................................................90
Charm of Fey Blood.. ........................................................ 23 Keys of Danger (Acid)...................................................... 58 Spectacles of Spellcasting................................................90
Charm of Fortitude.......................................................... 23 Keys of Danger (Ice)......................................................... 59 Spectral Lantern...............................................................90
Charm of Giant Hair Twist.............................................. 23 Keys of Danger (Magic).................................................... 59 Spirit Bracers of Ala’Goona.............................................. 91
Charm of Instinctual Senses............................................ 24 Keys of Danger (Magma)................................................. 59 Spirit Sever...................................................................... 91
Charm of Knowing........................................................... 24 Keys of Danger (Sand).....................................................60 Staff of Black Light.......................................................... 91
Charm of Oaken Limbs.. ................................................... 25 Keys of Danger (Stars).....................................................60 Staff of Reptile Command................................................ 92
Charm of Planeswalking.................................................. 25 Kibur’s Cube. . ...................................................................60 Staff of the Seeker............................................................ 92
Charm of Troll Braid.. ...................................................... 26 KrGurgen’s Bountiful Crossbow Bolt Case...................... 61 Stinging Staff................................................................... 92
Charm of Unchained.. ....................................................... 26 KrGurgen’s Crazy Caltrop Container............................... 61 Stitched Horns................................................................. 93
Charm of Vigor.. ............................................................... 27 KrGurgen’s Wild Wooden Tokens.................................... 62 Stone Helm of Grounding................................................ 93
Circlet of Bones................................................................ 27 Lantern of Stoneseeing..................................................... 62 Stonetail Sword................................................................ 93
Cloak of Blace Ice............................................................. 27 Last Breath.. ..................................................................... 63 Swapping Chess Set......................................................... 94
Cloak of Misdirection....................................................... 28 Lens of Statuary. .............................................................. 63 Tainted Blade................................................................... 94
Cloak of the Fire Rat........................................................ 28 Liar’s Arrows. . .................................................................. 63 Talhund (Crystal)............................................................. 95
Cloak of the Gargoyle.. ..................................................... 28 Lingering Scent................................................................ 63
Talhund (Metallic)............................................................ 95
Cloak of the Whispering Wind......................................... 29 Lucky Token..................................................................... 64
Taphos.............................................................................. 95
Clockwork Frog................................................................ 29 Mantle of the Predator..................................................... 64
Teeth of Ankhara.............................................................. 96
Collar of Dire Growth.. ..................................................... 30 Mantle of the Thorned Vine............................................. 64
Thorned Vine.................................................................... 96
Comb of Growth............................................................... 30 Masque of Bastion. ........................................................... 65
Token of Minor Magic...................................................... 97
Commander’s Gauntlets. . ................................................. 31 Masque of Vexes............................................................... 65
Conch of Warning.. ........................................................... 31 Masque of Wrath.............................................................. 65. Token of the Natural World............................................. 97
Couture Clothing.. ............................................................ 31 Masques of Glamour (Dragon)........................................ 66 Token of the Warrior........................................................ 97
Cream of Color Change.................................................... 32 Masques of Glamour (Fox). .............................................. 66 Tonic of Hair Growth....................................................... 97
Creepy Ring...................................................................... 32 Masques of Glamour (Raven)........................................... 67 Treads of the Secret Path.................................................98
Croak Cloak...................................................................... 32 Masques of Glamour (Spider).......................................... 67 Trident of Water Travel...................................................98
Cross My Heart Needles.. ................................................. 33 Masques of Glamour (Squid)...........................................68 Vargarian Eye.................................................................. 99
Crown of Eyes.................................................................. 33 Maw Hammer. . .................................................................68 Vargarian Limb................................................................ 99
Deck of Diversions. . .......................................................... 33 Memory Stone..................................................................68 Vargarian Link Disc....................................................... 100
Den Mother’s Devotion.. ................................................... 33 Mingel’s Food Filibuster. .................................................. 69 Vargarian Wings............................................................ 100
Diadem of Snowdust........................................................ 34 Mingel’s Map of Movement Memory................................ 69 Veterans Helmet.............................................................. 101
Dice of Fireballs.. .............................................................. 34 Mingel’s Rotund Rocks of Repelling................................. 69 Vial of Angel’s Blood....................................................... 101
Dragon’s Breath.. .............................................................. 35 Mirror of Heart and Home............................................... 70 Wand of Fire.................................................................... 101
Drukal the Fang of Drasusgino........................................ 35 Mirror of the Otherside.................................................... 70 Warrior’s Gambit Dice................................................... 102
Dueling Cane of the Winter Court.. .................................. 36 Mirror of Vanity............................................................... 70 Watcher’s Pendant.......................................................... 102
Dwarven Robes of Exquisite Taste. . ................................. 36 Monster Feet.. ................................................................... 70 Wig of Ridiculousness.................................................... 102
Ebonhorn the Corruptor.................................................. 37 Moon Bow of the Archfey..................................................71 Wilhelmina’s Snippety Scissors..................................... 103
Ellastreana’s Enchanted Expedition. . ............................... 38 Mystical Menagerie Map...................................................71 Winter Queen’s Kiss....................................................... 103
Enchanted Study Guide.. .................................................. 39 Nanny’s Milk.................................................................... 72 Wolf Blade...................................................................... 104
Eyes of the Blind.............................................................. 39 Necklace of Tongues......................................................... 72 Wraith Wrap.................................................................. 104
Once removed from the bag, this film can be peeled
off and dissipates into the air within 1 minute
regardless of whether or not it was removed from
the item. The item size is irrespective of the size of
the sack. Mysteriously, no one can reach into the
sack, even when an item fails to appear.

Divested Gifts. The repository can release some


of the items from its storage and gift them to you
regardless of their previous owner. Though the
magic of the bag may grant possession of an item
to you the original owner may feel differently about
the matter.

Lost Things Found. Each day an item you lose can


be retrieved through the power of the repository.
This power can be used once per day without
Alisara’s Repository expending a charge.

of Misplaced Things 1 Charge. A mundane and usually expendable


item. Consult your Game Master for the results.
Wondrous item, rare (requires attunement) Roll a d10 or the Game Master can determine
what the most useful item would be under present
The fey sorceress Alisara once gained a great favor circumstances.
from a faerie lord known for his generosity to those
who kept their promises. When Alisara nearly died d10 Item
while keeping her word this faerie lord gifted her a 1 A carefully wrapped box of drinks, meats,
most useful item, explaining it would always collect breads, and cakes for 4 people
her lost objects and eventually return them to her. 2 Medicinal herbs that count as a one use of
a healer’s kit
“And it has several other qualities,” he whispered 3 10 ft. of silk rope
when she wasn’t listening. 4 A bundle of 4 torches
5 5 arrows
Alisara’s Repository of Misplaced Things is a large 6 A set of common clothes (they were
oxblood leather sack. It cannot be used to store definitely repaired at some point)
anything. The repository has 10 charges and regains 7 A sling and a bag of 20 sling bullets
1d4 charges daily at dawn. You can spend charges 8 A random assortment of coins equivalent to
by touching the lip of the repository and desiring 6d6 copper pieces
to see what is inside. The results of your retrieval 9 Climber’s kit
depend on how many charges you choose to spend. 10 A trinket

Spacious Repository. The repository gathers lost


objects from across the multiverse, prioritizing
objects the bag’s owner lost but occasionally
gathering items of unknown origin from elsewhere.
Despite this the bag never grows heavier. When you
reach towards the opening an item coated in an
oily rainbow sheen appears, sticking out of the bag.

3
2 Charges. Tools or alchemical supplies. Consult 7 Charm of Knowing
your Game Master for the results. Roll a d10 or the 8 Charm of Oaken Limbs
Game Master can determine what the most useful 9 Charm of Unchained
item would be under present circumstances. 10 Charm of Vigor
11 Charm of Energy
d10 Item 12 Charm of Fortitude
1 Holy water
2 Potion of healing
3 Alchemist’s fire
Lore
4 Antitoxin (vial)
The following Intelligence (Arcana, History)
5 Arcane focus
determine what an examination of the sack reveals.
6 A saddle
7 Tinker’s tools
DC 10. The oily rainbow sheen over the objects is
8 Alchemist’s supplies
some kind of astral / ethereal matter that quickly
9 Thieves’ tools
dissipates upon being released from the repository.
10 A book
(Arcana) The repository was fashioned by a fey lord
long ago as an insult from one fey lord to another.
3 Charges. Potion, scroll or other consumable
(History)
magic item. Consult your Game Master for the
DC 15. The “gifts” of the repository are real but it
results. Roll a d8 or the Game Master can determine
is not known whether or not they existed prior to
what the most useful item would be under present
being drawn from the repository. Some theorize
circumstances.
that objects from elsewhere that mysteriously
d8 Item disappear fuel the “generosity” of the repository.
1 Poison, basic (vial) (Arcana) While the fey lord who gifted Alisara with
2 1d3 pages of a spellbook with three 1st the repository had a name for it, Alisara deemed
level spells, one 1st level and one 2nd level her more descriptive, but ostentatious, name suited
spell or one the item better. (History)
3 A scroll that contains a 1st level spell DC 20. The repository’s true nature is that of a well
4 A token of the natural world of power that is filled through the gifting of power
5 A potion of climbing from fey lords to their courts, fey knights to their
6 A potion of greater healing squires, and fey folk to their kin. How the energy
7 A token of minor magic ends up here is a mystery. (Arcana) The repository’s
8 A token of the warrior real name is “Hosta Vesta” or “Gathered Promises”
a more appropriate name for it’s true purpose given
5 Charges. A new type of magic item called a it by the fey lord who created it. (History)
charm. Consult your Game Master for the results DC 25. When promises are made by the fey and not
Roll a d12 or the Game Master can determine fulfilled, through no fault of the one making the
what the most useful item would be under present promise, the Hosta Vesta somehow gains ownership
circumstances. of the boon, item, or favor that was so promised. It
is unknown what kind of fey could do this and their
d12 Item rationale for making it accessible to others simply
1 Charm of Fated Outcome by possessing the sack. (Arcana or History)
2 Charm of Fey Blood
3 Charm of Instinctual Senses
4 Charm of Dimming
5 Charm of Eldritch Eyes
6 Charm of Planeswalking

4
Angel’s Lock
Wondrous item, rare (requires attunement)

While you wear this woven lock of braided silver angel


hair clasped neatly around your wrist, as a bonus
action you may expend one spell slot to heal yourself
for 1d8 hit points per level of the spell slot expended.

“A great deed you’ve done this day for goodness and


the righteous. For this I gift a lock of hair. May it
bring you succor and respite in your times of need
and pain.” — Celestial Ortha Star-Bringer

Amulet of the Forest


Wondrous item, very rare (requires attunement)

When you wear this amulet carved of green agate in


the shape of a wild animal hanging from a corded
silver necklace you recognize and are recognized by
others as protectors and servants of the land.

While you are attuned to the amulet you gain


proficiency in the Animal Handling and Nature
skills. If you are already proficient you double
your proficiency bonus on checks made using
these skills. In addition you can cast the speak
with animals and speak with plants spells at will,
Arcane Absorption Dice
without expending a spell slot. Wondrous item, very rare (requires attunement by a
sorcerer, warlock or wizard)
You can also cast the awaken spell once without
expending a spell slot and requiring no material This exquisite set of seven fuchsia dice humming
components. Once you use this feature you cannot with power is always found in a silk bag. Sometimes
use it again until dawn four days later. called spell eaters they can be used to foil magic
and magical effects.

As an action you can roll or fling one of the dice


towards a spell or magical effect within 60 feet. Roll
d20. Any spell of a level equal to or lower than the
result ends. Subtract that number from the result.
For one minute, at the start of another creature’s
turn you can use your reaction to end a spell of a
level equal to or lower than the new result. The die
crumbles into a fine dust after one minute or when
the number of the initial die roll is 0.

5
Arcane Razor
Wand, uncommon

This wand has 10 charges. While holding it you can


use an action to expend 1 of its charges to remove
all hair or fur from up to 2 square feet on an object
or creature within 10 feet. You can point the wand
at a creature within 30 feet and spend 2 charges to
cause all of the target’s hair or fur to fall out, leaving
a cleaner surface and shave than any mundane razor
can give. An unwilling creature who succeeds on a
DC 13 Constitution saving throw resists either effect.
The wand regains 1d8+1 charges at dawn.
Arcane Acorn
Wondrous item, uncommon

When you plant this gold capped glass acorn in


loose earth, you gain the effects of an enhance
ability spell. You may choose which magical
enhancement effect the acorn produces. The
spell effect lasts for 1 hour, without the need for
concentration.

A circle of druidic lorekeepers fashions these


delicate replicas and imbues them with a
connection to spirits of the land. Contained in the
swirling primal energy inside lies the potential for
the endurance of a bear, the strength of a bull, the
grace of a cat, the splendor of an eagle, the cunning
Armor of Black Ice
of a fox or the wisdom of an owl for the one who Armor (medium or heavy), rare (requires
cultivates it. attunement)

This smooth black armor feels as though it should


gleam, but doesn’t. The surface is cold to the touch
but comfortably warm on the inside regardless of
the temperature in which it’s worn. At night or in
darkness you have advantage on Stealth checks that
rely on sight. The armor does not make you quieter.

Whenever another creature hits you with a melee attack


you may use your reaction to move up to 10 feet. This
movement doesn’t provoke opportunity attacks.

If you are attuned to the Armor of Black Ice and the


Cloak of Black Ice, the pair of items only counts as
one item for attunement.

6
Armor of Blossoming Leaves Armor of Fallen Leaves
Armor (breastplate), very rare (requires Armor (breastplate), very rare (requires
attunement) attunement)

You have a +1 bonus to AC while wearing this You have a +1 bonus to AC while wearing this armor
armor composed of enchanted leaves displaying the composed of enchanted leaves displaying the rich
vibrant color of spring. The armor has the following colors of autumn. The armor has the following
properties, which work only while you’re wearing it. properties, which work only while you’re wearing it.

Leaf Balm. You can use your bonus action to call Leaf Cloud. You can use your bonus action to
on the rejuvenating power of nature. For 1 minute transform into a swirling cloud of leaves and
all vibrant growth of grass, flowers or any normal move up to 30 feet to an unoccupied space you
plants of your choice blossoms and flourishes can see, moving through occupied spaces without
from the ground in a 5-foot cube centered on you. interference and not provoking opportunity attacks.
Whenever you or a creature you can see that isn’t Once you use this property, you can’t use it again
a construct or undead moves into the area for the until you finish a short rest.
first time on a turn or starts its turn there, you can
restore 1d6 hit points to that creature (no action Leaf Swirl. You can use your action to transform
required). You can do this a number of times equal into a swirling mass of leaves for one hour. You can
to 1 + your Wisdom modifier (minimum of twice). end the effect at any time (no action required). This
After healing this number of times the effect ends. effect ends if you drop to 0 hit points. While in this
Once you use this property you can’t use it again form your only method of movement is a flying speed
until the following dawn. of 10 feet. You can enter and occupy the space of
another creature. You have resistance to nonmagical
Leaf Bloom. You can use your action to channel damage and advantage on Strength, Dexterity and
vitality into plants within a specific area. Choose Constitution saving throws. You can pass through
a point within 150 feet. All normal plants within a small holes, narrow openings and even mere cracks.
100-foot radius centered on that point become thick You can’t fall and remain hovering in the air even
and overgrown. A creature moving through the area when stunned or otherwise incapacitated. While in
must spend 4 feet of movement for every 1 foot it this form you can’t talk, manipulate objects, attack or
moves. Once you use this property you can’t use it cast spells. Once you use this property you can’t use it
again until the following dawn. again until the following dusk.

7
Armor of Heroic Valor
Armor (medium or heavy), very rare (requires
attunement)

You have a +1 bonus to AC while wearing this Armor of the Daydream


armor that makes you stand taller and look
immaculate even in the heat of battle. While you Armor (any type), legendary (requires attunement
are attuned to this armor you are immune to the by a character of good alignment)
frightened condition.
The Daydream is the form a nightmare transforms
into once it’s repented for its evil deeds and
Whenever a melee weapon attack misses you or
returned to a celestial with increased power. When
when you make a successful melee weapon attack
the very first Daydream passed on with its dying
against a target that caused an ally that can see you
breath it willed itself to carry on in the mortal
within 60 feet to become frightened, the ally can
realm and continue to aid others. In doing so it
immediately make a new saving throw to end the became a suit of armor.
frightened condition on them.
You have a +3 bonus to AC while wearing this
As a bonus action you can rally your allies. All armor decorated with white feathers. When you
friendly creatures within 60 feet who can see you attune to this armor it takes the form of any
gain immunity to the frightened condition until the nonmagical armor you desire. No matter what type
start of your next turn. You can use this feature a of armor you choose it always appears to be made
number of times equal to your Charisma modifier of white material and is half the weight.
(minimum of once). Armor of heroic valor regains
this feature at dawn the following day. While you are attuned to this armor you are
immune to anything that would alter your
alignment. You have advantage on saving throws
against being charmed. Should a spell or magical
effect force you to perform an evil act you can
immediately end the effect on yourself as a reaction.
Once you use this feature you can’t use it again
until the following dawn.

8
You can use your bonus action to cause feathery While you wear this armor you have disadvantage
wings with a 10 foot wingspan to sprout from the on Dexterity (Stealth) checks. If you knowingly lie
back of the armor. The wings give you a fly speed while wearing the armor of the inquisitor you take
of 60 feet for one hour and you can hover. While 3d6 radiant damage in retribution for sullying its
the wings are out you are immune to the frightened purpose. In addition any creature within 10 feet of
condition. In addition you and any allies within 30 you that speaks a deliberate lie must succeed on a
feet of you are under the effects of the bless and aid DC 14 Charisma saving throw, taking 4d6 radiant
spells without the need for concentration. Once you damage on a failed save and half as much on a
use this feature, you can’t use it again for seven days. successful one as the armor lashes out at the fallacy.

While the armor is not completely sentient it does


on occasion offer encouragement. After you see the
result of an attack roll or ability check but before
you know its success or failure you can choose
to reroll. You can choose either result. Once you
use this feature you can’t use it again until the
following dawn.

While you wear this armor your ideals lean more


toward heroism and motivation to accomplish great
deeds. Whenever possible you feel the desire to
make evil repent and become an instrument of good
instead of destruction.

Aurora Cloak
Wondrous item, rare (requires attunement)

This glittering cloak carries every color of the


spectrum and falls exactly to your heels no matter
how tall you are. While you are attuned to this cloak
you gain a +1 bonus to AC and any time a creature
within 5 feet makes a melee attack against you, roll
1d8 and consult the chart below. The creature takes
2d6 damage of a type indicated by the result .

d8 Damage type
1 Fire
Armor of the Inquisitor 2 Acid
3 Lightning
Armor (any heavy), very rare (requires attunement) 4 Poison
5 Cold
This glittering +3 armor seems to reflect the light 6 Force
wherever it catches, giving you a sparkling aura 7 Thunder
while you are attuned to it. 8 Psychic

9
A Fragment of a Landvaettir. The spirit of the
aurora is capable of a great many amazing feats,
and her favor is considered a great prize to secure if
you have the chance. Sometimes, this comes in the
form of a fragment of herself. Although she takes
no warlocks, it is said there are warriors out there
who wear a cloak spun from the aurora itself and
when they see it they know it to be a gift from the
tundra’s landvaettir. Wearing it is either to curry
her favor or her wrath if you killed one of her
favored ones to get it.

Balance of Life and


Death
Weapon (sickle), legendary (requires attunement by
a creature of neutral alignment)

This sickle appears as an ordinary, weathered farming


tool with a handle bound in grave wrappings. While
you’re attuned tiny runes glow on along the handle
from beneath the shroud cloth and the crescent blade
glows like moonlight, shedding dim light in a 10 ft.
radius. In the negative space inside the blade’s edge
Axe of Dwarvenkind a field of humming black energy takes shape like the
shadow on the moon concealing all but a sliver of light.
Weapon (any axe), rare
You gain a +3 bonus to attack and damage rolls
You have a +1 bonus to attack and damage rolls made with this magic weapon. In addition, the
made with this magic weapon designed and made weapon ignores resistance to slashing damage. When
by dwarves. Dwarven rulers bestow these weapons you attack a creature that has at least one head with
with cultural significance to non-dwarves who have this weapon and roll a 20 on the attack roll, you cut
done a great service to the clan, ruler or to dwarven off one of the creature’s heads. The creature dies
people as a whole. When you claim this axe as your if it can’t survive without the lost head. A creature
own and carry it you gain the following benefits: is immune to this effect if it is immune to slashing
• Your voice deepens. damage, doesn’t have or need a head, has legendary
• If you are capable of growing a beard it becomes actions, or the GM decides that the creature is too
thicker and longer. big for its head to be cut off with this weapon. Such a
• You can understand and speak Dwarvish. creature instead takes an extra 6d8 slashing damage
• The attitude of any dwarf you meet is shifted from the hit.
one step positive, from aggressive to unfriendly
or from neutral to friendly automatically. Balancing the Scales. Whenever you use magic or an
• If you are a dwarf you’re viewed as the pinnacle ability that heals another creature, you may choose to
of what a dwarf should be. You are aware of the deal an additional 2d10 necrotic damage on any attack
changes the axe makes to you. you make within the next minute.

10
Conversely, when you reduce a creature to 0 hp or
score a critical hit with Balance of Life and Death,
you can cast the revivify spell as an action without
expending a spell slot or material components within
the next minute.

Beacon
Weapon (any), rare (requires attunement)

Balm of Flesh This +1 weapon sheds dim light in a 30 foot radius


when being held. If there are enemies within 100
Potion, rare feet, the light changes to bright light in a 30 foot
radius and dim light to 30 feet radius beyond this
This thin rectangular glass jar contains one dose of
range. If you are holding the weapon you have
a topical balm with a slightly nutty scent. The balm
advantage on initiative rolls as the item grows
is pale and comes in any color flesh might be such
warm to the touch when enemies are near.
as the ebony black of drow or the caustic pink so
common in tieflings. You can apply the balm to a
petrified creature as an action, ending the condition.

Beacon in a Bottle
Potion, very rare

Bandages of Seeing Glowing amber runes float through a clear liquid.


When you drink this potion you can cast the
Wondrous item, rare (requires attunement) sending spell. In addition you can share any of your
memories of anything you’ve seen or heard with the
While you wear these bandages wrapped around your target of the sending from the day.
head and eyes you are blinded, and you gain blindsight
to a distance of 30 feet. If you are able to hear, you are
“Perhaps you’ve heard of a message in a bottle? It’s
also aware of the location of any hidden or invisible
like those, only far more potent and useful. You won’t
creature within 10 feet of you. If you possess the
even need an ocean to cast your bottle into for all the
Blindsense feature your range is increased by 10 feet.
planes shall be your ocean.” — Unknown Scholar

11
Bloodshot Lenses
Wondrous item, uncommon (requires attunement)

These ruby quartz lenses fit over your eyes, bathing


the world in red from your vision. Bloodshot lenses

Blessed Dice of the have 3 charges. While wearing them, as a bonus


action you can expend 1 charge to enter a state of
Healer primal fury that lasts for 1 minute. While under
these effects, you gain advantage on Strength
Wondrous item, varies (requires attunement by a checks and Strength saving throws and gain a +2
cleric or paladin) bonus to melee weapon attacks. If you are able to
cast spells, you can’t cast them or concentrate on
This exquisite set of swirled cerulean dice is always them while under the effects of the eyes of blood.
found in a silk bag. While attuned the dice you can
use them as a spell focus. Whenever you cast a Bloodshot lenses regain 1d3 charges daily at dawn.
healing spell to restore hit points to a creature they
regain additional hit points determined by the dice
set’s rarity.

• Uncommon. +1 bonus
• Rare. +2 bonus
• Very Rare. +3 bonus

The set of dice has 3 charges and it regains 1d3


expended charges daily at dawn. While holding the
dice you gain the following benefits:
• Whenever you cast a healing spell to restore hit
points to a creature, for every charge you spend
the spell is cast as if using a spell slot one level
higher.
• You can spend 1 charge to cast lesser Bloodstained Crown
restoration.
Wondrous item, very rare (requires attunement)
• You can spend 1 charge to remove one level of
exhaustion. This crude headpiece is fashioned of bloodstained
tusks lashed together with sinew and tufts of coarse
fur soaked in blood.

12
A bloodstained crown has 3 charges. While wearing 41-60 The character shakes with barely
the crown, as an action you can expend 1 charge and controllable fury, which imposes
choose a target creature within 30 feet. The creature disadvantage on attack rolls, ability
must succeed on a DC 14 Wisdom saving throw or checks and saving throws that involve
become afflicted with short-term madness. If the Strength or Dexterity.
afflicted creature is targeted again and fails a second 61-80 The character becomes reckless, and
saving throw, they are afflicted by long-term madness. attack rolls against it have advantage.
If a creature afflicted with long-term madness from a 81-100 The character collapses and becomes
bloodstained crown is targeted a third time and fails unconscious. No amount of jostling or
their saving throw they will be afflicted by indefinite damage can wake the character.
madness. Your GM has tables to indicate the effects of
short-term, long-term and indefinite madness.
Indefinite madness
Short-term madness d100 Flaw (lasts until cured)
01-20 “I am savage fury incarnate. I cannot be
d100 Effect (lasts 1d10 minutes) reasoned with.”
01-20 The character becomes consumed by 21-40 “I am a beast, more wild animal than
primal fury and must use their action thinking being.”
each round to attack the nearest creature. 41-60 “I am the predator, and all other creatures
21-40 The character degenerates into a beast. are prey.”
They can only growl, snarl and roar and 61-80 “I am filled with hatred. Anyone who
are incapable or normal speech or challenges me will feel my wrath.”
spellcasting. 81-100 “I have no restraint and live out my most
41-60 The character becomes a savage predator. savage desires.”
Choose the nearest creature. The
character must use their action and
movement each round to pursue and
attack that creature.
61-80 The character suffers an uncontrollable
urge to feed on the closest edible material,
preferably the flesh of fallen foes.
81-100 The character becomes frightened of the
next source of damage they take and must
use their action each round to flee from
the source of the fear.

Long-term madness Bloodstone


d100 Effect (lasts 1d10 x 10 hours) Wondrous item, uncommon
01-20 The character’s mind is shattered, and
they suffer disadvantage on Intelligence The red stone with streaks of black is small and
and Wisdom saving throws. easily fits in the palm of your hand. When held, you
21-40 Whenever the character takes damage, can use an action to spend up to 2 Hit Dice and heal
they must succeed on a DC 15 Wisdom an amount equal to spending those dice during a
saving throw or be affected as though he short rest. Once you use this ability, the bloodstone
or she failed a saving throw against the can’t be used again until the next dawn.
confusion spell. The confusion effect lasts
for 1 minute.

13
Game Master Note. The bloodstone does indeed
have a relationship to blood cult activity, explored
further in Taking Chances. It is a prototype meant
to make the cult’s warriors more effective. The
stone was being transported to Gryphongaff when
brutal bandits killed the couriers and fenced all
they took from their corpses. Blaive of the Summer
is duty-bound to get the stone and return it safely
to the Company of the NAG. If Blaive successfully
wins the auction, the journey back to Gryphongaff
may be harried by blood cultists. If someone else
wins the stone, Blaive desperately attempts to get it
without breaking the law.
Book of Dying Light
Wondrous item, very rare (requires attunement)

This silver bound black leather book features


a ghoulish visage stitched into the cover, silver
lettering on the cover and images of eyes along the
spine and borders. While you are attuned to the
book it floats 1d3 feet behind you, flapping its pages
like the wings of a bird or simply hovering in the
vicinity. If the book is hovering in this way it counts
as being carried.

As a reaction you can open the pages of the book


to trap a spell that targets you within the pages,
causing the spell to fail and have no effect. The
spells are absorbed by the book and appear on
pages as spells that can then be copied over into
Bludgeon of Bloody a wizard’s spellbook for the appropriate price and
time commitment. You may also use these pages
Brambles as scrolls. Once a spell is cast from the book it
disappears from the pages. The book can hold up to
Weapon (greatclub), rare (requires attunement) 3 spells this way.

You gain a +2 bonus to attack and damage rolls The Book of Dying Light has a few other spells
made with this magic weapon. You can use a bonus contained within that appear to have been
action to speak this magic weapon’s command handwritten in its pages by a former owner. These
word, causing large, wicked, barbed thorns to additional spells are merely written as they would
grow from the striking surface. The thorns deal an be in a spellbook and cannot be cast as they could
additional 2d6 piercing damage on a successful hit, be from a scroll.
and last until you use a bonus action to speak the
command word again or until you drop to 0 hp or The spells in the book are: blindness/deafness, blur,
stop wielding the weapon. eyebite, false life, fear, hallucinatory terrain, mirage
arcane, ray of enfeeblement, and silent image.

14
Book of Records Book of the Unknown
Wondrous item, common Wondrous item, uncommon

The color of this leatherbound book changes colors This nondescript book contains random knowledge
depending on who it recognizes as its owner. When that changes each day. If you read this book for at
you pick the book up and take ownership of it, you least 30 minutes each day you can gain advantage on
choose a command word and may change the color a skill check for: Arcana, History, Nature or Religion.
to whatever you please. Once used you cannot gain advantage on this type of
skill check via the book until the next dawn.
A book of records contains 100 pages. When you
place the book onto another document and speak Game Master Note. The book sometimes gives
the command word the book unerringly and specific knowledge or suggestions of lucrative
instantly copies down whatever markings are on opportunities in far-off places. You can use this to
the document. introduce plot threads and adventure hooks, info
about far-off creatures and characters the party
You may speak the command word to blank the knows and basically whatever you want.
book so no one can see what is written within it,
and speak it again to reveal what you’ve collected in
the book.

Whenever a new creature takes ownership of the


book and chooses a command word it purges
anything the previous owner collected. A creature
with truesight can read the pages.

A book of records does not work to copy down


spells. Something about the magic makes the ink
bleed to the point it is unreadable.

15
Boots of Woven Snow
Boomstick
Wondrous item, rare (requires attunement)
Weapon (long rifle), very rare (requires attunement)
These fur-lined leather boots are cool to the
This bizarre contraption barely looks functional as touch on the outside but comfortably warm inside
a crude melee weapon instead of its true nature as a regardless of the temperature in which you wear
powerful rifle. The dark red cylinder four feet long them. Whenever you walk in the snow you leave
has what appears to be a short sword or long spear no footprints. Snow and ice are no longer difficult
blade attached to one end. terrain for you.

You have a +2 bonus to attack and damage rolls If you click the heels of these boots together,
made with this magic weapon. In addition to its blades appear along the bottoms allowing you
function as a long rifle you can also use a Boomstick to skate along frozen surfaces. This increases
as a longsword. A Boomstick creates its own your movement by 10 feet when you move on
ammunition when you make an attack. icy surfaces. On surfaces not covered by ice your
movement is decreased by 10 feet.
(A long rifle is a ranged (80/240 ft.) firearms
weapon that deals 2d6 bludgeoning and 1d6 fire If you are attuned to the Boots of Woven Snow and
damage, weighs 8 lbs and has the two-handed the Robe of Woven Snow, the pair of items only
property.) counts as one item for attunement.

In addition at the start of your turn you can loudly


proclaim, “This is my Boomstick!” When you do
so, any attacks you make with Boomstick are made
with advantage until the start of your next turn.
Once you use this feature, you cannot use it again
until the following dawn.

16
Bracelets of Trading
Wondrous item, rare (requires attunement)

These bracelets always come in pairs, with one


each meant to be worn by two creatures. They are
magically connected to one another. As long as
the creature wearing your bracelet’s twin is on the
Bowstring of same plane of existence you know what direction
they are in and the distance between you and them.
Beardomancy
Wondrous item, rare Whenever you can see the creature wearing your
bracelet’s twin you can use a bonus action to
This bowstring can be applied to any bow or switch places with them. As long as you can see
crossbow. A weapon with this bowstring attached the creature wearing your bracelet’s twin, if that
gains the following properties: creature is willing you can use your bonus action to
• The weapon is a magical weapon (if it was not teleport and swap places. Once you use this feature,
already) you can’t use it again until you finish a long rest.
• The weapon’s string cannot break unless cut by
Wilhelmina’s Snippety Scissors
• Your long range attacks are not made with
disadvantage

The weapon possesses a command word, usually


“something bubbly and fun to say,” as Wilhelmina
puts it. When you speak the command word (no
action required) the bowstring grows outward
and attaches to the bolt or arrow loaded within.
When the ammunition is fired, the hair stretches
ad infinitum until the ammunition hits the ground Bracer of the Serpent
or impacts a solid surface. When this happens you
may speak the command word again to cause the Wondrous item, rare (requires attunement)
hair connected to the ammunition to anchor onto
the surface, provided there is purchase. The anchor When you place this heavy brass bracer shaped like a
remains until you speak the command word again. coiled snake upon your forearm, the snake seeks the
The hair tether itself supports up to 2,000 lbs. ideal position and slithers until it fits comfortably.

17
When you attune to the bracer you learn of its
power and the presence of the snake. While
attuned you have resistance to poison damage and
immunity to the poisoned condition. If you already
have resistance, you gain immunity instead. The
snake communicates with you telepathically and
gives you advantage on any Intelligence checks
you make related to information about snakes and
snake-like creatures. The GM will tell if you the
check applies.

You can command the snake to come alive as an Bracers of the Duelist
action. The snake becomes a giant constrictor Wondrous item, rare
snake. The abilities of the bracer remain active even
when the snake is animated. The snake is friendly While you wear these finely wrought gold and silver
to you and your companions and it acts on your etched bracers you can use your reaction to reduce
turn. You can use a bonus action to command how the damage from a successful melee attack on you
the snake moves and what action it takes on its next by 1d10 + Dexterity modifier (minimum of 1). This
turn or to give it general orders such as to attack property can’t be used again until the next dawn.
your enemies. In the absence of such orders the
snake acts in a fashion appropriate to its nature.
The snake can remain animate for up to one hour
or until it dies or command it to return to your
wrist as a bonus action. If the snake dies its body
immediately vanishes and the bracer magically
appears on your wrist. Once the snake has been
animated you cannot do so again for 7 days.

Curse. The snake spirit of this bracer prefers users


with scales and if you are a creature who already
possess scales there is no further issue. If you do
not have scales, while attuned, when you finish a
long rest you must succeed on a DC 16 Constitution
saving throw or you begin to grow small patches
Braid of Bravery
of scales on your skin. You can choose to fail if you Wondrous item, uncommon
desire. A remove curse spell cast upon you removes
any scales that have grown and simultaneously A Braid of Bravery can be fashioned from the hair
breaks your attunement. If you pass the saving of any fallen champion. Usually they are adorned
throw 5 days in a row the DC increases by one. with clasps made of precious metals. Other
After 5 failed saving throws your skin is completely ornamentation like feathers, beads and colorful
covered in scales. threads are also commonly worked into the a Braid
of Bravery. These objects typically bear runes
representing heroism, courage, strength and honor.

While this war braid removed from a mighty


champion is displayed prominently on your person
you have advantage on saving throws against being
frightened.

18
While attuned the dice you can use them as a
spell focus. While holding this set of dice you
gain a bonus to spell attack rolls and saving throw
DCs of your druid or ranger spells. The bonus is
determined by the dice set’s rarity.

• Uncommon. +1 bonus
• Rare. +2 bonus
• Very Rare. +3 bonus

Caged Eye The set of dice has 3 charges, and it regains 1d3
expended charges daily at dawn. While holding the
Wondrous item, uncommon dice you can spend 1 charge and gain one of the
following benefits of your choice:
This small brass cage contains the preserved eyeball • If you spend 1 minute meditating on the set of
of an Order of the Wizened suspended magically in dice, you can replace one of your prepared or
the center. Agents of the Labyrinth are sometimes known spells with a different spell. The new
granted a caged eye in order to thwart any progress spell must be of the conjuration school.
an Order of the Wizened member makes towards • When you cast a conjuration spell that
uncovering hidden lore. summons or creates one creature, you can
expend 1 charge to grant that creature
A caged eye has 3 charges. As an action, you can advantage on attack rolls for 1 minute.
speak the caged eye’s command word and expend
one charge. Choose a target creature within 30 feet.
The target must succeed on a DC 12 Intelligence
saving throw or lose the ability to understand
spoken or written language for 1 hour. The caged
eye regains 1d3 charges daily at dawn.

Candle of Cleanliness
Wondrous item, uncommon

The flame from this candle sheds dim light in a 30-


Call of the Wild Dice foot radius. All nonmagical food and drink within
the candle’s light is purified and rendered free of
Wondrous item, varies (requires attunement by a
poison and disease.
druid or ranger)

This exquisite set of striated viridian dice is always Candles of Cleanliness are often marked with
found in a silk bag. iconography of deities of healing, hospitality, purity,
protection, good or the harvest.

19
Celestial Warhorn
Carrion Talon Wondrous item, rare (requires attunement)

Weapon (dagger), uncommon (requires attunement) This warhorn was carved from the curling horn
of a tundra ram and blessed beneath the light
This push knife fits neatly over your hand, snugly of the clear tundra stars for a thousand nights.
across each of your fingers making your hand into a Constellations are carved into the side of the bone,
barbed, razor sharp claw for all intents and purposes. charting the night sky from the perspective of the
When you hit a creature with this magic weapon it tundra in winter.
deals an additional 1d4 necrotic damage. In addition,
you can use your reaction to regain hit points equal to The warhorn has 3 charges. As an action you can
the necrotic damage dealt this way. The carrion talon blow the horn and expend 1 charge, causing you
can’t be used this way again until the next dawn. and all your gear to begin to glow with starlight,
creating an inspiring image. For 1 minute, enemies
have disadvantage targeting anyone but you.
Additionally, all of your allies have advantage on
their next attack roll. The warhorn regains 1d4-1
charges daily at dawn.

Catapult
Weapon (heavy crossbow), rare

You have a +2 bonus to attack and damage rolls


made with this magic weapon fashioned from dark
wood and Damascus steel. When you hit with an
attack roll using this magic crossbow you can change
Chaotic Beginning
the damage type from piercing to bludgeoning. Wondrous item, very rare (requires attunement)

This weapon has 3 charges. When you hit a target with The thick silver bracelet is made of seven silver
an attack using this magic crossbow you can expend 1 wires very finely corded together with prismatic
charge to detonate the bolt and cause 3d6 fire damage gemstones set haphazardly among them, shifting
to the target and each creature within 5 feet of it. and changing position when you’re not looking.
Catapult regains all expended charges daily at dawn.

20
When you’re attuned to the bracelet it helps you
shrug off magical energy, the type of which changes
each day at dawn. Each day at dawn roll a d6. You
gain resistance to the following energy type:

1. Fire
2. Cold
3. Thunder
4. Lightning
5. Acid
6. All of the above

Curse. Attuning to the bracelet and wearing it


clasped around your wrist or ankle seals the
curse and the bracelet cannot be removed unless
the curse is broken. At the same time you gain
resistance to a damage type the curse manifests.
Each day at dawn roll 2d6. Until the following dawn
Charm of Dimming
your ability scores are switched. If you roll the same Wondrous item, rare
number then Chaotic Beginning makes no changes
that day. Items of power infused with magical energy,
charms can take a variety of forms from articles
1. Strength of clothing to pieces of jewelry. Charms are
2. Dexterity consumable magic items. Any creature holding or
3. Constitution wearing the item can use an action to activate the
4. Intelligence magic of the charm. Once activated, the charm
5. Wisdom takes effect immediately and lasts until the next
6. Charisma sunrise unless otherwise noted. The item then
becomes a nonmagical object.
In order to break the curse you must decipher the
pattern of the changing stones. Each day you can While you wear this dull gray cloak you have
make a DC 30 Intelligence (Investigation) check. advantage on Dexterity (Stealth) checks and you
Once you succeed on this check seven times you cannot be detected or targeted by divination magic.
unlock the full puzzle allowing you to adjust the You cannot trip an alarm, mundane or magical in
stones into a permanent place. You get a permanent nature.
+2 bonus to all of your ability scores (maximum of
20). The bracelet still grants a random resistance
each day at dawn, but the curse is gone.

21
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then
becomes a nonmagical object.

While one of these colored gems are on your person


you are immune to one corresponding energy type.

Charm of Eldritch Eyes Gem Color


Green
Energy Type
Acid
Wondrous item, rare Blue Cold
Red Fire
Items of power infused with magical energy, Purple Force
charms can take a variety of forms from articles Yellow Lightning
of clothing to pieces of jewelry. Charms are Black Necrotic
consumable magic items. Any creature holding or Brown Poison
wearing the item can use an action to activate the Pink Psychic
magic of the charm. Once activated, the charm White Radiant
takes effect immediately and lasts until the next Clear Thunder
sunrise unless otherwise noted. The item then
becomes a nonmagical object.

While you wear this cabochon eye tiara you have


truesight out to a range of 60 feet., your long
ranged attacks are no longer made at disadvantage
and if you focus for 1 round you can see up to 1 mile
clearly as long as you remain stationary.

Charm of Fated Outcome


Wondrous item, uncommon

Items of power infused with magical energy,


charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
Charm of Energy takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then
Wondrous item, very rare becomes a nonmagical object.

Items of power infused with magical energy, While this gold coin is on your person you may
charms can take a variety of forms from articles make one ability check, attack roll or saving throw
of clothing to pieces of jewelry. Charms are with advantage.

22
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then
becomes a nonmagical object.

While you wear this bracelet of troll hair, as a


reaction whenever you take damage you can spend
your Hit Dice to recover hit points. In addition you
can use your action to regenerate damaged body
parts and any conditions you have gained from the
Charm of Fey Blood damage.

Wondrous item, uncommon

Items of power infused with magical energy,


charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then
becomes a nonmagical object.

As long as this vial of blood on a chain hangs from


Charm of Giant Hair
your neck you have advantage on saving throws Twist
against being charmed and magic can’t put you to
sleep. You may also choose to succeed on one failed Wondrous item, rare
saving throw.
Items of power infused with magical energy,
charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then
becomes a nonmagical object.

Charm of Fortitude This twist of hair is much thicker than any


humanoid would grow. It is thick, strong and long
Wondrous item, rare enough to be worn as a belt. When activated your
Strength score increases by +2 to maximum of 20
Items of power infused with magical energy, and you have advantage on all Strength (Athletics)
charms can take a variety of forms from articles checks.
of clothing to pieces of jewelry. Charms are

23
Charm of Instinctual Charm of Knowing
Senses Wondrous item, common

Wondrous item, uncommon Items of power infused with magical energy,


charms can take a variety of forms from articles
Items of power infused with magical energy, of clothing to pieces of jewelry. Charms are
charms can take a variety of forms from articles consumable magic items. Any creature holding or
of clothing to pieces of jewelry. Charms are wearing the item can use an action to activate the
consumable magic items. Any creature holding or magic of the charm. Once activated, the charm
wearing the item can use an action to activate the takes effect immediately and lasts until the next
magic of the charm. Once activated, the charm sunrise unless otherwise noted. The item then
takes effect immediately and lasts until the next becomes a nonmagical object.
sunrise unless otherwise noted. The item then
becomes a nonmagical object. While you hold this glass tablet with countless
alphanumeric characters drawn on it you are
While you wear this fox pin you gain advantage considered proficient in any Intelligence or tool-
on Wisdom (Survival) checks made to hunt, track based skill and add double your proficiency bonus
and avoid others. You cannot be surprised and gain to one check, instead of your normal proficiency
advantage on saving throws involving traps. bonus.

24
Charm of Oaken Limbs Charm of Planeswalking
Wondrous item, uncommon Wondrous item, rare

Items of power infused with magical energy, Items of power infused with magical energy,
charms can take a variety of forms from articles charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or consumable magic items. Any creature holding or
wearing the item can use an action to activate the wearing the item can use an action to activate the
magic of the charm. Once activated, the charm magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then sunrise unless otherwise noted. The item then
becomes a nonmagical object. becomes a nonmagical object.

As long as you wear this oak bark placard on This quartz square seems to contain many more
a necklace you gain resistance to bludgeoning, quartz squares within its depths. While it is on
piercing and slashing from nonmagical attacks. You your person, as an action you can cast plane shift
are immune to any effect that would sever a part of without the need for material components.
your body unless it is done with an axe.

25
Charm of Troll Braid Charm of Unchained
Wondrous item, very rare Wondrous item, uncommon

Items of power infused with magical energy, Items of power infused with magical energy,
charms can take a variety of forms from articles charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or consumable magic items. Any creature holding or
wearing the item can use an action to activate the wearing the item can use an action to activate the
magic of the charm. Once activated, the charm magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next takes effect immediately and lasts until the next
sunrise unless otherwise noted. The item then sunrise unless otherwise noted. The item then
becomes a nonmagical object. becomes a nonmagical object.

This thick braid of coarse black hair is stained While you wear this broken silver locket you are
heavily with blood on one end. When you activate immune to the grappled, restrained and paralyzed
this charm you regenerate 1 hit point every round conditions. You are immune to any spells or magical
at the start of your turn if you have at least 1 hit abilities that would imprison, banish, teleport,
point. This closes all wounds and leaves no scar. move or reduce your physical speed.
Detached limbs will reattach if held on for 1 full
minute. Limbs will regrow in an hour. This charm
will not affect or cancel out effects that result
in immediate death such as disintegration or
decapitation.

26
Charm of Vigor
Wondrous item, rare

Items of power infused with magical energy,


charms can take a variety of forms from articles
of clothing to pieces of jewelry. Charms are
consumable magic items. Any creature holding or
wearing the item can use an action to activate the
magic of the charm. Once activated, the charm
takes effect immediately and lasts until the next Cloak of Black Ice
sunrise unless otherwise noted. The item then
becomes a nonmagical object. Wondrous item, rare (requires attunement)

As long as this carved stone heart is on your person This silky black cloak is lined with the ink dark fur
you are immune to diseases, poisons and effects of a shadowcat. The surface is cold to the touch
that would age you, and you have advantage on but comfortably warm on the inside regardless of
Constitution saving throws. The first time you the temperature in which it is worn. When you
would be reduced to less than 1 hit point, you pull the cloak up around your head and spread the
instead are reduced to 1 hit point. cloak around your body you are invisible while you
remain motionless.

If you are attuned to the Armor of Black Ice and the


Cloak of Black Ice, the pair of items only counts as
one item for attunement.

Circlet of Bones
Wondrous item uncommon (requires attunement)

This circlet made from a circle of teeth, rib or


knucklebones can be fashioned as a necklace,
bracelet or other form of jewelry. It is inscribed
with necromantic glyphs and while you wear it the
shambling undead sense you only as one of their
own. Undead creatures CR ½ or less ignore you.
Any spell that detects undead will detect you as an
undead creature as well.

27
Cloak of Misdirection Cloak of the Fire Rat
Wondrous item, uncommon Wondrous item, very rare (requires attunement)

This glittering cloak looks as though it could have While you wear this rough scarlet cloak woven from
been spun from diamonds. The clasp is a many- the hair of fire rats folded effortlessly around your
faceted gem and even the lining shines when it chest and arms you are unaffected by extreme heat
catches the light. While attuned to this cloak you and have resistance to fire damage. If you already
have disadvantage on Dexterity (Stealth) checks. have resistance to fire damage you have immunity
As a bonus action you can scatter colorful light to fire damage.
in a 30 foot radius around yourself for 1 minute.
All enemies that can see you while the cloak is
activated in this way have disadvantage on attack
rolls to hit anyone else.

Once you use this feature you cannot use it again


until the following dawn.

Cloak of the Gargoyle


Wondrous item, uncommon

This stony gray cloak’s exterior feels rough to the touch


but inside is soft and comfortable fine purple silk.

28
While you remain motionless you become until you land. You take no falling damage and can
indistinguishable from an inanimate statue while land on your feet.
wearing it. As an action you may attempt to Hide
regardless of your surroundings and conditions. In addition you can use your action to create a 15-
foot cube of swirling wind centered on a point you
can see within 60 feet. Each creature in that area
must make a DC 15 Constitution saving throw. A
creature takes 2d10 bludgeoning damage on a failed
save, or half as much damage on a successful one.
If a Large or smaller creature fails the save, that
creature is also pushed up to 10 feet away from the
center of the cube.

Once you use either of these properties of the cloak


you can’t use that one again until the following dawn.

Cloak of the Whispering


Wind
Wondrous item, rare (requires attunement)

The bold, colorful patterns of this wind whipped


cloak show signs of wear and tear yet despite the
rough condition remains sturdy and functional.
While you wear the cloak’s ornate fur hood
over your head you swear you hear whispers in
moments of silence but you can never make out
Clockwork Frog
any distinct words. Wondrous item, very rare

While wearing this cloak you can cast the guidanceThis item appears to be a large frog constructed out
cantrip, and you can use a bonus action to make of copper plates weighing a total of 300 pounds.
the cloak billow dramatically. Pulling an exterior lever on its neck causes the
mouth to open, allowing up to two Medium or
While you are attuned to this cloak ranged weapon smaller creatures to crawl inside. The mouth
attacks made against you have disadvantage on the automatically closes 1 round after the lever is
attack roll. pulled. A similar lever inside opens the mouth.

You can use your bonus action to blow like the Armor Class 16
wind and gain a flying speed of 60 feet for 1 Hit Points 100
minute. If you are still flying when the effect ends Speed 30 ft., swim 30 ft.
your rate of descent slows to 60 feet per round Damage Immunities poison, psychic

29
To be used as a vehicle, the clockwork frog requires
one pilot. While the mouth is closed, the interior is
airtight and watertight. The interior holds enough
air for 8 hours of breathing, divided by the number
of breathing creatures inside. The clockwork frog
floats on water. It can also go underwater to a
depth of 500 feet. Below that, the vehicle takes 2d6
bludgeoning damage per minute from pressure.

A creature in the interior can use an action to move


as many as two of the clockwork frog’s levers up
or down. After each use, a lever goes back to its
Collar of Dire Growth
neutral position. Each lever functions as shown in Wondrous item, uncommon
the Clockwork Frog Levers Table, which your Game
Master can provide. When a beast wears this leather collar studded
with metal spikes it’s size magically doubles in all
1 Propels the clockwork frog forward. dimensions and its weight is multiplied by eight.
2 Turns the clockwork frog up to 90 degrees This growth increases its size by one category —
to the left or right. from Medium to Large, for example. If there isn’t
3 Eyes emit bright light in a 30-foot cone. enough room for the beast to double its size then
4 The clockwork frog leaps up to 30 feet it attains the maximum possible size in the space
long and/or 20 feet high. available. The beast has advantage on Strength
5 Ejects all of the passengers 15 feet in a checks and Strength saving throws and its attacks
random direction. deal 1d4 extra damage.
6 (3/Day) Thunderous force blasts outward
in a 20-foot cube originating from the
clockwork frog. Each creature in the cube
must succeed on a DC 15 Constitution
saving throw or take 2d8 thunder damage
and get pushed 10 feet away from the
clockwork frog. On a successful save, the
creature takes half damage and isn’t
pushed.

Comb of Growth
Wondrous item, common

Whenever you draw this elegant gold accented


wooden comb through your locks its enchantment
lengthens your hair. Originally enchanted for
barbers prone to unfortunate mistakes, adventurers
have found other clever ways to put it to use.

30
While holding the comb you can use an action to
draw the comb through your own hair or the hair
of a willing creature, causing it to instantly grow
longer. The comb can cause 50 feet of hair growth
each day, which is replenished each day at dawn.
Hair has high tensile strength and a single strand
of hair can hold many times its own weight. For
example a rope fashioned of hair gathered from the
teeth of the comb functions as 50 feet of silk rope
when woven by a creature that succeeds on a DC 12 Conch of Warning
check using weaver’s tools.
Wondrous item, uncommon (requires attunement)

You can use an action to blow into the jeweled


conch and cause a ringing tone to sound in the
heads of up to 10 particular creatures you know. As
long as a creature is on the same plane of existence
as you, it knows your general direction and your
exact location becomes fixed in its mind for 10 days.
The creatures feel drawn to travel to the location,
but are under no compulsion or control to do so.

Commander’s Gauntlets
Wondrous item, uncommon (requires attunement)

While wearing these finely made but well worn


thick leather gloves you gain proficiency with
navigator’s tools and all vehicles.

In addition you can use your action to rally up to


six friendly creatures (which can include yourself)
within 30 feet of you who can see or hear you and
Couture Clothing
who can understand you. Each creature can gain Wondrous item, common
temporary hit points equal to your level + your
Charisma modifier (minimum of 1). A creature can’t While you wear this fancy outfit you can use your
gain temporary hit points from your inspirational action to change its color or style.
leadership again until it has finished a short or long
rest. “It was the damndest thing. I picked up a hanger
with a wizard’s robe on it out of the closet after we
defeated the vile necromancer and the next thing
you know I was staring at my favorite outfit from
back home.” — Bewildered Dwarven Adventurer.

31
Cream of Color Change
Potion, common

This prismatic unguent is always found in a fancy


stoppered bottle. The magic used to enchant this
shimmering cream causes it to shift from one color
to another right before your eyes.
Croak Cloak
When you apply this cream to hair as an action, the
hair changes color to whatever color the creature Wondrous item, rare (requires attunement)
who applies the cream chooses. The color change
lasts for 1 month. This mottled green cloak looks odd as a fabric but
all is revealed when you pull the hood up on top of
your head while you are attuned to the cloak. Doing
so activates its powers and the top half of a frog’s
head attaches to yours giving you the appearance of
a second set of eyes.

Your jump distances are tripled in height and


length while you are attuned to this cloak.

While wearing the cloak, you can use your action


Creepy Ring to cast polymorph on yourself, transforming into
a frog or giant frog. While you are in the form of
Ring, common a frog, you retain your Intelligence, Wisdom and
Charisma scores. The cloak can’t be used to cast
This ring comes in a variety of different styles but polymorph again until the next dawn.
it always looks creepy. It could be a small bone
magically convinced to be shaped into a ring. It could
be a ring of small skulls or eyeballs but whatever it
looks like it is always bizarre and gives anyone who
looks at it an uneasy feeling in their gut.

When you wear this ring and cast a spell, verbal


components sound eerie and physical manifestations
of spells give off creepy vibes. It could be the color of
the flames. skulls or faces in the visualization of the
spells or whatever you can imagine.

32
Deck of Diversions
Wondrous item, rare (requires attunement)
Cross My Heart Needle
This deck of 52 hand painted playing cards depicts
Wondrous item, common images of beetles, eyes, ribbons and skulls with a
stained-glass motif. While attuned to this deck you
These consumable enchanted needles come in packs can use an action to draw a card at random from the
of ten. There is an inscription along the side of the deck and make a ranged weapon attack at a target
needle that reads ‘Cross my heart and hope to die’ within 30 feet. On a hit roll a d4 to determine the
in elegant Elvish script.
card. The target is under the effects of the condition
of the card until the end of its next turn.
When you touch an eye with one of these needles,
that eye becomes capable of seeing out to 10 feet in
d4 Suit Condition
magical darkness for 1 minute and the needle loses
1 Diamonds Blinded
its magic.
2 Hearts Charmed
3 Clubs Poisoned
4 Spades Frightened

Crown of Eyes
Wondrous item, rare (requires attunement)

This circlet is made of black wrought iron with


several colorful gemstones set all the way around
it. Each gem has a pupil in the center, and while
you wear this circlet you can see through each of Den Mother’s Devotion
the gemstones as if it were an eye, giving you 360 Ring, rare
degree vision around yourself.
Both ends of this open loop ring are etched with
You gain a +2 bonus to AC while you wear this the image of a mother bear with small toothlike
circlet, as you see attacks coming from all angles. In shards of bone adorning the band, which fits snugly
addition, you can see in magical darkness. around your finger.

33
While you wear this ring you have advantage on
Wisdom (Perception) checks that rely on smell.

In addition when a creature you can see targets an


allied creature within 5 feet of you with an attack, you
can use your reaction to swap places if that creature is
willing and you become the target instead.

Dice of Fireballs
Wondrous item, very rare

Diadem of Snowdust This exquisite set of tiger’s eye dice is always found
in a silk bag. The dice set consists of a d4, d6,
Wondrous item, rare (requires attunement)
d8, d10, d12 and d20. As an action you can throw
one die at a point you choose within 150 ft. The
Three glowing gems are set into this elegant silver die streaks towards the direction it is hurled and
diadem. Each gem has 1 charge. As an action you then blossoms with a low roar into an explosion
may expend 1 charge to create an aura of cold to a of flame. Each creature in a 20-foot-radius sphere
distance of 10 feet originating from you. Any creature centered on that point must make a DC 15 Dexterity
that ends its turn in the aura takes 1d6 cold damage. saving throw. Roll the die you threw; the total is
You may expend an additional 1 charge to extend how many d6s of fire damage a target takes on a
the aura by 10 feet to a maximum of 30, or to add failed save, or half as much damage on a successful
another 1d6 cold damage to the effect to a maximum one.
of 3d6. The aura lasts for 1 minute.
The fire spreads around corners. It ignites
The diadem regains all expended charges daily at flammable objects in the area that aren’t being
dawn. If the diadem runs out of charges, roll a d20. worn or carried.
On the result of 1, the diadem melts into cold water.
Once a die is cast it ceases to exist and has burned
up in the fiery explosion.

A Dice of Fireballs set does not contain d100


but there are rumors of their existence in the
multiverse.

34
Dragon’s Breath Drukal the Fang of
Weapon (any sword), varies Drasusgino
The sword’s golden crossguard is fashioned in Weapon (longsword), rare
the likeness of a fierce dragon head clutching the
platinum blade in its fanged maw. You have a +1 bonus to attack and damage rolls
made with this magic weapon forged of the scales
of the Dragon Emperor Drasusgino. Set upon the
When you attune to the sword and any time
pommel is a large emerald from Drasusgino’s
thereafter when you finish a short rest choose a
hoard.
dragon type from the table below. Whenever you
make an attack with the sword you can choose to
Whenever danger nears and action is required the
deal either slashing damage or the damage type
longsword invigorates you. You have a +2 bonus
associated with the chosen dragon.
to initiative. More than that Drukal the Fang of
Drasusgino knows its own and pulses with warmth
Dragon Damage Type when another dragon is within 120 feet of it.
Black/Copper Acid
Blue/Bronze Lightning The sword was first gifted to Drasusgino’s first
Green Poison knight and may be recognized as a significant relic
Red/Brass or Gold Fire from that organization’s history. The sword seeks
White/Silver Cold to serve it’s realm and master with enthusiasm, so
much so the roaring of a dragon accompanies your
In addition you have a bonus to attack and damage unsheathing of this fine blade.
rolls made with this magic weapon. The bonus is
determined by the sword’s rarity.

• Uncommon. +1
• Rare. +2
• Very Rare. +2 and you have resistance to the
chosen damage type

35
Dueling Cane of the
Winter Court
Weapon (rapier), rare
Dwarven Robes of
This elegant rapier carries with it the colors of the
Winter Court. The blade is long and cool to the
Exquisite Taste
touch, and there is a frost blue gem embedded in Wondrous item, legendary (requires attunement)
the pommel. Upon pressing down on this gem, the
rapier reverts into a harmless looking walking cane These finely tailored robes alter themselves to
of deepest ebon wood. It is impossible to discern your fashion combined with current trends. The
this weapon is anything but a normal walking cane robes have a literal mind of their own and offer
by any nonmagical means. you mental prompts for manners and poise. If you
are incapable of growing a beard you can choose to
You gain a +1 bonus to attacks made with this grow an immaculate beard of exceptional thickness
magic weapon, and it deals an extra 1d8 cold and sheen as an action.
damage.
The robes alter on their own volition to
Made in Exchange for Three Tasks. Once upon accommodate changes in environment, color and
a time, long ago, there was a fey gentleman who other features to grant you the optimum comfort.
wanted a dueling weapon to give him an edge
at court. He sought out a weaponsmith deep in While wearing the robes your Armor Class equals
the Ironwood Forest and for weeks performed 10 + your Dexterity modifier + your spellcasting
labor and services in exchange for this weapon. modifier.
Unfortunately, he was also high court fey through
and through so he did all of these services with In addition while you wear the robes you add
magic and when he returned to court to challenge Rapunzel’s Curse to the list of spells you can
his rival, he almost immediately got skewered prepare at the beginning of each day. If you do not
and the dueling cane was taken up by that person prepare spells instead you add Rapunzel’s Curse to
instead. In fact, the Dueling Cane of the Winter your list of known spells. This spell does not count
Court has almost always passed hands in this way against the number of spells you know. You can cast
— a duel to the death ending the wielder’s life, and Rapunzel’s Curse a number of times per day equal
the winner walking off with the cane. to your proficiency bonus without expending a spell
slot. You can also cast the spell using any spell slots
you have of 1st level or higher.

36
Rapunzel’s Curse ft.), and resistance to fire and necrotic damage. Each
day at dawn you gain 15 temporary hit points. Once per
1st Level Transmutation/Beardomancy day Ebonhorn can deal 4d6 fire damage on a successful
attack. As a bonus action you can cause Ebonhorn to
Casting Time: One Action
teleport into your hands in a puff of brimstone smoke
Range/Area: 60 ft.
if it’s on the same plane of existence. You also get a
Components: V,S,M (a turnip)
saving throw bonus equal to your Charisma modifier
Duration: Instantaneous
(minimum of 1). This bonus is negated when Ebonhorn
attempts to take control of you.
One creature in range makes a Charisma saving
throw (if unwilling). On a failed save, their hair
Forbidden Knowledge. Ebonhorn is skilled in
grows one foot every round for the next five
Arcana +7, History +7 and Religion +7 but is not
minutes. Once the hair has reached 5 feet in length
it becomes cumbersome and every step they take is required to reveal what it knows to its wielder.
treated like difficult terrain as they try not to trip
over their luscious locks. Sentience. Ebonhorn is a sentient lawful evil weapon
with Intelligence 16, Wisdom 12, and Charisma 19. It
can hear, and has darkvision 120 feet. The weapon
communicates telepathically with its wielder, taking
on the voice of its wielder, and can speak, read, and
understand Abyssal, Celestial, Common and Infernal.
While you are attuned to it, Ebonhorn also understands
every language you know and learns a new language
that it’s wielder knows at a rate of one per year.

Personality. Devious, subtle, and patient, Ebonhorn


seduces its wielder with promises of accomplishing
the greater good. It takes the virtue of justice and
warps it to remove all thought of mercy. The blade’s
purpose is to corrupt the souls of those who worship
goodly gods to commit evil atrocities. The sword is
fashioned from the horn of a great devil and has a
Ebonhorn The Corruptor fragment of his soul imprinted upon it. Ebonhorn
believes its greater destiny is to bring the devil
Weapon (greatsword), legendary (requires
whose horn it was fashioned from into the world.
attunement by a creature that worships a god of
justice or good alignment)
Conflict arises if the wielder shows mercy to their
enemies or fails to slay at least one good-aligned
This sword often finds its way into the hands of holy
creature each month. Ebonhorn consumes the soul
champions who have fallen from grace. The pommel
of it’s wielder on the third time a result of 1 is rolled
end of this magnificently crafted greatsword ends in
on a conflict roll.
a polished obsidian horn. You gain +3 to attack and
damage rolls made with this magic weapon. It has
the following additional properties. Lore
Brimstone Blade. Once per day, Ebonhorn deals an The following Intelligence (Arcana, History, and
additional 2d6 necrotic damage on a successful hit. Religion) checks can be made to determine what an
While attuned to Ebonhorn you have darkvision 60 ft. examination of the blade yields. Proficiency in any
(if you already have darkvision, the range increases 60 two of these skills reduces the DC of the checks by 5.

37
DC 10. The pommel of Ebonhorn is crafted from When she was grown she set out to explore the
the horn of a magical creature (magic weapon). world. Given the long lifespan of an elf she thought
(Arcana) Ebonhorn is renowned for finding it’s way she would be able to see it all.
into the hands of champions of justice and good.
(History, Religion) Ellastreana’s travels brought her to many places
DC 15. The blade is preternaturally keen and will where she met many interesting and knowledgeable
never lose its edge (+3 weapon). (Arcana) Wielders people. One such person began teaching her magic
of Ebonhorn always become holy justicars acting to travel to hard to reach places. She began using
as judge, jury and executioner to those that would her magic to augment her walking speed so she
commit acts of evil. (History, Religion) could see more in a day, every day. She began using
DC 20. The blade of Ebonhorn is forged with hellfire her magic to repair her boots and protect them
and brimstone (granting resistances to fire and from harsh elements. Over the centuries these
necrotic damage). (Arcana) Several of Ebonhorn’s boots captured a small fraction — an infinitesimal
wielders have been known for bloodlust upon portion — of every spell she cast upon them. Over
the battlefield, leading many of them to become centuries this power imbued into the boots grew to
disgraced by their orders. (History, Religion) considerable proportions.
DC 25. Ebonhorn is possessed of a malign intelligence
and has a will of its own (evil alignment). (Arcana) No one rightly knows whether it was the
Many wielders of Ebonhorn have used the weapon combination of where she went and the magic she
to commit acts of butchery and slaughter. There’s no wielded or whether raw magical power itself but
history of a wielder of Ebonhorn not being turned eventually the boots took on a life of their own.
upon by their order. (History, Religion) Powers she had employed each day were no longer
DC 30. Ebonhorn reaps the souls of its owner for necessary. Ellastreana moved onto more complex
the powers of Hell and leaves powerful undead in magics and the boots began to absorb those as well.
its wake. (History, Religion)
DC 35. Wielders that lose their soul to Ebonhorn Ellastreana believed the most important part of
are damned to return as the Reapers of Ebonhorn any journey was a comfortable pair of boots. As she
and its destiny is to free a great demon upon the traveled the world and made maps of every little
world. (History, Religion) thing she could her boots went everywhere and
captured a piece of everything she experienced.

These well-worn boots are indestructible even


under the harshest of conditions or magic and
impart a wanderlust and joy of travel to you. They
are as comfortable as any pair of boots you could
wear and enable you to travel twice as far in a day
before suffering any exhaustion.

Ellastreana’s boots can confer knowledge of


Ellastreana’s the places she traveled. You add double your
proficiency bonus to any Intelligence (History)
Enchanted Expedition checks, Wisdom (Survival) to follow a path or any
checks you make to determine where you are or
Wondrous item, legendary (requires attunement) where you are going.

From a young age Ellastreana was always In addition the boots protect you from the
wandering away from her parents. She always challenges of travel. You suffer no penalties for
sought to see what lay over the next hill. harsh climates while attuned to these boots.

38
These boots allow you to walk across water, lava and
ice without fear of damage, sinking in or suffering
any damage. Desert sand acts as no more than soft
soil and ice will not even crack under your weight.
You also leave no footprints behind, masking any
trail. You can still be tracked by magical means or if
you leave a trail of objects to follow.

While attuned to the boots you can cast the


following spells: expeditious retreat, freedom of
movement, longstrider, pass without trace and
spider climb. Once you cast any of these spells Enchanted Study Guide
you can’t cast it again using the boots until the
following dawn. Wondrous item, rare

Of all the power imbued into Ellasreana’s boots, These magical books contain study tips and tricks,
something of her desire and wanderlust was exercises, succinct summaries and other techniques
captured, too. The need to explore and travel is to aid in acquiring new skills. If you spend 1 hour
imparted into those who wear them. At the end each day over a period of 30 days studying the
of any 30 day period during which the creature book’s contents and practicing its guidelines, you
wearing the boots finishes a long rest within a 10 gain proficiency in one skill. The enchantment on
mile radius of a location where they previously the book then ends, but regains it in a century.
completed a long rest they must succeed on a DC 11
Wisdom saving throw or feel an intense desire to Each book is enchanted to focus on a single
leave. On a failed save the creature is compelled to particular skill.
set off on a journey under the conditions of a geas
spell, traveling in a direction away from this area
and towards a point they have never visited. The
creature must travel for at least 1 day this way.

Should another 30 days pass and the creature


remains attuned to the boots they must repeat
the saving throw but with DC 13. This process is
repeated every 30 days, adding 2 to the DC each
time (maximum 21). If the creature succeeds on this
final saving throw they hear a telepathic message Eyes of the Blind
of farewell in a female elven voice. The boots
break the attunement and walk away in a random Wondrous item, uncommon (requires attunement)
direction seeking a new owner.
These crystal lenses fit over the eyes and grant you
Should the attuned creature be bound or otherwise sight if you are blind. You also have darkvision out
unable to move when they make the saving throw to 60 feet. If you possess darkvision, your range is
they still feel this compulsion. Despite this, the increased by 60 feet.
boots’ need to travel forcefully separate from the
wearer as if they succeeded on the final saving While wearing the lenses you can use an action
throw. Creatures immune to charm effects are not to cast the see invisibility spell. Once you use this
immune to the compulsions these boots place upon feature, you cannot use it again until the following
their wearer. dawn.

39
area that you can see. Frogs fall to the ground in
a 15 foot radius, making the area difficult terrain
and providing half cover to creatures who end their
turn within it for 1 minute.

Summon Amphibious Ally. While holding the


wand you can use an action to expend 3 charges
to summon a giant frog. The giant frog can serve
as a mount for one Small or Medium creature. It
understands your commands and will serve you for
Eyes of the Hunted 8 hours. Once that time is up, or if it is reduced to
0 hit points, it vanishes in a cloud of dank fog. The
Wondrous item, rare (requires attunement) giant frog can store items inside of its belly, holding
up to 2 cubic feet.
These crystal lenses fit over your eyes, granting you
the unique visual range of a mountain goat, offering
protection from predators. While you wear the eyes
of the hunted you can see in all directions, and you
have advantage on Wisdom (Perception) checks that
rely on sight.

In addition, attackers never gain advantage on attacks


or bonus damage from the presence of nearby allies.

Fan of Discordant
Glamour
Wondrous item, rare (requires attunement)

While you are holding this painted folding fan


imbued with abjuration magic you automatically
detect illusions and succeed on saving throws
Fabulous Frog Wand against them. You can sense the presence of magic
within 30 feet of you as if affected by the detect
Wand, rare (requires attunement) magic spell, but only magic from the illusion school.
The illusions and any objects or creatures affected
This wand holds 7 charges. It regains 1d6 + 1 by them sparkle in your vision.
expended charges daily at dawn. If you expend
the wand’s last charge, roll a d20. On a 1 the wand The fan has 5 charges. While holding it you can use
turns into a frog and hops away. an action to expend one of its charges and wave the
fan at an illusion to dispel it. An illusion that has
ShatterCroak. While holding the wand you can use been dispelled by the fan appears on the painted
an action to expend 1 charge to cast shatter (DC 15). surface whenever the fan is unfolded for the next
24 hours. The fan regains 1d4-1 charges at dawn.
Frogfall. While holding the wand you can use an If the fan runs out of charges, roll a d20. On a 1 or
action to expend 1 charge and choose a point in an below the fan unravels into feydust.

40
While you are attuned to a feral pelt you gain the
following benefits:

• You can use your action to polymorph into a tiger


and maintain the transformation for 1 minute.
Whenever you use this feature you must make an
Intelligence saving throw using the tiger’s Wisdom
score as the DC. On a failed save you lose yourself
to the beast and lose the ability to distinguish
friend from foe. You must choose a target you can
see within range of the tiger’s attack and use your
Femur of the Fiend action to attack the target. If a creature provokes
an opportunity attack from you, you must make the
Weapon (battle axe), rare (requires attunement) attack if you are able to. Once you use this feature
you can’t use it again until the following dusk.
You gain a +2 bonus to attack and damage rolls • While attuned to this wild cat pelt, when you
made with this magic battle axe carved from a single move at least 20 feet straight toward a creature
large femur bone. The bone is a sickly yellow gray and then hit it with a melee attack on the same
with veins of scarlet and black running through it its turn, the target must succeed on a Strength saving
entirety. The haft is wrapped in gut from the same throw (DC 10 + your Strength modifier) or be
fiendish creature from whence the bone came. knocked prone. If the target is prone, you may use
your bonus action to make a melee weapon attack
When you hit a creature with this magic weapon against the creature.
they must make a DC 14 Charisma saving throw or
suffer the effect of the bane spell. It lasts for 1 minute
or until you affect another creature with this effect.

Feral Pelt (Lupine)


Feral Pelt (Feline) Wondrous item, uncommon (requires attunement)
Wondrous item, uncommon (requires attunement)
A feral pelt is the magically enchanted skin of an
A feral pelt is the magically enchanted skin of an animal you wear over your head and around your
animal you wear over your head and around your shoulders. There are several kinds, fashioned from
shoulders. There are several kinds, fashioned from different beasts. While you are attuned to a feral
different beasts. pelt you gain the following benefits:

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• You can use your action to polymorph into a dire creature provokes an opportunity attack from you,
wolf and maintain the transformation for 1 minute. you must make the attack if you are able to. Once
Whenever you use this feature you must make you use this feature you can’t use it again until the
an Intelligence saving throw using the dire wolf’s following dusk.
Wisdom score as the DC. On a failed save you lose • While attuned to this great brown bear pelt you
yourself to the beast and lose the ability to distinguish have advantage on Strength-based ability checks
friend from foe. You must choose a target you can see and Strength saving throws.
within range of the dire wolf’s attack and use your
action to attack the target. If a creature provokes an
opportunity attack from you, you must make the
attack if you are able to. Once you use this feature you
can’t use it again until the following dusk.
• While attuned to this wild, shaggy gray dire wolf
pelt you have advantage on attack rolls against any
creature with at least one ally within 5 ft of it.

Feral Pelt (Vulpine)


Wondrous item, uncommon (requires attunement)

A feral pelt is the magically enchanted skin of an


animal you wear over your head and around your
shoulders. There are several kinds, fashioned from
Feral Pelt (Ursine) different beasts. While you are attuned to a feral
pelt you gain the following benefits:
Wondrous item, uncommon (requires attunement)
• You can use your action to polymorph into a
A feral pelt is the magically enchanted skin of an fox and maintain the transformation for 1 minute
animal you wear over your head and around your (use the weasel stat block). Whenever you use
shoulders. There are several kinds, fashioned from this feature you must make an Intelligence saving
different beasts. While you are attuned to a feral throw using the fox’s Wisdom score as the DC. On
pelt you gain the following benefits: a failed save you lose yourself to the beast and lose
the ability to distinguish friend from foe. You must
• You can use your action to polymorph into a choose a target you can see within range of the fox’s
brown bear and maintain the transformation for 1 attack and use your action to attack the target. If a
minute. Whenever you use this feature you must creature provokes an opportunity attack from you,
make an Intelligence saving throw using the brown you must make the attack if you are able to. Once
bear’s Wisdom score as the DC. On a failed save you use this feature you can’t use it again until the
you lose yourself to the beast and lose the ability following dusk.
to distinguish friend from foe. You must choose a • While attuned to this dusky fox pelt you have
target you can see within range of the brown bear’s advantage on Wisdom (Perception) checks that rely
attack and use your action to attack the target. If a on hearing and smell.

42
Fey Orb
Wondrous item, rare (requires attunement by a
spellcaster)

Feral Pelt (Vulturine) This orb appears to be made of glass with swirling
Wondrous item, uncommon (requires attunement) energy inside. In the middle of the orb a beautiful
flower blooms and then closes only to bloom again
in a perpetual cycle. You can use the orb as a
A feral pelt is the magically enchanted skin of an
spellcasting focus. While holding this orb you gain
animal you wear over your head and around your
a +1 bonus to spell attack rolls and to the saving
shoulders. There are several kinds, fashioned from
throw DCs of your spells.
different beasts. While you are attuned to a feral
pelt you gain the following benefits:
The orb has 2 charges. You can use your action to
spend 1 charge and summon a sprite or blink dog
• You can use your action to polymorph into a
(your choice) or spend 2 charges to summon a
vulture and maintain the transformation for 1
dryad. It appears in an unoccupied space that you
minute. Whenever you use this feature you must can see within 90 feet. The creature disappears
make an Intelligence saving throw using the dire after one hour, when it drops to 0 hit points or
vulture’s Wisdom score as the DC. On a failed save when you dismiss it as an action. The summoned
you lose yourself to the beast and lose the ability creature is friendly to you and your companions.
to distinguish friend from foe. You must choose Roll initiative for the creature, which has its own
a target you can see within range of the vulture’s turns. It obeys any verbal commands that you issue
attack and use your action to attack the target. If a to it (no action required by you), as long as they
creature provokes an opportunity attack from you, don’t violate its alignment. If you don’t issue any
you must make the attack if you are able to. Once commands to the creature it defends itself from
you use this feature you can’t use it again until the hostile creatures but otherwise takes no actions.
following dusk. The orb regains 1d2 expended charges daily at
• While attuned to this carrion buzzard pelt you dawn.
advantage on Wisdom (Perception) checks that rely
on sight or smell.

43
Flute of the Danse
Macabre
Wondrous item, rare (requires attunement by a
spellcaster)
Flowery Armor This flute is carved from the hollowed out arm
Armor (half plate or plate), very rare (requires bone of a Large creature, with holes drilled into
attunement) the top to change the pitch of the sound when
wind is blown through. As an action you can play
You have a +1 bonus to AC while wearing this the flute and choose a pile of bones within 30
armor decorated with flowers and vines. The armor feet, expending a spell slot to animate a number
calms those in distress and as a reaction you can of skeletons equal to the level of the spell slot you
have any ally you can see within 30 feet make a expend. The skeletons animate for one minute and
new saving throw against a charm or frightened you may only have one set of skeletons active at a
condition. While you are wearing this armor you time.
have advantage on saving throws against being
charmed or frightened. This armor never dents, On each of your turns, you can use a bonus action
rusts or gets dirty. to mentally command any skeletons you made
if they are within 60 feet of you (if you control
If you have a proficiency bonus of +5 or higher you multiple skeletons you can command any or all of
cannot be charmed or frightened while attuned to them at the same time, issuing the same command
this armor. to each one). You decide what action the skeletons
will take and where they will move during their
next turn, or you can issue a general command,
such as to guard a particular chamber or corridor.
If you issue no commands, the skeletons only
defend themselves against hostile creatures. Once
given an order, the skeletons continue to follow it
until the task is complete.

44
Frog Sticker
Weapon (trident), rare

Fright Armor This weapon appears as a simple, well-worn and


well balanced wooden-hafted trident. You gain a +1
Armor (any), very rare (requires attunement) to attack and damage rolls made with this weapon.

You have a +1 bonus to AC while wearing this When you hit an amphibian with it, the creature
armor. The armor always appears dark and tends to takes an extra 2d6 piercing damage. For the
pull light in. purpose of this weapon, “amphibian” refers to any
creature with the Amphibious trait.
While attuned to the armor you can use your bonus
action to transform the armor into images evoking
horror and fear. It could be skulls, unblinking eyes
or faces trying to push their way out of the armor.
Regardless of what imagery you choose for the
next 1 minute you are immune to the frightened
condition. In addition any creature that targets
you with a melee attack must first make a DC
14 Wisdom saving throw. On a failed save the
creature loses the attack. Creatures immune to the
frightened condition are immune to this effect.
Once you use this property, you can’t use it again
until you finish a long rest.

Frog Tongue Shield


Armor (shield), rare

While holding this frog-faced shield, as an action


you can speak a command word (“Usamigaras”)
and cause a tongue to lash out from the mouth at a
target within 30 feet. The target must succeed on a
DC 12 Strength saving throw or be pulled to within
5 feet of the wielder.

45
Rope. The tongue can also be used as a 30 foot long
rope. It is sticky enough to be able to firmly adhere
to walls and ceilings.

Tongue Save. As a reaction when falling, you can


command the shield’s tongue to shoot out and latch
on to a wall or ceiling to halt the descent. Roll a
d10. On a result of 1, the tongue snaps and takes
1d6 days to repair itself. During this time, the shield
has no special properties.

Frozen Mirror of Spell


Reflection
Wondrous item, rare (requires attunement)

While holding this frosted mirror about the size of


a dinner plate with a handle mounted on the back,
you have a +2 bonus to AC. Behind the layer of
frost there is a layer of churning magic and your
reflection can barely be made out in the ice.

Frogskull Helm The mirror has 3 charges. When you are targeted
by a spell you can use your reaction to expend
Wondrous item, uncommon a charge and reflect the spell back at the caster.
Damage caused by the spell remains the same but
This helmet is made from the skull of a giant frog. the damage type becomes cold damage.
While you wear this helm, the eye sockets of the
frog skull glow red and your voice sounds much The mirror regains all expended charges daily at
deeper. dawn. If the mirror runs out of charges, roll a d20.
On the result of 1, the mirror melts into a puddle.
Death Croak. As an action you can let out a
demonic croak that emits a forceful blast in a
30-foot cone and is audible 200 feet away. Each
creature in the cone must succeed on a DC 15
Constitution saving throw. On a failed save a
creature takes 3d6 thunder damage and is deafened
for 1 round. On a successful save a creature
takes half as much damage and isn’t deafened.
Creatures and objects made of glass or crystal have
disadvantage on the saving throw and take 6d6
thunder damage instead of 3d6. Once you use this
feature you cannot use it again until you finish a
Fruit of Knowledge
long rest. Wondrous item, very rare

When you eat one of these exceptionally sweet


berries you gain a new skill proficiency.

46
“I’ve heard of eating until your belly gets full but apply your proficiency bonus to any roll involved in
eating until your head gets full? That is just crazy games of chance. If the weapon is used as an ante in
talk. Whoever heard of such a thing?”— Dana any game, you add twice your proficiency bonus for
the Halfling Warrior before eating the Fruit of that game. If the weapon is placed as a bet during
Knowledge and knowing exactly who’d heard of a game, you have advantage on any skill checks
such a thing, along with a lot of facts about history during the game.
she didn’t know before.
Luck of the Draw. Won and lost in countless games
of chance, these weapons are as likely to be anteed
up in a high-stakes hand of Three Dragon Ante as
they are to be found in the cold, dead clutches of
unfortunate adventurers within dungeons deep. Any
sort of weapon can be a Gambler’s Gambit but they
all share one similarity: a red spherical gem with
a multitude of triangle facets cut along its surface.
Engraved runes mark each of the facets.

Life is a Roll of the Dice. A Gambler’s Gambit has


the potential to aid you in combat in addition to its
ability to affect games of chance. As a bonus action,
you can spin the icosahedral gem. Roll 1d20 and
Gambler’s Gambit consult the following table to determine the effects,
which last for 1 minute. Once you use this ability, it
Weapon (any), rare (requires attunement)
cannot be used again until the next dawn.
Tavern Tales. Lorn lived life by the drop of the dice.
The elven swordsman traveled far and wide, drawn d20 Effect
by the need to search for adventure as much as the 1-4 Attack rolls are made with
next hand of cards or roll of the dice. Years ago, in disadvantage.
a smoke-filled underground speakeasy, Lorn found 5-15 No effect
himself in deep with a local gangster, pressured into 16-19 Attack rolls are made with advantage.
a game where the stakes were his life. With his last 20 Attack rolls are made with advantage
coins, he wagered on the stakes of the final gambit and the weapon gains a +1 bonus to
and whispered a prayer to the goddess of fortune damage.
and fate to bless his flight. His opponent, without
any coin, put up a black iron greatsword set with a If you are attuned to a Gambler’s Gambit and an
many-faceted red gem in the crossguard of the wide Inscrutable Defense, the pair of items only counts as
blade. Luck smiled on the elf, and he miraculously one item for attunement.
won the flight and the gambit, claiming the weapon
as his own. Months later, Lorn’s life was again
in danger — this time facing off against a deadly
manticore while questing to retrieve three stolen
magical relics. Once again putting his life in the
hands of fate, he spun the red gem set into his
sword and charged into battle...

While you are attuned to this magic weapon you


have proficiency with all gaming sets and may

47
created in a ritual lasting more than an entire day.

You gain a +3 bonus to attack and damage rolls


made with this magic weapon. It has the following
additional properties.

Dragon Slayer. When you hit a dragon with this


weapon the dragon takes an extra 3d6 damage. For
the purpose of this weapon, “dragon” refers to any
creature with the dragon type, including dragon
Gem of Magnificence turtles and wyverns.

Wondrous item, varies (requires attunement by a Dragon Soul Bond. The Lady Vantage (Ancient
spellcaster) Bronze Dragon). This weapon is soul bound to The
Lady Vantage, an ancient bronze dragon for whom
When you adorn yourself with this gem you always the weapon is named. When you hit a creature
appear well-groomed and your physical form is with this weapon you can deal an additional 8d10
immune to messiness. Anyone who admires such grace lighting damage. Once you use this feature you
automatically has their attitude improved by one step. can’t use it again until the following dawn. The Soul
Bond is only active as long as The Lady Vantage
While attuned to the gem, when you finish a long lives. If she dies this feature is permanently lost.
rest you may choose a school of magic. You gain a
bonus to the DC of spells you cast from this school Sentience. Gerta of Clan Gedaun is a sentient
determined by the gem’s rarity. chaotic good weapon with an Intelligence of 12, a
Wisdom of 12 and a Charisma of 17. It has hearing
• Uncommon. +1 and darkvision out to a range of 60 feet. The
• Rare. +2 weapon can speak, read and understand Common
• Very Rare. +3 and Dwarvish, and can communicate with its
wielder telepathically. Its voice is soft and childlike.
While you are attuned to it, Gerta of Clan Gedaun
also understands every language you know.

Personality. Gerta of Clan Gedaun is inhabited


by the spirit of Brellnae Gedaun, Talmud Gedaun’s
deceased daughter. Brellnae is a curious child,
wanting to know everything about everything.
However, she is easily frightened and this generally
tempers her curiosity with caution. When danger
does confront her, however, she lashes out at it
instead of running away.

Gerta Brellnae Whenever subjected to an effect that would cause


the attuned wielder of Gerta of Clan Geduan to
Weapon (Maul), artifact (requires attunement by a become frightened the weapon must also make
dwarf or barbarian) a saving throw. On a failure, the fear causes the
wielder to instantly go into a rage and attack
Enchanted by Thorgarn Spiritcaller with the assistance the source of the fear, overriding any frightened
of the Dawnbringers, Gerta of Clan Gedaun was condition.

48
The tip of this spear is made out of the bicuspid of
something very old and very large. Whenever you
hit a creature with this spear you deal an additional
2d8 necrotic damage, and you gain that many
temporary hit points.

Gilded Lily
Wondrous item, common

This flower is potted in a small gilded cage. You can


use a bonus action to cause it to sing a birdsong of
your choice audible out to a range of 60 feet that
lasts until the start of your next turn.

Legends tell that long ago in distant realms diplomats Glade Glaive
honored a tradition of arriving with a Gilded Lily. These
twofold gifts to rulers of these lands demonstrated the Weapon (glaive), rare
beauty of bird songs from the diplomats’ realm and
served as reminders of the home they represent. The The 2 foot metal blade of this glaive is made of
tradition has long since been lost to time but a Gilded a strange green material and rests atop a 5 foot
Lily sometimes shows up in treasure hoards from these shaft crafted to look like it is made of vines twisted
long lost civilizations from time to time. together.

You have a +1 bonus to attack and damage rolls


made with this magic weapon.

In addition you can use your action to cast wall of


thorns. Once you use this feature you cannot use it
again until 7 days have passed.

Glacial Fang
Weapon (spear), very rare (requires attunement)

You have a +2 bonus to attack and damage rolls


made with this magic weapon.

49
Whenever you cast a spell that requires
concentration you choose to have the glaive
maintain the concentration of the spell instead of
you. You can end the concentration at any time (no
action required). This property can’t be used again
until the next dawn.

Glaive of Wizardry
Weapon (glaive), legendary (requires attunement by
a spellcaster)

This powerful weapon contains potent magic within.


The segmented haft creates hold points to wield the
weapon in different styles. Atop the haft a curving
blade held clutched in a fanged dragon’s head is
adorned with arcane sigils etched into the blade.
Glorious Cloak of
When you attune to this glaive choose one school of
magic. The gold and time you must spend to copy a the Hero
spell from that school into a spellbook is reduced by
Wondrous item, very rare (requires attunement)
a quarter.
This cloak is very majestic. Visually the cloak
While you are attuned to this weapon you can has the ability to look like any kind of cloak but
add your proficiency bonus to the attack roll for whatever it looks like it cannot change the look
any attack you make with it if you’re not already from anything short of magnificent work. It will
proficient and you gain a +2 bonus to attack always look to be made of the finest materials and
and damage rolls made with this magic weapon. of excellent workmanship.
Whenever you hit a creature with the glaive you can
expend a spell slot to deal extra damage. Choose You have a +1 bonus to AC and saving throws while
acid, cold, fire, lightning or thunder damage. The you wear this cloak. While you are attuned to this
extra damage equals 1d8 per level of the spell slot cloak you are immune to the frightened condition.
expended.
As a bonus action you can roll a d4 and add the
In addition, while holding this glaive you gain a +2 number rolled to attack rolls and ability checks
bonus to spell attack rolls and to the saving throw until the end of your next turn. Once you use this
DCs of your spells. Whenever you cast counterspell feature three times, you may not use it again until
you can gain a +2 bonus to any ability check you dawn the following day.
make to counter the magic. If your counterspell is
successful the weapon steals the energy of the spell While wearing this cloak, you can use a bonus
and you may recover a spell slot of 3rd level or action to make it billow dramatically.
lower.

50
kind short of the most powerful spells or artifacts
of great power.

You gain a +3 bonus to attack and damage rolls


made with this magic weapon. While attuned to this
mace you are immune to the frightened condition
and you have resistance to radiant damage.

In addition you can use your bonus action to


manifest a golden halo above your head for 1
minute and and choose which of the following
Glow Stick visages you embody; your choice gives you certain
benefits while the halo lasts. Once you embody a
Wondrous item, common
visage you can’t embody it again until the following
dawn:
This carved wooden stick is tipped with a clear,
Lion Visage. A spectral lion visage appears over
egg-shaped orb. As an action you cause the orb to
your face. You can use your bonus action to unleash
emit three torch-sized lights within 60 feet that
hover in the air. Each light sheds dim light in a a mighty roar. Creatures of your choice in a 90 foot
10-foot radius. You can use the lights for up to 10 radius sphere must succeed on a DC 16 Wisdom
minutes per day. You can extinguish the lights as a saving throw or be frightened of you while the
bonus action. halo lasts. Creatures can repeat the saving throw
at the end of their turn, ending the effect upon a
successful save. Once a creature saves from this
effect it is immune to the fear from the mace for 24
hours.
Eagle Visage. A spectral eagle visage appears over
your face. You can use your bonus action to cause
spectral eagle wings to sprout from your back and
grant you a flying speed of 80 feet and can hover.
Dragon Visage. A spectral dragon visage appears
over your face. You are immune to radiant damage
and you can use your bonus action to exhale radiant
energy in a 20 foot cone. Those in the area of effect
must make a DC 16 Dexterity saving throw, taking
35 (10d6) radiant damage on a failed save and half
Golden Chimeric Mace as much on a successful one. Once you use this
feature the halo vanishes.
Weapon, legendary (requires attunement by a
creature of good alignment)

The distinctive face of each of the creatures upon


which this weapon is based — the golden roaring
lion, the majestic eagle and the radiant gold dragon
— adorn the flanges of this magic weapon. Gilded
in gold and platinum the mace is affixed to a shaft
of golden hued wood veined with gold running. The
weapon refuses any stain, dirt or marring of any

51
Gravechill Bow Hair Net
Weapon (any bow), uncommon Weapon, common (requires attunement)

This bow appears to have been fashioned not out This net is woven from the soft hair of several elves
of wood but out of the heavy bones of some tundra giving it a calico appearance and is enchanted for
creature. Dwarven runes have been inscribed along quick and easy movement through the air. A net of
the curve of it. Once per round on your turn when hair has the light property and when you make an
you hit a creature with a ranged weapon attack attack with it using your action, bonus action or
using the bow you deal an extra 1d8 cold damage. reaction to attack with this net you can make the
same number of attacks you can normally make.

Grenado
Adventuring gear

A black powder weapon, grenados can be thrown


and have a range of 30 feet. When a grenado is
Hair Shirt
thrown roll initiative for it. The grenado explodes Wondrous item, uncommon (requires attunement by
on its next turn. When a grenado explodes, a barbarian)
creatures within 10 feet must succeed on a DC 12
Dexterity saving throw, taking 1d6 piercing and When you wear this incredibly uncomfortable shirt
1d6 fire damage on a failed save, or half as much made of hair, the fibers irritate your skin and make
on a successful one. The grenado will also ignite your anger rise to the surface easier. You gain an
flammable materials in the blast radius. additional use of your Rage feature.

52
“Every time I feel the rough bristles of this gods
awful tunic brush across my skin it makes me When you hit a target for the first time on your
angrier than a manticore. About as angry as the turn, the target must succeed on a DC 15 Strength
monstrosity from whence this hide came in the first saving throw or be knocked prone.
place!” — Vent, fire genasi barbarian
Hammer is the Key. The smith had a secret shop,
deep in the peaks of the Moridane Mountain range,
where he stored his blueprints and crafted his more
eccentric items. One of the ways the locked area is
opened is through striking the concealed doorway
with the Hammer.

Hammer Strikes the Anvil. Inside the smith’s


secret shop is an anvil that is slotted to accept the
tuning fork body of the Hammer. When it is slid into
the anvil it creates a reverberating “BONNNGGG”
sound. When this is done, any blueprint or schema
that is on top of the anvil is crafted as long as
the required materials are present. Do you want
a mithril repeating crossbow with adamantine-
Hammer of the Moridanes tipped bolts? If the schema or blueprint is present
along with the proper runes for the dimensions and
Weapon (warhammer), rare materials then the item is made as per the fabricate
spell.
Smith with No Name. Long ago, a master smith
of the Moridanes, whose name is lost to history,
crafted a series of wondrous but peculiar items that
made the Moridanes famous. Among those items
was a sword that was not a sword, the Hammer of
the Moridanes

A Sword Named Hammer. The Hammer’s body is


sheathed in illusion so it looks like a regular long
sword blade attached to an ornate hammer as the
cross guard and pommel. Upon closer inspection it Harcannol’s Mind
becomes apparent the edge is edgeless. Its blade is
closer to that of half-round bar stock than a cutting Ring, artifact (requires attunement)
edge. The blood groove is not a groove at all but an
empty space running along the length, separating it This platinum ring has oval stones of pure
into two distinct pieces. The weight is that of a mace residiuum with faceted rubies inset into the center
or morningstar, and when struck by it creatures are of each stone. The value of the item is obvious at
deceived and thrown off guard by the added impact a distance and holding it shows its power as the
of this edgeless sword. item hums and vibrates with energy even when not
attuned.
You gain a +1 bonus to attack and damage rolls with
this magic weapon. When you attack, a humming While attuned to this ring your proficiency bonus
emanates from the hammer and a gong sounds increases by +1. You gain a +2 bonus to AC and
when the weapon strikes, audible out to 100 feet. saving throws while wearing this ring.

53
The statue behaves as the creature would. If the
When you attune to this ring you gain proficiency creature would ordinarily speak a language, you may
with one skill of your choice, you gain the ability converse with it and ask it questions but like any other
to speak one language of your choice and you gain creature it may be reluctant to answer. The creature is
resistance to one energy type of your choice: fire, not innately loyal to you and is still made of whatever
cold, lightning, acid, or poison. When you finish a material it was constructed from before you put the hat
long rest you can change any or all of these choices. on it. A creature that has been petrified and animated
by this hat will not revert to flesh, but instead be a
In addition you learn the guidance cantrip and you different animated being while the hat is on its head.
can cast comprehend languages and detect magic as
ritual spells requiring no components. You can cast
the tongues spell once per day.

Harcannol was a wizard explorer in a past age


who loved uncovering lost knowledge and always
willing to take risks in pursuit of this quest. The
presence and mind of this wizard was blasted from
their body and it took up residence in the ring
they wore. Harcannol’s Mind is a sentient item
with Intelligence 20, Wisdom 16 and Charisma 14.
The ring tends to appear when lost knowledge is
required to stop a crisis certain to put many lives in
danger. Beyond seeking knowledge, the ring urges
its wearer to take risks. The greater the risk, the
greater the reward.
Headsman’s Chill
Weapon (greataxe), rare (requires attunement)

This pale blue +1 lochaber greataxe has a blade


made of magical ice and a haft ornately carved
from the body of an evergreen tree. While you
are attuned to this axe you have resistance to
cold damage and immunity to all conditions
and disadvantages imposed by cold weather.
Additionally, attacks made with this axe have
advantage in the snow or ice, and any blow struck
with it does an additional 2d6 cold damage.
Hat of Animation Bloody Hands, Cold Heart. Of the Hobgoblin clans in
Wondrous item, rare Kredgefur’s Belt, only the Leopard Seal clan ever used
an executioner. For the rest, justice was often dealt
This old felt top hat appears battered and torn swiftly and immediately in the form of single combat,
around the edges and worn thin in places. When though the seals were inclined to believe there were
placed upon the head of an object representing a some crimes too heinous to leave to the gods to
creature, provided the object is whole, it comes to judge. Needless to say, the other clans considered this
life as if animate object were cast on the object. practice an abomination, and the weapon used to do
the deed seemed to agree with them.

54
That is, depending on who you ask. They say
it grew cold in the hands of the hobgoblin who
wielded it, gaining the properties of the relentless
tundra where the beheadings took place. There are
still others, however, who say the axe is blessed by
the gods and that to carry it is surely to win their
favor.

Heroic Drum
Wondrous item, rare (requires attunement)

This drum is quite large, standing at 2 feet tall and


1 foot across with a long leather strap for carrying it
across your back or in front to play while walking.
The leather is dyed in 2 inch squares of dark colors
— blue, black, green and red — with silver inlays

Helm of the Horned King and decoration.

Wondrous item, rare (requires attunement) When you play this drum for 1 minute choose up
to 8 creatures including yourself that can hear
A pair of curved, sharp horns attached to a circlet the drum. For the next 8 hours these creatures
of iron and brass fits snugly on your head. When are under the effect of heroism and aid spells. No
attuned to a helm of the Horned King, the horns concentration is required. This property of the
fuse with your skull, growing into your flesh and drum can’t be used again until the next dawn.
becoming part of your body.

While attuned to a helm of the Horned King, if you


move at least 10 feet straight toward a target and
then hit it with a melee weapon attack on the same
turn, it must succeed on a DC 14 Strength saving
throw or be pushed up to 10 feet away and knocked
prone.

Heroic Tail
Wondrous item, common

When you use an action to hold this nondescript


flexible appendage to the base of your back it stays
magically affixed in place. While this tail is attached
to your back you can remove it without issue.

55
Another creature can use an action to grasp the tail to While attuned to the armor you are vulnerable
remove it from you either by making a successful attack to fire. If fire damage reduces you to 0 hit points
roll against AC 24 or a successful DC 24 Dexterity while wearing the armor you die as your body is
(Sleight of Hand) check. While you wear the tail incinerated and you rise 24 hours later as a wraith.
affixed to the base of your back you can change their
size, shape and coloring to your heart’s content with a
thought. The Heroic Tail can appear as a fluffy fox tail
or a thick leathery crocodile tail or anything in between.
The tail responds to your thoughts but is not dexterous
enough to hold items. Rumors suggest there are more
powerful versions of this item with greater benefits.

Hourglass of Black Sand


Wondrous item, uncommon (requires attunement)

This curved glass structure is full of fine black


sand and enchantment. As a bonus action you can
target a creature that has 0 hit points and set the
hourglass down.

The sand lasts for one hour. For the duration of the
sand falling, that creature is in a state of suspended
animation. It is protected from decay and can’t
become undead and does not make any death
saving throws. You may turn the hourglass back
over as many times as you want.

Hoarfrost Armor
Armor (plate), very rare (requires attunement)

This plate armor is constantly cool with a sheen of


ice over the metal comprising it. When worn until
it is attuned to, it sends a chill to your core. Once
attuned to, this chill disappears and the Hoarfrost
Armor grants you resistance to cold damage.

You have a +1 bonus to AC while wearing this


armor.

Whenever you are hit with a melee attack you can


Icespire
use your reaction to force the attacker to make a Shield, uncommon (requires attunement)
DC 13 Constitution saving throw, taking 3d6 cold
damage on a failed save and half as much on a This kite shield’s outside is constantly coated in a
successful one as the frost from the armor flashes thick layer of rime. When a creature hits you with a
along the creature’s weapon to nip at their hands and melee attack while you are holding Icespire, you may
bodies in recompense for daring to strike its master. use your reaction to strike them with the shield.

56
Make a melee attack on that creature using
Strength. On a hit, the ice on the outside of the
shield forms spikes and deals 1d4 bludgeoning
damage, 1d4 piercing damage and 1d4 cold damage.

Inscrutable Defense
Shield, rare (requires attunement)

This polished steel bears the Mark of High Stakes


prominently upon the front, a well-known symbol
indicating a person who lives by a code of high risk
and high reward. While you are attuned to this shield
+1 you have proficiency on Wisdom (Insight) checks,
Icicle and when you make any such check involved with your
participation in a game of chance your proficiency bonus
Weapon (dagger), very rare (requires attunement) is doubled. If the shield is offered as collateral in any
game of chance, negotiation or bargaining, you have
This translucent stiletto gleams like an icicle set advantage on any Charisma (Deception, Intimidation or
into a basket hilt. Persuasion) checks made to affect the outcome.

Whenever it strikes a living target the blade Death and Dice Level All Distinctions. An Inscrutable
becomes incredibly cold and freezes some of Defense has the potential to aid you in combat in
the blood it has made contact with, causing an addition to its ability to affect games of chance. As a
additional 3d6 cold damage. The target must bonus action, you can invoke the Mark of High Stakes.
succeed on a DC 15 Constitution saving throw or Roll 1d20 and consult the following table to determine
their movement speed is reduced by 5 ft. for 1 the effects, which last for 1 minute. Once you use this
minute. If a target’s movement speed is reduced ability, it cannot be used again until the next dawn.
to 0 in this way, they are restrained. A creature
affected by this makes another Constitution d20 Effect
saving throw at the end of each of its turns. On 1-4 Attack rolls made against you have
a successful save, the creature regains 5 ft. of advantage.
movement. Icicle has no effect on constructs or 5-15 No effect
undead. 16-19 Attack rolls made against you have
disadvantage.
20 Attack rolls made against you have
disadvantage and you have +1 AC.

If you are attuned to a Gambler’s Gambit and an


Inscrutable Defense, the pair of items only counts as
one item for attunement.

57
Keys of Danger
Part of a Matching Set!

“The keys? I know they seem powerful but we have


methods of reacquiring them if the humanoid that’s
taken them is dead. It gives them some direction and
something to hunt for. Makes the experience more
real. Besides, they tend to get messy when they
don’t have their hands full.” — Em-Katha, Manager
of the Humanoid Exhibit

This set of keys has been distributed throughout the


Humanoid Exhibit of the Mystical Menagerie. It is
Kaldruk the Bastion of said if you collect all six keys you can use them to
unlock the mythical Oasis where a humanoid can
Drasusgino live out the rest of its days in perfect comfort and
out of danger.
Armor (shield), rare (requires attunement)
The truth is these keys are pretty powerful in
You have a +1 bonus to AC while holding this
their own right and procuring just one can be the
immaculate shield made from the dark scales of
difference between life and death in some places.
the Dragon Emperor Drasusgino, which shine and This also makes it exciting when a humanoid leaves
glisten even in dim light. The gemlike eye set into the Oasis. After all there’s nothing stopping them
the shield seems to follow the gaze of onlookers, but they can’t get back in until they’ve collected
comforting those you call allies and unsettling those them all and even the humanoids who have done so
you consider enemies. The shield is indestructible before don’t always know where they’ll be stashed
by any known means and never shows any signs of again this time around. It’s always dangerous.
wear or damage.

While you hold the shield you can use your bonus
action to issue a tremendous roar from the shield.
Each creature in a 15-foot cone originating from
you must make a DC 15 Constitution saving throw.
On a failed save, a creature takes 3d6 thunder
damage and is pushed 10 feet away from you. On
a successful save, the creature takes half as much
damage and isn’t pushed.

You can use this bonus action a number of times


equal to your proficiency bonus. If you are also
attuned to Drukal the Fang of Drasusgino you can
Key of Danger (Acid)
draw the sword as part of the same action allowing Wondrous item, rare (requires attunement)
both items to roar, which extends the roar to a 30
foot cone and increases the Constitution saving Part of a set of six distinct objects, this glass key is
throw to DC 16. remarkably sturdy and filled with a sickly yellow
liquid that sloshes inside when the key is moved.

58
The key has 3 charges. You can use your action to
spend a charge and create a 15-foot-radius sphere
of acidic mist centered on a point you choose within
60 feet. All creatures inside the area when it is cast
must make a DC 15 Dexterity saving throw, taking
8d8 acid damage on a failed save and half as much
on a successful one. Creatures ending their turn
in the area or entering it for the first time on their
turn must make their save and take damage. The Key of Danger (Magic)
circle cannot be moved and lasts for 10 minutes.
Wondrous item, rare (requires attunement)
The key regains 1d4-1 spent charges daily at dawn
(minimum 0). Part of a set of six distinct objects, this violet key
thrums with arcane power and has five amethysts
set into the handle like a crown.

The key has 5 charges. You may expend charges to


cast a spell you know of a level equal to the number
of charges you expend from the key, without
expending a spell slot.

The key regains 1d4-1 spent charges daily at dawn


(minimum 0).

Key of Danger (Ice)


Wondrous item, rare (requires attunement)

Part of a set of six distinct objects, this crystal key is


cool to the touch and glistens in the light.

The key has 3 charges. As an action you may spend Key of Danger (Magma)
a charge and point the key at a creature within 30
Wondrous item, rare (requires attunement)
feet. The target must make a DC 17 Constitution
saving throw or be frozen (petrified) for 1 minute. Part of a set of six distinct objects, this key is
A creature within reach can use an action to break made of scarlet stone with orange glowing veins
away the ice and free the target without harm. Any throughout it and is always warm to the touch.
food or beverage touched by the key is instantly
chilled. Doing this does not consume a charge. The key has 8 charges. As an action you may
expend 1 charge to cast fire bolt, 2 charges to cast
The key regains 1d4-1 spent charges daily at dawn flaming sphere and 3 charges to cast fireball. Any
(minimum 0). food or beverage touched by the key is instantly
warmed. Doing this does not consume a charge.

The key regains 1d4-1 spent charges daily at dawn


(minimum 0).

59
as much on a successful one. You may exempt up to
four other creatures from this damage. Whenever
you expend a charge, one of the diamonds stops
glowing.

The key regains 1d4-1 spent charges daily at dawn


(minimum 0).

Key of Danger (Sand)


Wondrous item, rare (requires attunement)

Part of a set of six distinct objects, this key is


smooth and striated with thin layers of mineral.

The key has 3 charges. As an action you may


expend a charge to cast haste on a target of your
choice within 30 feet (no concentration required).

The key regains 1d4-1 spent charges daily at dawn


Kibur’s Cube
(minimum 0). Wondrous item, legendary

This complex series of metal squares moves in


a pattern. The cube requires knowledge of the
arcane. If you do not have proficiency in the
Arcana skill your check to operate the device is
made with disadvantage. You can use your action
to make an Intelligence (Arcana) check to attempt
to access the following aspects of the cube. Once
you successfully unlock an aspect of the cube five
times you can always go back to that setting with a
successful DC 10 Intelligence (Arcana) check.
Key of Danger (Stars) (DC 15). You access an extradimensional space
Wondrous item, rare (requires attunement) similar to a large bag of holding. The cube
opens up to a very large opening and contains
Part of a set of six distinct objects, this twisted enough things to fill a small room. Up to 1000
black wrought iron key is embedded with three pounds of material may be stored within this
small glowing diamonds along the handle. extradimensional space. Everything left in this
room is temperature controlled and kept in stasis
The key has 3 charges. As an action you may until removed.
expend a charge to create a pulse of radiant energy (DC 18). You access an interdimensional
in a 20 foot radius centered on you. All creatures in workshop. When this extradimensional space is
the area must make a DC 15 Charisma saving throw, opened it is prepared for work and contains any
taking 8d6 radiant damage on a failed save and half tool sets you desire.

60
(DC 20). This extradimensional space opens
into a research library, which contains books on
numerous subjects, perhaps even things lost to
the ages. Whenever you make a knowledge based
check while in this space you make the check with
advantage.
(DC 25). This extradimensional space is a massive
chamber suited for whatever you need. It has an
indestructible prison, a security vault or anything
else.

KrGurgen’s Crazy
Caltrop Container
Wondrous item, rare

This small iron chest is etched with figures


comically hopping on one foot while grabbing the
other. When opened while it still has charges it
appears full of small iron caltrops.

KrGurgen’s Bountiful KrGurgen’s Crazy Caltrop Container has 50 charges.


Once all the charges are spent the container
Crossbow Bolt Case becomes a nonmagical iron chest. Upon your
command the chest begins pouring caltrops out
Wondrous item, very rare wherever you aim the open container and creates
one of the following effects of your choice:
Each of the three wood and leather compartments
comprising this bolt case are embossed and edged • You can use your action to speak the command
with a different metal — copper, silver and gold — word and spend 1-5 charges to cover an area
with arcane runes etched into each of these metal in caltrops. The area consists of one 10 foot
caps. cube for each charge you spend, which you can
arrange as you wish within 10 feet for each
Each day at dawn each of the compartments charge, and each 10 foot cube must have at least
conjures 5 crossbow bolts. The copper one face adjacent to the face of another cube.
compartment creates +1 crossbow bolts, the silver • You can use your action to speak the command
compartment creates +2 crossbow bolts and the word and spend 10 charges to cause a cone of
gold compartment creates +3 crossbow bolts. After caltrops to erupt from the chest. Each creature
one of these bolts are used to make an attack they in a 60 foot cone must make a DC 15 Dexterity
vanish. Any unfired crossbow bolts vanish at dawn. saving throw. A creature takes 8d8 piercing
damage on a failed save or half as much damage
on a successful one. The area becomes covered
in caltrops.

61
you can walk through the door to teleport
yourself up to 500 feet away. You arrive
at exactly the spot desired by stepping
out of another spectral door that
manifests. After you walk through the
door, or after 1 hour, the door vanishes.
6 A gold piece appears in your hand. Then
another. And another. Roll d100 to
determine how many gold pieces appear
in total. The coins disappear after 24 hours.

KrGurgen’s Wild
Wooden Tokens
Wondrous item, uncommon

This small leather pouch smells faintly of cedar and


contains 1d6+4 wooden tokens roughly the size of a
gold piece with arcane sigils burned into them. The
command word is stitched into the top of the inside
of the pouch.

You can use your action to pluck a token from the


pouch and activate it by speaking the command
word. The token vanishes. Roll d6 and consult the Lantern of Stoneseeing
following table to discover what happens.
Wondrous item, very rare (requires attunement)
d6 Effect
Strong divination magic infuses this unremarkable
1 Your skin takes on the appearance of
iron bullseye lantern. While lit and shined in
wood and you have a +2 bonus to AC for
a 5 foot radius upon a stone surface 15 feet thick or
1 hour.
less, you can see through the stone into the
2 Thorns protrude from your weapons and
space beyond where the light falls as if it were
they deal an additional 1d4 piercing
transparent. The area appears as if in dim light.
damage for 1 hour.
Creatures on the other side of the stone cannot see
3 A Tiny spectral token hovers lazily in the
you or the lantern’s light unless they have
air around you and you can use your
truesight.
reaction to cast counterspell. After you
cast this spell, or after 1 hour, the token
vanishes.
4 A Tiny spectral token manifests on your
forehead and you can use your bonus
action to spend hit dice as if you finished
a short rest. After 1 hour the token
vanishes.
5 A Medium spectral door manifests in an
unoccupied space within 5 feet of you and

62
Liar’s Arrows
Weapon (arrow), uncommon

These black fletched arrows come in sets of 10.


Last Breath When you fire one of these arrows at a creature that
has told you a deliberate lie in the past 24 hours,
Weapon (dagger), rare (requires attunement) you have advantage on the attack. If the attack hits
the creature takes an extra 3d6 radiant damage as
This simple looking dagger has three runes at the arrow bursts into light and is destroyed.
the base of the blade. One rune is blue, one is red
and one is yellow. With the thought the blade can
change into a short sword. In either case this +1
weapon can unleash one of the runes as a bonus
action (spell save DC 15). The blue can be used to
invoke a lightning bolt. The red can be used to cast
fireball. The yellow can be used to cast blight. Once
a rune is invoked you must finish a long rest before
you can invoke that rune again.

Lingering Scent
Wondrous item, common

Lens of Statuary This etched glass vial with an atomizer squeeze


bulb attached with a tube is filled with a subtle
Wondrous item, rare (requires attunement) perfume that never runs out.

This clear amethyst carved into a lens fits over the Created by a powerful but extremely vain mage.
eye like a monocle. It has 3 charges. While wearing Rumor has it the powerful and extremely vain mage
it, as an action you expend one of the charges to who created this aromatic only became a wizard in
cast flesh to stone (save DC 15). Whenever you use order preserve and enhance their beauty. Lingering
the last charge, you must make a saving throw. Scent is but one of many of their creations designed
If you fail the spell is also cast on you. The lens to help them preen and peacock around the nobility.
regains 1d4-1 charges daily at dawn. It said the others at court referred to them and as
the Peacock Wizard behind their back.

63
Lucky Token
Wondrous item, uncommon

This object can literally be any tiny item easily worn


or carried in a pocket or pouch. If kissed, rubbed
or otherwise interacted with prior to making a
Mantle of the Thorned
check using any gaming set you can add +1 to your
check. You must believe the object is indeed lucky
Vine
to make the item work. Should the item fall out Wondrous item, very rare (requires attunement by a
of your possession for more than 1 day, you have good aligned creature)
disadvantage on all gaming skill checks for 30 days.
This cloak made of large leaves grants you a +1
bonus to AC, ability checks and saving throws. If
you are a Small humanoid you also gain advantage
on Dexterity (Stealth) checks in forests or areas of
tall grass when the cloak’s hood is pulled up. Pulling
the hood up or down requires an action.

Lore
The following Intelligence (Arcana, History, or
Nature) checks can be made to determine what an
examination of either the whip or mantle reveals.
Proficiency in any two skills reduces the DCs of the
checks by 5.
DC 10. Legends tell of an ageless diminutive ghost-
in-the- woods, a hero, who has stood-up for the
small folk for the last 150 years. He’s known as the
Mantle of the Predator Thorned Vine for his ability to trip-up and be a thorn
in the sides of larger would-be despots. (History) The
Wondrous item, uncommon (requires attunement) Thorned Vine is known for wielding a fantastic whip
that appears as a vine and wearing a cloak of large
This short cape covers the shoulders and is made of leaves that would shroud his face. (Arcana or History)
coarse fur crusted with dried blood. While wearing DC 15. Every once in a while, there are those who
the mantle of the predator, once per turn you swear their village or town had been visited by the
have advantage on a melee attack roll against any Thorned Vine without his wearing the telling cloak
creature that doesn’t have all its hit points. or seeing signs of his vine whip. (History)

64
DC 20. The whip was called after its namesake,
Thorned Vine and the leafy cloak became known as
the Mantle Of The Thorned Vine. Those who have
seen the whip in person say it moves as if alive and
the cloak hides its wearer from sight. (Arcana or
Nature)
DC 25. The few accounts of the Thorned Vine’s
appearance vary greatly; at times described as a
gnome or halfling, male or female, and having
auburn, blonde, or red hair depending on the era in
which the tale is told. (History) Mask of Vexes
DC 30. There have actually been dozens of Thorned
Wondrous item, rare (requires attunement)
Vines as the title is handed-down from the one
currently bearing the namesake to a worthy
This solidly made featureless mask has a good
apprentice who’s often trained under the current
weight to it and a puzzled expression. It has three
Thorned Vine for years. (History)
charges, represented by three glowing gemstones
DC 35. The Thorned Vine, whether those that are
along the forehead of the mask. When you take
retired or the one that actively bears the mantle,
damage you can use your reaction to expend one
belong to a secret society known as The Ivy Wreath.
charge and deal 2d6 psychic damage to the creature
Opinions on the role of civilization differ in this
that hit you. Additionally, the creature must make a
enclave of those concerned with the natural world
DC 14 Wisdom saving throw or be frightened of you
and mankind, but members are bound together
until the end of their next turn.
in their belief for protecting the natural order.
(History or Nature)

You gain the Lucky feat while you are attuned to the
Mantle of the Thorned Vine and Thorned Vine.

Mask of Wrath
Wondrous item, rare (requires attunement)
Mask of Bastion This solidly made featureless mask has a good
Wondrous item, rare (requires attunement) weight to it and an angry expression. It has three
charges, represented by three glowing gemstones
This solidly made featureless mask has a good along the forehead of the mask. When you take
weight to it and a stoic expression. It has three damage you can use your reaction to expend one
charges, represented by three glowing gemstones charge and deal half that much damage back to the
along the forehead of the mask. As a reaction, you creature that hit you.
can expend one charge to raise your AC by 3 until
the end of your next turn. The mask regains all
expended charges at the next dawn.

65
Masques of Fairy Upon donning this metallic masque scales appear
along your arms and legs and a pair of leathery
Glamour wings folds against your back like a cloak. Physical
interaction with these features shows this is not the
The fey courts take their masquerades very case in reality, but an illusion. You choose the color
seriously, down to every last mystery. Most human and intensity of the scales the illusion creates. Your
masquerades make a paltry effort in comparison, voice takes on a crisp, smoky quality.
but when you attend a fey party the masque is
designed to cloak your voice and even some of The masque has 4 charges. If you are attuned to the
your other features. They came into fashion in the masque you can spend charges to make the illusion
Summer Court but the practice spread like wildfire. a reality. You can use your bonus action to spend 1
A little bit of illusion, a little bit of transmutation charge and gain a flying speed equal to your walking
and a little bit of the fey realm doing as it has always speed and you gain a +1 bonus to your AC for 1
done and dialing the magic up as far as it goes. minute. Each day at dawn roll a d10. On a result
of 1-5 the masque regains no charges and 6-10 the
A Menagerie of Animals. Although these example masque regains 4 charges. The fey are fickle after all.
masques are definitely available, there are also
masques featuring all manner of creatures of fur
and feather and scale. Some of the wearer’s features
become animalistic in a purely aesthetic way. These
examples give you an idea of how a Masque of
Glamour functions.

Masques of Glamour
(Fox)
Wondrous item, rare (attunement optional)

Members of the fey courts wear these masques


Masques of Glamour fashioned into the shapes of various animals
(Dragon) at their enchanted soirees. Upon putting on
the masque you take on secondary attributes
Wondrous item, rare (attunement optional) of whatever animal the masque was made to
replicate. While wearing the masque, any Wisdom
Members of the fey courts wear these masques (Insight) checks made to discern your identity have
fashioned into the shapes of various animals disadvantage. Your voice is altered to fit the animal
at their enchanted soirees. Upon putting on you have chosen.
the masque you take on secondary attributes
of whatever animal the masque was made to Upon donning this black, silver or ginger colored
replicate. While wearing the masque, any Wisdom mask your fingers elongate and manifest small
(Insight) checks made to discern your identity have claws and you have a brushlike tail. Physical
disadvantage. Your voice is altered to fit the animal interaction with them shows this not the case in
you have chosen. reality, but an illusion. Your voice takes on a low,
sly quality.

66
The masque has 4 charges. If you are attuned to walking speed and you have advantage on Dexterity
the masque you can spend charges to make the checks and saving throws for 1 minute. Each day
illusion a reality. You can use your bonus action to at dawn roll a d10. On a result of 1-5 the masque
spend 1 charge to double your walking speed and regains no charges and 6-10 the masque regains 4
you are unaffected by difficult terrain for 1 minute. charges. The fey are fickle after all.
Each day at dawn roll a d10. On a result of 1-5 the
masque regains no charges and 6-10 the masque
regains 4 charges. The fey are fickle after all.

Masques of Glamour
(Spider)
Wondrous item, rare (attunement optional)
Masques of Glamour
(Raven) Members of the fey courts wear these masques
fashioned into the shapes of various animals
Wondrous item, rare (attunement optional) at their enchanted soirees. Upon putting on
the masque you take on secondary attributes
Members of the fey courts wear these masques of whatever animal the masque was made to
fashioned into the shapes of various animals replicate. While wearing the masque, any Wisdom
at their enchanted soirees. Upon putting on (Insight) checks made to discern your identity have
the masque you take on secondary attributes disadvantage. Your voice is altered to fit the animal
of whatever animal the masque was made to you have chosen.
replicate. While wearing the masque, any Wisdom
(Insight) checks made to discern your identity have Upon donning this black, brown or sundry bright
disadvantage. Your voice is altered to fit the animal colored mask with eight eyes you become taller
you have chosen. and more slender and manifest eight spindly
appendages from your back. Physical interaction
This raven mask almost always comes in black with these features shows them not to be the case
though the rare white variant does exist. Upon in reality, but an illusion. Your voice takes on a
donning this mask your fingers elongate and stretched, malevolent quality.
manifest talons and a pair of feathered wings folds
against your back like a cloak. Physical interaction The masque has 4 charges. If you are attuned to
with either of these features shows this is not the the masque you can spend charges to make the
case in reality, but an illusion. Your voice takes on a illusion a reality. You can use your bonus action
wry, sardonic quality. to spend 1 charge and gain a climbing speed equal
to your walking speed and you ignore movement
The masque has 4 charges. If you are attuned to the restrictions caused by webbing. for 1 minute.
masque you can spend charges to make the illusion Each day at dawn roll a d10. On a result of 1-5 the
a reality. You can use your bonus action to spend masque regains no charges and 6-10 the masque
1 charge and gain a flying speed equal to your regains 4 charges. The fey are fickle after all.

67
Masques of Glamour Maw Hammer
(Squid) Weapon (chained fist), uncommon (requires
Wondrous item, rare (attunement optional) attunement)

Members of the fey courts wear these masques The weights at either end of this length of chain are
fashioned into the shapes of various animals fashioned in the shape of a snarling beast with fangs
at their enchanted soirees. Upon putting on bared to the world. Whenever you hit an enemy with
the masque you take on secondary attributes this magic weapon, you may use a bonus action to
of whatever animal the masque was made to make an additional bite attack with the maw. The
replicate. While wearing the masque, any Wisdom bite attack is made with advantage and if it hits deals
(Insight) checks made to discern your identity have 1d6 piercing damage and 1d6 poison.
disadvantage. Your voice is altered to fit the animal
you have chosen. (A chained fist is a martial melee weapon that
deals 1d6 bludgeoning damage, weighs 4 lbs and
This squid mask comes in a myriad of colors and in has the reach (10 ft.) and thrown (range 20/60 ft.)
fact changes colors to match its surroundings. Upon properties.)
donning this mask eight tentacles surround you at
all times. Physical interaction with them shows this
is not the case in reality, but an illusion. Your voice
takes on a guttural, writhing quality.

The masque has 4 charges. If you are attuned to


the masque you can spend charges to make the
illusion a reality. You can use your bonus action to
spend 1 charge and gain a swimming speed equal
to your walking speed and you can breathe water
Memory Stone
for 1 hour. Each day at dawn roll a d10. On a result Wondrous item, common
of 1-5 the masque regains no charges and 6-10 the
masque regains 4 charges. The fey are fickle after This clear, faceted gem stores an image of a loved
all. one. The face can be changed upon command as a
bonus action.

“Merchants, adventurers and travelers of all sorts


cherish these magically cut and crafted gemstones.
A reminder of far off loved ones can sometimes
make all the difference between hope and despair.”

68
When you attune to the map you appear as a
blinking dot on the otherwise blank parchment. You
can use your action to describe your surroundings
aloud and magical ink appears on the parchment,
sketching out the space as it begins recording your
travels. The map creates as much parchment as
necessary to continue mapping without becoming

Mingel’s Food Filibuster any larger or heavier.

The subterranean magic and materials used to


Wondrous item, uncommon
craft these maps is highly susceptible to sunlight.
If exposed to sunlight for 10 minutes without
“At first glance I thought the shopkeeper was trying
interruption they burn up and are destroyed.
to get one over on me. This might look just like
a simple rock but it is very special.” — Unknown
Hopefully you find or acquire your copy in a city so
adventurer
you can travel back to that location. It then records
the detail as you move along your trail.
When you hold this rock in your hand while you
consume nonmagical food and drink it alerts The stories go there are a few maps that do not
you if the item is safe to eat or drink. If the food reset upon going to a new owner though those
or drink is free of poison and disease the stone would be very rare indeed. These maps have
delivers a soft, warm sensation. If not it delivers notations from various users and the scrolls
an unpleasant shock. It is not enough to cause any would be very large, ever expanding to all the new
damage but certainly enough to alert you the course locations recorded.
of action is unwise. What you do thereafter is
entirely up to you, as Mingel would say. But worry not. Travel back to the wonderful deep
gnome city and acquire another. Having such a
map, you can easily backtrack your trail when you
make a wrong turn or even take you back to the
nearest safe location.

Mingel’s Map of
Movement Memory Mingel’s Rotund Rocks
Wondrous item, rare (requires attunement) of Repelling
Wondrous item, uncommon
This large scroll of sturdy parchment is quite
intelligent and tracks all the places you travel
These Tiny egg-shaped rocks are covered in
underground, recording and annotating in great
scratches and faintly glowing runes. You can use an
detail everything you encounter as you walk and
action to hurl it at a point on the ground within 30
observe, provided you speak to the map as you go. feet of you.

69
An illusion of a Large or smaller creature of your can ignore the requirements of the spell pertaining
choice appears over the thrown rock, makes noise to the corpse. After completing the spell the mirror
audible from as far away as 300 feet away and moves shatters and is no longer magical.
away from you with a speed of 30 feet. The illusion
lasts for 1d4+1 minutes, reacting and interacting
with other creatures in its path. It has passive
Perception 12 and creatures must succeed on a DC 15
Wisdom saving throw to see through the illusion.

Mirror of Vanity
Wondrous item, uncommon (requires attunement)

Beautiful engravings of a flock of peacocks with


long and graceful feathers, each carved with
excruciating detail decorate the outside frame of
this enchanted mirror of shining silver. When you
Mirror of Heart and look at your reflection in the mirror you see an
idealized version of yourself.
Home
While you are attuned to this mirror you have
Wondrous item, common
advantage on Charisma (Deception and Persuasion)
checks as the mirror gives you a boost of
When you look at the reflection in this handcrafted
confidence. Additionally, as a bonus action you may
silver mirror you see your children in the reflection. If
alter one small detail about yourself, such as the
you are not a parent you see yourself as a child in the
color of your eyes, or hide a scar.
reflection. Those who travel far or often frequently
carry these hand mirrors so they can catch a glimpse of
their beloved children anytime while away from home.

Mirror of the Otherside Monster Feet


Wondrous item, rare Wondrous item, rare (requires attunement)
You can use this mirror as a spell focus for casting The appearance of these boots varies by the type
speak with dead. As long as you know the name of of monster they represent. There are 14 kinds of
the dead creature you wish to use the spell on you monster feet based on creature types.

70
Monster Feet always appear as the feet of a monster
from a particular type of creature (aberration,
beast, celestial, construct, dragon, elemental, fey,
fiend, giant, humanoid, monstrosity, ooze, plant or
undead).

While you are attuned to monster feet you can


use your bonus action to change the appearance
of your feet to that of any creature of your boots’
type. Anyone tracking you while wearing the boots
determine they’re tracks of the particular monster
you choose up to and including extra limbs. Senses
like truesight can pierce this ruse. You also have
advantage on Charisma (Deception, Intimidation,
Persuasion) checks made to influence any creatures Moon Bow of the
of your boots’ type.
Archfey
In addition you can cast the shapechange spell Weapon (longbow), uncommon (requires
limited by your boots’ type (including undead or attunement)
constructs). Once you use this feature you can’t use
it again for one week. Crafted in the lands of faerie by a Seelie craftsman
noble, the pale white wood has veins of gold running
While attuned to monster feet you acquire one of throughout and lacks a bowstring or any way of
the following quirks: stringing one. When you make a drawing motion an
1 You take on the eating habits of one of the arrow of force appears. The bearer suffers no harm
creatures of your monster feet type. in temperatures as cold as −20 degrees Fahrenheit or
2 You become a hoarder or trophy taker. as warm as 120 degrees Fahrenheit.
3 You have a distinct odor based off of a
creature of your monster feet type.
4 Your eyes take on appearance of a creature
of your monster feet type.
5 You either attract or repel domestic animals.
6 You give off a false aura of creature type to
divination magic.
7 A tattoo related to a creature of your
monster feet type appears on your body.
8 Your skin takes on the texture of a creature
from your monster feet type. Mystical Menagerie Map
Wondrous item, common

This interactive map stores locations and interacts


with you when you unfold it. The map shows you
the region where you are provided you have been
there before with the map on your person. You may
touch the area you are trying to go to and the map
shows you the most direct path to get there with a
glowing line.

71
Folded, the map can fit in a pocket. Unfolded, its The Necklace of Tongues can be used as a
full size is 4 feet by 4 feet. You must succeed on a spellcasting focus and can be used in place of the
DC 12 Dexterity (Sleight of Hand) check to fold the verbal component of spells you cast while you wear
map back up once you’ve opened it. the necklace.

“Yes, I know, it’s hard to fold back once you’ve In addition whenever you cast a spell with a verbal
unfolded it. Just.turn it this way.” component you can use your bonus action and
spend 1 charge per spell slot level to command the
necklace of tongues to repeat the spell, choosing a
new target within range. When the final charge is
spent the necklace is destroyed.

Nanny’s Milk
Potion, uncommon

This thick potion has small globules floating inside


and tastes slightly sweet and clean, with no strong
aftertaste. When you drink this potion you gain
advantage on saving throws against cold and gain
resistance to cold for 1 hour.
Necrodrum
Wondrous item, very rare (requires attunement by a
“On exceptionally rare occasions mystics from spellcaster)
the Order of the Wizened provide these enchanted
draughts to fellow scholars and loremasters This drum is imbued with necromantic magic
to aid in the journey to Maktaba Hold high in and radiates heavily so under detect magic spells.
the mountains where they keep guard over vast When you play this drum made of bones covered by
repositories of ancient knowledge.” stitched and stretched hides with bone drumsticks
you can coax dark magic from the rhythm.

While holding the drum you can use your action


to choose a Medium or Small humanoid corpse
within 60 feet and reanimate it as a wight under
your control. (The GM has game statistics for this
creature). You can’t use this property again until
you finish a long rest. As a bonus action on each of
your turns you can mentally command the wight if
Necklace of Tongues it is within 60 feet of you. You decide what action
the wight takes and where it moves during its next
Wondrous item, rare (requires attunement) turn, or you can issue a general command. If you
issue no commands the wight only defends itself
This grotesque necklace made of nine severed against hostile creatures. Once given an order
tongues each branded with an arcane symbol and the wight continues to follow it until its task is
lashed together has 9 charges. complete.

72
The wight is under your control for 24 hours,
after which it stops obeying any command you
have given it. Once every 24 hours, you can play
the drum to reassert control over the wight you
animated with it.

In addition you can play the drum as an action to


cast the create undead spell. Once the drum has
created an undead creature, it can’t do so again
until 7 days have passed.

Night Sky Cloak


Wondrous item (cloak), rare (requires attunement)

Nectar of the Gods This black cloak is lined in a dark blue silk studded
with small twinkling gems that track the patterns
Potion, uncommon of the stars in the sky and even while you’re
underground displays the constellations where they
When you consume this fragrant honeyed liquid are from your perspective.
from its etched golden chalice it removes all
exhaustion, cures all diseases and removes all If you cast a divination or teleportation spell while
conditions from you. Any curses upon you are wearing this cloak, and the creature or place you
lifted, as are any reductions to your ability scores or are targeting is beneath the open sky, treat it as if
effects reducing your maximum hit points. you have a relic of the person or an object from the
location in your possession.
“Imbibing the drink of the gods does indeed cure
one of all ailments but sipping such nectar is not While attuned to the cloak you can use an action
meant for mortals. The golden drink imparts an to cast legend lore, with no material components
unquenchable thirst that can forever after can only required as long as the subject of your questioning
be slaked by this divine nectar.” has been touched by starlight. Once you use this
property you can’t use it again until the following
Curse. Each day at dawn after consuming nectar dusk.
of the gods you must consume another. If you don’t
you must succeed on a DC 15 Constitution saving
throw or gain a level of exhaustion. Only another
Nectar Of The Gods or a greater restoration or wish
spell can remove this exhaustion. A remove curse
spell cast on you suppresses the curse until the
following dawn.

73
This magic sword offers no combat bonuses
but despite its appearance is indestructible and
razor sharp along the entire blade. The damage
is an illusion. The blade is in fact in immaculate
condition. The sword has 3 charges. Once on your
turn you can spend a charge to make an extra
attack if you took the attack action. The sword
gains back 1 charge at dawn each day.

Northstar
Weapon ( flail), common (requires attunement)

This gleaming flail has a handle of polished ebony


inlaid with a silver star at the bottom of the handle.
Whenever you hit a creature with Northstar, you
may mark them as a bonus action. The symbol of a
star appears somewhere on the creature’s body. You
always know what direction and how far away the
Orb of Dreams
marked creature is from you as long as they are on Wondrous item, uncommon
the same plane of existence. They remain marked
until you kill them or you use a bonus action to The churning particles within this colorful orb
mark a new creature. catch the light and seem to move more rapidly
when you let your mind wander. If you’re a
spellcaster, you can use the orb as a spellcasting
focus.

Whenever you hold this orb in your sleep, the orb


captures a part of what your unconscious mind
experiences in the dreaming world. Whenever you
awake from sleep with the orb in your possession
roll a d10. If the result is 1-5 the orb retains a
dream. If the result is 6-10 the orb retains a
nightmare. If the orb contains a dream the particles
Notched Blade will be gold. If it contains a nightmare the particles
will be dark purple.
Weapon (any sword), rare
As an action you may view whatever experiences
This blade at a glance appears damaged with its the orb retains in your waking hours. If you view
cutting edge clearly nicked and notched from many a nightmare contained by the orb you take 2d6
blows against a harder metal. The golden hilt psychic damage. If you view a dream you regain
appears intact and is the only possible indicator 2d6 hit points. Using this feature expends whatever
of this blade having any value. However when you experiences the orb retains and it cannot be used
pick up the blade it appears lighter than other again until the orb captures a new experience in the
blades of its type and is incredibly well balanced. Dreaming World.

74
In addition you can use an action to smash the
orb upon the ground at your feet or another
hard surface within 5 feet, shattering it. If the
orb contains a dream when you do this, up to six
creatures of your choice you can see within a 15 foot
radius of where the orb shattered regain 8d6 hit
points. If it holds a nightmare up to six creatures of
your choice you can see within a 15 foot radius take Orb of Winter’s
8d6 psychic damage. Once you use this feature the
orb is destroyed. Nightmare
Wondrous item, very rare (requires attunement)

This polished orb is the color of glacial ice with a


soft glow deep inside of it. If you’re a spellcaster,
you can use the orb as a spellcasting focus.

The orb has 4 charges. Whenever you cast a spell that


Orb of Forecasting deals cold damage you can expend one of its charges
to cast the spell using a spell slot one level lower.
Wondrous item, common
The orb regains 1d4 expended charges daily at
When you hold this smooth glass orb and speak
the command word, an image appears inside that dawn. If the orb runs out of charges, roll a d20. On
predicts what the weather will be at your location the result of 1, the orb melts into cold water.
for the next 24 hours.

When an orb of forecasting is inactive the images


inside fluctuate randomly between snow squalls,
storm clouds, rain, crackling lightning and different
types of weather phenomenon.

Orb of Ice Spires


Wondrous item, rare Petal Armor
This fist sized orb of ice is seamless and never Armor (any), varies
melts. While you carry the orb when you would
normally roll one or more dice to deal cold damage This armor has the appearance of blooming
from a spell you cast you use the highest number flowers. When you don the armor you decide the
possible for 1 die. For example, instead of dealing petal formation and coloration. While you wear
3d8 cold damage with a spell you deal 8 + 2d8 cold this armor you can cast the druidcraft cantrip. In
damage. addition you can cast speak with plants.

75
Once you cast speak with plants, you can’t use this
property again until the following dawn. You can
also cast it using any spell slots you have of the
appropriate level.

In addition you have a bonus to AC while wearing


the armor, determined by its rarity.

• Uncommon. No AC bonus
• Rare. +1 AC
• Very Rare. +2 AC
• Legendary. +3 AC Pig Pen
Weapon (maul), rare (requires attunement)

This maul looks pock marked with age and rust.


When it moves flakes of rust fall off of that
fades after one minute. This +1 weapon deals an
additional 2d6 acid damage on a successful hit.
Attacks against objects and constructs deal an
additional 2d6 acid damage for a total of 4d6 acid
damage.

Petal Blade Plushies of Fundrous


Weapon (longsword), uncommon
Power
In the Gift Shop of the Planar Menagerie…
This longsword is oxidized and budding vines wrap
around it from pommel to the tip of the blade. The little shop on the way out of the planar zoo
is much like any other zoo gift shop you may
As an action you can strike the ground and create a have been in, in your life. It is full of customized
10 foot radius of flowers. The flowers are poisonous coffee mugs and keychains, grabby-bitey toys in
and all nongood creatures must make a DC 12 the shapes of the exhibits and T-shirts proudly
Constitution saving throw or take 11 (2d10) poison declaring “I survived looking at the Beast of Many
damage and become poisoned until the end of your Arms with my Sanity Intact!”
next turn, of half as much damage and they are not
poisoned on a successful save. After one minute One of the most common objects in the shop,
the flowers lose their magical potency and are no of course, is a plush toy of one of the exhibited
longer poisonous. The sword can’t be used this way creatures. These are bound to be a hit with the kids!
again until the next dawn.

76
Plushie of Fundrous Plushie of Fundrous
Power (Hungry Power (Rampaging
Gantuan) Dragonborn)
Wondrous item, common Wondrous item, common

Don’t You Want a Stuffed Human? A plushie Don’t You Want a Stuffed Human? A plushie
of fundrous power can be found in the planar of fundrous power can be found in the planar
menagerie’s gift shop. It is a stuffed animal of a menagerie’s gift shop. It is a stuffed animal of a
creature small enough to fit comfortably under creature small enough to fit comfortably under
a child’s arm. You can use an action to speak the a child’s arm. You can use an action to speak the
command word and drop the plushie on the ground command word and drop the plushie on the ground
within 60 feet of you, and the plushie becomes within 60 feet of you, and the plushie becomes
animate. The plushie is friendly to you and your animate. The plushie is friendly to you and your
companions. It understands your languages and companions. It understands your languages and
obeys spoken commands to the best of its ability. If obeys spoken commands to the best of its ability. If
you issue no commands, the plushie behaves in a you issue no commands, the plushie behaves in a
fashion depending on the kind of plushie it is. fashion depending on the kind of plushie it is.

Hungry Gantuan. This plush gantuan is Rampaging Dragonborn. This plush female
overwhelmingly fluffy and soft. Open its mouth to dragonborn features soft red scales and a thick tail.
find a plush apple, but be careful! When the apple It carries nothing but has flint in its throat. When
is removed the gantuan plushie grows to Large left to its own devices it will strike a fearsome
size in a matter of seconds and its tummy rumbles stance and open its mouth wide, spewing a tiny
to thunderous effect. If the apple is replaced, the gout of flame for a couple of seconds.
gantuan shrinks to its Tiny size.

77
Plushie of Fundrous Portal Key
Power (Wicked Tiefling) Wondrous item, very rare
Wondrous item, common This enchanted object of artifice looks like a closed
compass. When you open it a crystal lens protects a
Don’t You Want a Stuffed Human? A plushie jumble of gears and sigils that spins a dial to point at
of fundrous power can be found in the planar the nearest planar portal. A gem at the center of the
menagerie’s gift shop. It is a stuffed animal of a dial glows when such a portal is within 1 mile of you.
creature small enough to fit comfortably under
a child’s arm. You can use an action to speak the A Portal Key is attuned to a particular portal. When
command word and drop the plushie on the ground you succeed on a DC 17 Intelligence (Arcana) check
within 60 feet of you, and the plushie becomes and tinker’s tools check you can attune the key to
animate. The plushie is friendly to you and your any portal you choose that is known to you. This
companions. It understands your languages and includes any magical portal such as one created by
obeys spoken commands to the best of its ability. If the gate spell as well as any door or entrance on the
you issue no commands, the plushie behaves in a same plane or a different plane of existence.
fashion depending on the kind of plushie it is.
You can use your action to conjure a portal linking
Wicked Tiefling. This plush female tiefling features an unoccupied space you can see within 60 feet to
a long tail and stuffed curved horns. It carries a the particular portal or a random location of the
toy staff. When left to its own devices it will cackle GM’s discretion on the plane the key is attuned to.
maniacally and tap its fingers together in a display The conjured portal is a circular opening 10 feet
of gleeful evil. In the presence of other plushies it in diameter and remains open for 1d4 hours. Once
may wiggle its fingers in an attempt to ‘curse’ that the Portal Key conjures a portal it can’t do so again
plushie. until the following dawn.

Portal Keys were originally created by the Vargarian


Collective, a culture of construct infused humanoids
and interdimensional conquerors connected
through a hive mind. Vargarians use such devices
to locate mana flux events, which they use to tear
through dimensions to their home world and create
a portal they can use to invade.

78
Vargarian mastery of arcanotechnology allows
them to integrate a portal key to one of their
interdimensional vessels and create portals large
enough for these vehicles to pass through. Using
a portal key this way puts tremendous strain on
the fabric of reality and such a portal closes almost
instantly after such a large object passes through.

Every Vargarian squadron has at least one portal


key to move their forces around efficiently as Potion of Efficacy
they do and these magic items are almost always
recovered. Even for Vargarians these are not easy Potion, rare
objects to fabricate and they almost always send
someone back to retrieve them if they believe they When you drink this potion your entire body is
have been lost. They might even go as far as to invigorated. You regain 3d8 hit points, it removes
attack the being that has them. the paralyzed condition and reduces your level of
exhaustion by 1. For the next minute, the surge of
At one time all portal keys connected to the Vargarian energy coursing through you allows you to take one
homeworld but time and ill fortune have left these additional action on your turn. Once you take this
magic items scattered throughout the planes and extra action, the effect ends.
access to this homeworld has been cut off. Vargarian
invaders have not been seen in centuries because of
this. Can the appearance of a portal key signal the
impending arrival of these invaders?

Potion of Physical
Resistance
Potion of Detanglement Potion, rare
Potion, common
This dark purple potion seems a little gritty when
When you apply this liquid to any hair or beard drank as if it has sand in it or it was not properly
it becomes immune to entangling of any kind for mixed. When you imbibe this gritty suspension
1 day. If you take a long or short rest during this you gain resistance to bludgeoning, piercing and
time, at the end of the rest your luxurious hair and slashing damage for 1 hour.
beard appear finely brushed.
“I am nigh invincible! Arrows glide off my skin,
“The key to effective detangler is using only the sword slashes turn away from my flesh and
finest ingredients: the viscous liquid of certain hammer blows bounce away leaving my bones
pressed plants and the purest water. Some unshattered. By far this is the most amazing
beardomancers include their own special additives drought I’ve ever drank.” — Last words of an
as well. I like a nice lavender aetheroleum, unknown warrior before taking a lightning bolt to
personally.” — Choam Gero, dwelf beardomancer the chest, ending both the testimony for the Potion
of Physical Resistance and their life.

79
in possession of a prismatic coin after it loses its
golden glow are the owners of a finely cut crystal
disc. Such an object d’art might fetch 100 gold
pieces on the open market and potentially much
more to a collector who knows its true rarity and
worth.

Somewhere Over the Rainbow. While prismatic


coins give off a golden light they are not made of
gold. They are crystalline discs refracting light
in a scintillating display of all of the colors of the
rainbow. Myths point to the coins as a gift from one
ancient fey noble to another. Loremasters debate
over which part of the mythical rainbow bridge
Prismatic Coins the discs were cut from and if this is the reason
the bridge is no longer usable from the Material
Wondrous item, legendary (requires attunement) Plane. The bridge no longer functions as originally
intended but the magic resides in the prismatic
Found in the treasure hoards of dragons, the coins cut from it. As a creature gains more
collections of dilettantes and the caches of fey, understanding of the coins and more experience
prismatic coins are sought the world over for their using them they gain greater access to the bridge’s
beauty and power. Glowing with a golden light the once tremendous power.
coins appear as faceted crystalline discs reflecting
their own light like a prism. Prismatic Emanations. As a bonus action you
may remove a number of prismatic coins equal to
Prismatic coins exist in a pocket dimension half your current level (rounded down). Once you
accessible through a magical receptacle, which remove these prismatic coins, no more coins can
appears as any Tiny container. When you attune be removed until the next dawn. As an action you
to the prismatic coins you choose the form this can use a prismatic coin to pay for one of the spells
container takes. You can change the container’s in the list below. You may only activate each spell
form whenever you finish a long rest. once per day, and your level must be greater than
the level of the spell. Any coins removed from the
Stories and Legends. Prismatic coins are well container, whether they are spent or not, lose their
known for being powerful magical items. Every magic at the next sunset and become finely cut
story, rumor or gossip told of them varies when it crystal discs.
comes to what the coins are stored within and who
owns them. One consistent part of the tale is the Spell Level Spells
coins must remain confined to a magical container or 1st Level color spray, faerie fire
they quickly lose their magical potency. Tales suggest 2nd Level misty step, moonbeam
the owner of the coins chooses what others see when 3rd Level daylight, hypnotic pattern
they look at the container. Some reports describe a 4th Level dimension door, hallucinatory terrain
large wine bowl and others an embroidered basket. 5th Level creation, seeming
Many stories speak of a small black cauldron filled 6th Level find the path, sunbeam
with the golden light of the crystalline coins. 7th Level prismatic spray, plane shift
8th Level demiplane, glibness
Wealth and Power. Prismatic coins are kept by 9th Level astral projection, gate
those with power, influence or wealth — but they
are not the owners of the container. Any creature

80
This ring has 1 charge, and you can use a bonus
action to spend the charge and deal an extra 5d8
radiant damage when you hit with a weapon attack.
This charge, if expended, returns at dawn each day
when sunlight touches the ring. The daylight spell
counts for this, but only at the hour of dawn. If there
is no light to be had, the ring does not recharge.

Rimeclash
Weapon (warhammer), very rare (requires attunement)

This heavy warhammer glitters with a constant


sheen of ice around the head and haft, cool to the
touch but not freezing.

You have a +1 bonus to attack and damage rolls


Ring of Clear Skies
made with this magic weapon. Wondrous item, common

Rimeclash has 3 charges. As an action you can strike This ring appears to be fashioned from a slice of
the ground with Rimeclash and expend 1 charge to the very sky itself, with wisps of white cloud lazily
send out a 30 foot cone of frigid air that turns the drifting across a field of azure around a brightly
ground slick with crackling ice. Creatures in the shining sun.While you wear this ring an invisible
area must make a DC 15 Dexterity saving throw. On force forms a canopy that protects you from getting
a failed save, they take 8d6 cold damage and fall wet in the rain.
prone as they slip on the ice. On a successful one
they take half as much and are not prone.

Rimeclash regains 1d3 charges daily at dusk.

Ring of Hork
Ring, rare (requires attunement)
Ring of Angel’s Grace
Hork. A word whispered in the deepest reaches
Wondrous item, rare (requires attunement)
of the cosmos since a time long forgotten. Many
have been drawn to its call like moths to the flame.
This golden band features a pair of pearl wings.
Though Hork hasn’t gained direct access to the
While you wear this ring you have a flying speed
all worlds, the entity has found ways to subtly
of 30 feet and the ring glows, shedding dim light
influence realms through conduits such as the ring
around you for 60 feet.
bearing its name.

81
Worms crafted of three unknown metals intertwine Worm of Ruin. After that night the wizard would
to form a ring. From the corner of your eye you’re come to be known as Zarthain the Worm of Ruin
sure the worms writhe, but they are still when you and he would go on to terrorize the world for 100
observe directly. While you’re attuned to the ring years, spreading fear and madness in his wake. The
you can speak and understand Deep Speech. blight on the land only ended when he was slain by
the hero Galeric who came to be known as Worm’s
This ring has 7 charges. The ring regains 1d6+1 Bane.
charges daily at dusk. If you expend the last charge
roll a d20. On a 1 the ring casts black tentacles
centered on you and vanishes. Spells cast from the
Lore
ring have a DC 15. The following Intelligence (Arcana or History)
checks can be made to determine what an
Grasp of Hork. You can use your action to spend 1 examination of the ring yields. Proficiency in these
charge and cast entangle except instead of grasping two skills reduces the DCs of the checks by 5.
vines the ground erupts with giant flailing worms.
Alternatively you can spend 4 charges to cast black DC 10. Entwined in the tentacles of the ring are
tentacles except the squirming tentacles too are, of the hidden secrets of the language not of our realm
course, giant flailing worms.
(Deep Speech). (Arcana) Tales speak of a ring that
gave its wielder strange and wondrous powers.
Curse. Aberrations within 1 mile of the ring sense
(History)
the direction to the ring’s location and feel an
DC 15. The ring will allow its bearer to wield
intense urge to approach it while within 60 feet of
the power of another plane (conjuration magic).
it. When such a creature can see the ring or comes
(Arcana) Strange monsters seem to be drawn to this
within 60 feet of it, the creature must succeed on
ring. (History)
a DC 15 Wisdom saving throw or use its movement
DC 20. There is a danger of the ring turning on its
on each of its turns to get as close to the ring as
owner if its magic is depleted. (Arcana) The hero
possible. When the creature has done so, it can’t
willingly move away from the ring. Galeric Worm’s Bane slew the ring’s mad creator
known as The Worm of Ruin. (History)
A Dark Gift from Beyond. The ring was first DC 25. The ring calls out to aberrant creatures.
created by Zarthain, a human wizard, who found (Arcana) The ring first appeared in the town of
a way to reach out to the planes beyond in search Hilth, which is nothing more than ruins now.
of knowledge and power. Hork is what answered (History)
his call with the formula to make the ring and DC 30. The ring is a conduit to a great power
three oddly shaped seeds plummeted into the earth from realm of madness. (Arcana) This ring is a
before Zarthain’s feet and he took his first step into Harbinger of Madness and unmaking it is the only
becoming a servant of Hork. way to stop the Children of Hork. (History)
DC 35. Hork is an otherworldly being of godlike
Harvest of Madness. His frenetic work created power. (Arcana) The Worm of Ruin’s full name,
what was imprinted on his mind. Zarthain infused Zarthain Ullinvar, and clues to the ring’s unmaking
that patch of earth where the Hork’s seeds fell with can be found in the location of his final resting
dark arcane energies for 33 nights. Upon the last place located in the Valley of Delirium. (History)
night the ring’s power was sparked by devouring
the sanity of its creator and sacrificing the souls
of the outlying town as gigantic, ravenous black
worms erupted from the land, feeding on all they
caught in its all-consuming hunger.

82
Ring of Planar Anchoring Ring of the Ghost Orchid
Ring, rare Ring, uncommon

This heavy iron ring has a sailing anchor scratched This ring is constructed of reeds and has small
into its surface. While you wear the ring, you white orchids depicted on its band. The ring grants
cannot be removed from the plane you are on its wearer advantage on saving throws versus
unwillingly and automatically pass any saving poison and disease.
throw made to resist being sent to another plane.
A culture of gnomes who settled in swamps full of
A demon summoner created the first Ring of Planar poisonous creatures and disease first created these
Anchoring after growing tired and frustrated by rings to safeguard themselves against their rivals —
adventurers and heroes banishing their summoned an army of evil froglike humanoids with poisonous
demons. The summoner gifted these rings to newly skin and a pension for enslaving their neighbors.
summoned demon minions, and soon learned Gnome warriors called Frog Stickers wore these
the hard way to their folly when an angry demon rings to protect the gnomes’ resources against
escaped their control and sought revenge. In a panic incursion by their competitor for survival in the
the summoner attempted to banish the demon dangerous environment.
from whence it came. As the attempt failed the the
last thing the summoner saw as the demon’s claw
descended for the killing blow was a heavy iron
ring etched with a sailing anchor.

Ring of Stoneshielding
Ring, uncommon (requires attunement) Robe of Woven Snow
The enchantment on this granite ring depicting a Wondrous item, rare (requires attunement)
basilisk wrapped around the outer edge protects
you from petrification effects while you wear it on This fluffy white robe is cool to the touch on
your finger. You are unaffected by spells and other the outside but comfortably warm on the inside
magical effects that cause you to be restrained, and regardless of the temperature it is worn in and you
are immune to the petrified condition. are unaffected by cold weather.

83
Whenever you are outside, flurries of snow swirl
around you within 10 feet. When you become angry,
the snow falls harder around you. Upon hitting the
ground, the snowflakes vanish. Any spell you cast
that deals fire damage deals cold damage instead.

If you are attuned to the Boots of Woven Snow and


the Robe of Woven Snow, the pair of items only
counts as one item for attunement.

Rod of Revivification
Rod, very rare (requires attunement)

This rod is made of smooth zebrawood inset with


three diamonds. As long as it has at least one
diamond inset into the rod you can use an action
to touch a creature that has died within the last
two minutes and return it to life with 1d8 plus your
Wisdom modifier (minimum 0) hit points. When
Rod of Critters you do so one of the diamonds disappears from the
rod. The rod can’t return to life a creature that has
Rod, uncommon (requires attunement) died of old age, nor can it restore any missing body
parts.
This 10 inch wooden rod is carved with loads of
animal imagery. When you attune to this +1 rod the When you complete a long rest and the rod is
animals carved into the object change to designs missing at least one diamond roll a d6. On a 4-6 a
you would enjoy. new diamond appears on the rod (maximum 3). A
diamond of at least 300 gp value may be placed into
You can cast find familiar through the rod not an empty slot on the rod and it instantly fuses and
requiring any costly components. Once you have looks like it belongs there. If a diamond is removed
done so you cannot do so again until you have forcibly from the rod it instantly disappears leaving
completed a long rest or until you use a spell slot the empty socket intact.
of 1st level or higher to do so again. When you cast
this spell through the rod your familiar gains bonus Additionally you can grasp the rod as an action,
hit points equal to your level. if you have an attunement slot open, and reduce
yourself to 1 hit point to instantly attune to the
item.

“Restoring life sometimes can require a sacrifice


of self. I am willing to make this sacrifice to see
my friend again.” — Barger Spiritcaller, cleric of
Grandar Sunforge

84
Scabbard of Endless
Winter
Rod of the Necrotic Hand
Wondrous item, rare (requires attunement)
Rod, legendary (requires attunement)
This magical scabbard fits any blade sheathed in it.
Holding this rod formed from the bones of a The ivory encasement is carved with depictions of
humanoid forearm, wrist and hands fused together harshest winters of hail and mammoths and snow
in a clawlike gesture grants you a +3 bonus to the wolves. Any blade sheathed in the scabbard becomes
saving throw DCs of your spells and to your spell infused with its magic. Once it has spent 1 hour in
attack rolls. The Rod of the Necrotic Hand can be the scabbard, for the next day the winter-touched
used as an arcane focus. Every so often the fingers blade deals an extra 2d6 cold damage on a hit.
seem to flex and move when viewed out of the
corner of your eye but never when directly observed.

While holding the rod you can also use your action
to summon the Necrotic Hand, which bursts forth
from the ground at a point you can see within
60 feet and lasts for one minute or until you fall
unconscious or dismiss it as an action. When you
call forth the hand and then as a bonus action on
each of your turns you can bid the hand to grapple
a Large or smaller creature within 5 feet of it using
your spell attack modifier to resolve the grapple.
While the hand is grappling the target you can use a
bonus action to move the creature up to 30 feet.

Once you call forth the hand you can’t use this
property again until you finish a long rest.
Alternatively you can expend a 5th level or higher Scarpor’s Mantle
spell slot to use this feature again.
Armor (hide), artifact (requires attunement)
While attuned to this rod you know the mage
You have a +3 bonus to AC while wearing this
hand cantrip. When you cast the spell this way the
armor composed of assorted furs, feathers, skins
summoned hand is skeletal but otherwise functions
and scales.
normally.

85
While you are attuned to this armor you have
advantage on Wisdom (Animal Handling) checks
and can cast speak with plants and speak with
animals each a number of times equal to your
proficiency bonus and you regain all expended uses
when you finish a long rest.

While the armor in plain sight you have advantage


on all Charisma (Persuasion) checks with challenge
rating 10 or higher fey creatures.

If you are a druid you gain 2 additional uses of your


Wild Shape feature and your new forms always
have the maximum hit points possible.

If you are not a druid you can magically transform


into a beast with a challenge rating of 1 or less you
have seen before and remain in that form for up to
a number of hours equal to half your level (rounded Scavenged Armor
down). You can choose whether your equipment
Armor (any light or medium), rare
falls to the ground, melds with your new form or
is worn by the new form. You revert to your true
form if you die or fall unconscious. You can revert This ramshackle armor looks to have been cobbled
to your true form using a bonus action. together from several different suits of armor.
Nevertheless it is still a full suit of armor and offers
While in a new form your game statistics are the usual protections. Rumors persist it was put
replaced by the statistics of the beast, except you together from other suits of magical armor severely
keep your current hit points, hit point maximum, damaged in an epic conflict.
this bonus action, your languages and your ability
to speak. The new form’s attacks count as magical Whenever you roll initiative, roll a d4 and consult
for the purpose of overcoming resistances and the table below to see how the armor functions for
immunity to nonmagical attacks. you. Each of these effects lasts one minute.

You can use this property twice. The armor regains d4 Result
expended uses daily at dawn. 1 Roll a d6. On a 1-2 you have resistance to
bludgeoning damage. On a 3-4 you have
Scarpor’s Mantle is a sentient item. It has sight
resistance to piercing damage. On a 5-6 you
and hearing out to 120 feet with darkvision. It
have resistance to slashing damage.
has an INT 14, WIS 20 and CHA 16. Scarpor was
a ranger who lived on the outskirts of civilization 2 You have a +1 bonus to AC while wearing
and dedicated their life to defending nature this armor.
against those who would spoil it or take more than 3 You have a +1 bonus to AC while wearing
necessary. In death they chose to remain behind this armor. Roll a d6. On a 1-2 you have
among the living and continue this vigil. resistance to bludgeoning damage. On a 3-4
you have resistance to piercing damage. On
While wearing this armor you feel a strong a 5-6 you have resistance to slashing
compulsion to defend nature against unnecessary damage.
destruction and slaughter of its animals. Epic levels 4 You have a +1 bonus to AC while wearing
of destruction are sure ways to summon the armor this armor and you have resistance to
or the one wearing it. bludgeoning, piercing and slashing damage.

86
through your will alone. This +2 ranged weapon
deals 1d6 force damage per attack (Range 150/600).
Every time you will the weapon to fire a projectile
leaves the tube and all within 300 feet are able
to hear a high pitch scream. It is how the pistol
acquired its name.

Additionally as an action you can will the weapon


to emit a beam of force damage. Any creature or
object in a line from the end of the tube out to 120
feet must make a DC 12 Dexterity saving throw,
taking 6d8 points of force damage on a failed save
and half as much damage on a successful one. You
must wait 1d4 rounds before Screamer can be used
again for regular attacks. Once you use this feature,
you cannot use it again until the following dawn.
Scorpion’s Kiss
Weapon (any bow), rare

This black bow glitters along the outside, the two


ends of it carved to resemble the fat toxic tails of a
scorpion.

You gain a +1 bonus to attack and damage rolls made


with this magic weapon. In addition, attacks made
with the bow deal an additional 1d6 poison damage
and the target must succeed on a DC 16 Constitution
saving throw or be poisoned for 1 hour. The target
can repeat this saving throw at the end of each of its
turns, ending the effect on a success.

Shawm of the Wildlands


Wondrous item, rare

This wind instrument is carved from a single


piece of unknown dark green wood with a variety
of animals carved along its length. Any Animal
Screamer Handling checks made by creatures who can hear
the music made while you are playing the shawm
Weapon (pistol), very rare (requires attunement) are made with advantage.

This dark gray tube looks as if a humanoid jaw Beasts will not attack you while you play this
was stretched out into a metallic cylinder and a instrument unless they are provoked.
handle added. It is smooth and sleek. Identified as a
firearm, it does not have a typical trigger but fires

87
If you’re a spellcaster, you can use this as a
spellcasting focus. If you hold the head by the hair
and present it when you cast a spell you gain a
+1 bonus to spell attack rolls and the DCs of your
spells.

You can consult with the shrunken goblin head


for one minute and gain advantage on the next
Intelligence skill check you make during this time.
In addition you can use your action to make a
DC 15 Charisma (Persuasion) check (DC 10 if you
speak Goblin) to convince the shrunken head to
Shock Stick immediately cast any 1st level spell.
Weapon (club), very rare
Once you use either of these properties of the
shrunken head you cannot use that one again until
The shock stick is a club wrapped in a series of silver
the following dusk.
bands. A shock stick has 1 charge. Whenever you hit
with an attack with the club you can expend the charge
and deliver an electrical shock that deals 2d8 lightning
damage, and the target must make a DC 15 Constitution
saving throw or be stunned for 1 minute. At the end
of each of the target’s turns, it can repeat the saving
throw, ending the effect on itself on a success.

Any creature can spend a spell slot of 3rd level or


higher to charge a shock stick with 1 charge. A
shock stick can hold 1 charge at a time.

Skull Drum of War


Wondrous item, rare (requires attunement)

When you play this drum made from the large


Shrunken Head skull of a massive horned creature and carved with
totemic runes as an action all allies within 300 feet
Wondrous item, uncommon (requires attunement) gain advantage on melee attack rolls until the start
of your next turn. You can continue to play as a
This shriveled male goblin head’s skin is taut and bonus action on your turn for up to 10 minutes.
leathery, its eyes stitched closed with heavy black
stitches and its long dark hair is pulled up into a Once you use this feature it can’t be used again
top knot with a handle made of hair. The head is until the next dawn.
barely bigger than a fully clenched fist.

88
Smoldering Satchel
Wondrous item, common

This burnt umber leather satchel that is warm to


Skull of Mokk the touch unfolds to reveal a campfire at its center.

Wondrous item, very rare (requires attunement) “Not everyone is a ranger you know. Those of us
without the skills still need to cook and stay warm,
This helmet is fashioned from the skull of an ettin’s even in a downpour. Especially in a downpour!
head, worn over your head with the orbitals coming Besides, gathering firewood is for the birds.
down over your eyes. The vertebrae extend off of Whoever enchanted the Smoldering Satchel must
the back of the skull and align with your spine, have been thinking about us when they created it.”
knitting into your flesh while you are attuned to — Galeed, city dweller turned adventurer
the helm. Tiny bone splinters prevent it from being
removed against your will.

When you attune to the Skull of Mokk your


maximum hit points are decreased by 2d6. This
reduction lasts as long as you are attuned to the
helmet.
Snowcleaver
Weapon (longsword), rare (requires attunement)
You have advantage on Wisdom (Perception)
checks and on saving throws against being blinded, The blade of this longsword is pale and cold to the
charmed, deafened, frightened, stunned, and touch. Five blue gemstones are set into the grip and
knocked unconscious. In addition, magic can’t put glow softly with an icy light.
you to sleep. The helmet remains aware of your
This weapon has 4 charges. As a bonus action when
surroundings and you are considered awake even
you hit a target with the sword you can expend 1
when you sleep normally. charge to deal an additional 2d8 cold damage, or
expend 2 charges and force a target within 30 feet
of you to make a DC 14 Strength saving throw or
become restrained as ice freezes them to the ground.

Snowcleaver regains all expended charges daily at


dawn. Upon expending the last charge, roll a d20.
If the result is a 1, the enchantment melts off of
Snowcleaver, leaving it an ordinary longsword.

89
Snowspun Slippers
Wondrous item, uncommon (requires attunement)

These silken slippers are embroidered with dozens of


Spectral Lantern
seed pearls along the top of the pale blue surface. They Wondrous item, rare (requires attunement)
retain a consistently warm temperature on the inside
regardless of how cold it gets. These slippers leave This silver wrought lantern carries an unearthly
no footprints in snow, and in fact your feet don’t sink glow, radiating bright light in a 60 foot radius and
down in at all while you are attuned to them. Snow dim light for another 60 feet. While attuned to
is not difficult terrain for you, and creatures have the lantern you can suppress this light as a bonus
disadvantage on any checks made to track you. action, reducing the radius to your choice of 30 feet,
10 feet or suppressing the light completely.

Whenever a humanoid you can see within 30 feet


of you dies you can use your reaction to snatch
the creature’s soul and collect it inside the lantern
where it remains until released. The lantern can
hold a number of souls equal to your proficiency
Spectacles of bonus. While you have a soul inside the lantern you
Spellcasting can use your bonus action to release one or more
souls and exploit them in one of the following ways:
Wondrous item, rare (requires attunement) • A creature within 10 feet must succeed on a DC
15 Dexterity saving throw or take 1d6 radiant
These wire rimmed spectacles have half moon damage per soul released.
lenses and small gems around the eyes. While you • Regain 1d6 hit points per soul released.
are attuned to these glasses whenever you see a • Make your next attack roll, ability check or
creature within 60 feet of you casting a spell you saving throw with advantage. If you don’t use
can use your reaction to activate the spectacles to this benefit before the start of your next turn it
record the spellcasting procedure. For the next 24 is lost.
hours you can access the spell in order to copy it
into a spell book. You may also prepare the spell to
cast or cast the spell directly from the spectacles
if it is on your class’s spell list and of a level for
which you have a spell slot. After 24 hours the spell
vanishes from the spectacles. The spectacles can’t
be used to record another spell until the next dusk.

90
Dwarven runes inscribed along the haft spell out
the axe’s name — Spirit Sever.

This +1 weapon deals an extra 2d6 force damage


to incorporeal creatures. As an action you can
reshape the weapon into any axe with which you
are proficient.

Spirit Bracers of
Ala’Goona
Wondrous item, rare (requires attunement by a monk)

While wearing these bracers carved of etched bone


by the dwarven monk Ala of Clan Goldfire under
instruction from the Clan Spirit Goona, you gain a +2
bonus to AC if you are wearing no armor and using no
shield. Dubbed Wristguards of Undead Smiting these
fabled bracers were crafted to destroy undead. The
bracers grow cold when evil undead are within 60 feet.

While attuned to the bracers you gain extra ki points


equal to your proficiency bonus. In addition attacks Staff of Black Light
you make with your Flurry of Blows feature and any Staff, uncommon (requires attunement)
spells you cast that deal cold, fire or thunder damage
deal an additional 1d6 radiant damage. This ebony staff curves at the top like a shepherd’s
crook. A purple lantern hangs from inside the crook
and contains three glowing motes emitting black
light. While holding the staff as a bonus action you
can command the motes to shed bright light in a 15
foot radius and dim light an additional 15 feet.

The staff has 3 charges, represented by glowing


motes within the lantern. While holding the staff
you can use an action to expend one charge to
duplicate the effects of the zone of truth spell
that affects any creature in the light of the staff.
Spirit Sever Creatures in the dim light of the staff have
advantage on their saving throw.
Weapon (any axe), rare (requires attunement)
Whenever you expend a charge the radius of light
When found this axe appears as a handaxe made decreases by 5 feet for both the bright light
of a silvery metal that sometimes appears partially and dim light. The staff regains 3 charges daily at
incorporeal, as if it is made of spectral metal. dusk.

91
A staff of the seeker has 10 charges. While holding
this staff you can use an action to expend one of its 10
charges to cast comprehend languages, four charges to
cast locate object, or six charges to cast tongues.

The staff can also be used as a magic quarterstaff.

The staff regains 1d8 +2 expended charges daily at


dawn. If you expend the last charge, roll a d20. On
a 1, the staff becomes a nonmagical quarterstaff.

Staff of Reptile Command


Staff, rare (requires attunement)

This gnarled wooden staff is expertly carved with


representations of reptilian creatures along the entire
length and topped with a fierce lizard head holding an
aquamarine gem in its fangs. The staff has 3 charges
and regains 1d3 expended charges daily at dawn. If
you expend the staff’s last charge, roll a d20. On a 1,
the staff crumbles to dust and is destroyed.
Stinging Staff
You can use an action to expend 1 or more of the
Staff, rare (requires attunement)
staff’s charges to cast one of the following spells
from it, with a spell save DC 15: animal friendship (1
A golden honeycomb tops this six foot shaft of
charge) or dominate beast (2 charges). These spells
golden yellow wood. While you’re attuned to this
only affect creatures with “alligator,” “crocodile,”
staff you add a +1 to hit with spells and a +1 to your
“lizard,” “snake,” or “turtle” in their name, and animal
spell save DCs.
friendship only affects Tiny or smaller creatures.
The stinging staff has 10 charges. While holding
this staff you can spend a charge to change the
damage type of a spell you are casting by spending.
When you do so you replace the damage type of
the spell with magical piercing or poison damage
(your choice). When you do so the magic of the
spell manifests visually as a spectral swarm of bees
attacking the target or area of effect.

The staff regains 1d6 +2 charges daily at dawn.

Staff of the Seeker


Staff, uncommon (requires attunement)

The staff of entwined tendrils of thin wood comes


to a point at the end reminiscent of a ziggurat-
shaped mass of twigs.

92
helm covers your eyes and while wearing it you are
blinded. You have resistance to lightning damage
and gain tremorsense out to 60 feet.

The helm has 3 charges. You can expend one charge


to use one of the following abilities:

Earth Glide. As an action you activate the helm and


gain a burrow speed equal to your walking speed for
10 minutes. You can burrow through nonmagical,
unworked earth and stone. While doing so you don’t
Stitched Horns disturb the material it moves through.
Grounded. Whenever an effect would force you to
Wondrous item, common move unwillingly you can use your reaction to resist
being moved. You must be in contact with the ground
When you use an action to hold these horns to to use this ability. This effect lasts for 1 minute.
your head they stay magically affixed in place.
While these horns are attached to your head you The helm regains all expended charges each day at
can remove them without issue. Another creature dawn.
can use an action to grasp the horns to remove
them from you either by making a successful attack
roll against AC 24 or a successful DC 24 Dexterity
(Sleight of Hand) check.

While you wear the horns affixed to your head you


can change their size, shape and coloring to your
heart’s content with but a thought. The horns can
appear as small nubs or grow as long as 6 inches
at maximum size. Rumors suggest there are more
powerful versions of this item with greater benefits. Stonetail Sword
Weapon (longsword), rare (requires attunement)

This magic longsword imprinted with the faint


texture of reptilian scales takes on a green sheen
when it catches the light. In spite of this it is very
reflective.

As a bonus action you can reflect light with this


sword, targeting one creature within 120 feet.
The creature must make a DC 14 Wisdom saving
Stone Helm of Grounding throw. On a failed save the target can’t use
reactions, its speed is halved and it can’t make more
Wondrous item, very rare (requires attunement) than one attack on its turn. In addition, the target
can take either an action or a bonus action on its
The visor of this helm carved from red clay is turn, not both. These effects last until the end of
incredibly light despite its earthen appearance, the target’s next turn.
and far sturdier than it looks. The visor of the

93
Curse. This cursed weapon identifies as a
magnificent +3 longsword. However, once you
are attuned you see imperfections in the blade.
The edges no longer look sharp and the light
no longer reflects as it once did to you. It is dull
and has severe bloodstains that will not come
clean. While you are attuned to this weapon you
have disadvantage on attack rolls with any other
weapon and attuning to the Tainted Blade breaks
attunement with any other weapon you possess.
Over time, you come to see the imperfections in all
Swapping Chess Set things, and beauty is denied you.

Wondrous item, rare Game Master Note. Should you so desire this could
be a quest item and you can guide the character
This beautiful set of marble chess pieces works with through any number of quests to restore this blade
any board but all the pieces of one side must come to its status as a true longsword +3 (no attunement
from this original set. The owner of this set has required). The sword once belonged to a mighty
advantage on Dexterity (Sleight of Hand) checks to hero who betrayed his purpose and killed some very
swap two pieces during their turn. Your willingness to important people. The slaying of those individuals
cheat to gain victory confers advantage on any chess angered the gods, who cursed the sword and the
set checks made while using this set. The DC for your hero. Setting things right might please the gods and
Dexterity (Sleight of Hand) check is your opponent’s restore the blade to its original state. Feel free to
passive Perception or that of any observer. add any other benefits to the restored sword too!

When the pieces are swapped the bases and pieces


do not actually switch but in fact physically change
Talhund
when the pieces come in contact. Wondrous item, varies (requires attunement by a
cleric)

Delving deep into the beneath, Harker, a cleric of


the gods of light, and his companions discovered
the true threat behind the terrible packs of umber
hulks that drove the dwarves from their home — a
fomorian warlord!

Claiming the dwarven outpost to expand its lair,


the fomorian desecrated the forge-temple with
the blood and corpses of the dwarves who fell in
battle there. Harker and the other heroes were
overmatched in the pitched battle to defeat the evil
Tainted Blade giant. Faced with a grim fate, Harker looked to the
statue of the dwarven god, Grandar Sunforge, the
Weapon (longsword), rare (requires attunement)
jeweled eyes on the huge blood splattered statue
glimmered and seemed to gaze upon Harker with
This magic weapon looks in every way like the sadness. Stumbling towards the statue, Harker
weapon of a true hero. Its blade gleams in any light reached out to the dwarven deity.
and reflects light all the brighter.

94
Although a human himself, his faith in the divine
granted him a connection to the god. From where
his hand rested upon the stone a chunk of crystal
emerged. Instinctively he grasped it and with
its power turned the tide of battle, defeating the
fomorian and driving its minions back.

Talhund (Metallic)
Very rare (requires attunement by a cleric)
Talhund (Crystal) Shaped out of a mithral handle and adamantine
Rare (requires attunement by a cleric) head and set with a teardrop of polished carbonado,
this small forge hammer is used to shape the
When a dwarven society faces a dangerous threat, the world in Grandar’s image — forge and flame. While
gods sometimes share a secret hidden deep within the attuned to talhund you are proficient with smith’s
earth to those who share a connection to the divine. tools and can cast produce flame and mending.
This talhund, or “hidden gift,” takes the form of a fist- In addition, you always have the following spells
sized teardrop of polished carbonado, a high-density prepared, and they don’t count against the number
polycrystalline black diamond of superlative luster. A of spells you can prepare each day.
substance associated with spiritual aid, this crystal is
often used to “cleanse” tools, overcome adversity and Cleric’s Level Bonus Spells Known
bring calm and confidence. These dark gems are seen 1st divine favor, identify
as a link between the physical and spirit world, unlike 3rd heat metal, locate object
other varieties. 5th daylight, protection from energy
7th fabricate, wall of fire
While attuned to talhund, you can cast acid splash. 9th conjure elemental (fire), legend lore
In addition, you always have the following spells
prepared, and they don’t count against the number
of spells you can prepare each day.

Cleric’s Level Bonus Spells Known


1st heroism, shield of faith
3rd acid arrow, spike growth Taphos, the
5th
7th
meld into stone, slow
stone shape, stoneskin
Planebreaker
9th conjure elemental (earth), wall of Wand, artifact (requires attunement by a spellcaster)
stone
This wand appears to comprise the four elements
Different Gifts for Different Devotees. Grandar of earth, air, fire and water fused together into
Sunforge could have gifted the faithful cleric, Harker, the shape of a wand. While you are attuned to the
with the powers of his Sunforge. But those are gifts wand you understand and can speak all dialects
he deems appropriate for only the most devoted of his of Primordial and you have advantage with all
dwarven followers, the powers over forge and flame. Charisma checks against elementals.

95
While holding this wand you gain a +4 bonus to
spell attack rolls and the DC of spells you cast.

In addition, conjure elemental, conjure minor


elemental and contact other plane are added to your
spell list and you always have them prepared. Each
of these spells are ritual spells for you requiring no
components even if they normally require them.

Whenever you cast a spell that deals acid, cold, fire


or lightning damage you can change the damage
type to any of these others, and when you roll
damage you roll a number of additional dice equal Thorned Vine
to your spellcasting modifier (minimum of 1).
Weapon (whip), very rare (requires attunement)
Taphos is a sentient wand. It has an Intelligence,
Wisdom and Charisma of 20. It likes using its Thorned Vine is a whip crafted from a shambling
power and urges you to conjure elementals to mound of great power whose existence is connected
unleash on your foes. It loosely wishes to do good to the Crawlwood and it’s counterpart Mantle of the
and protect the world, but it secretly desires to Thorned Vine is made of leaves from the ancient
make permanent portals to the elemental planes Gnarlroot tree with its own eldritch power. Sages
and seeks a wielder willing to make this happen. who have studied these items exhaustively seem to
think the pair of items are fated for some greater
destiny than has been seen as of yet...

This whip is formed from a length of thorned,


vinelike plant material that at times almost seems
to be alive — it may twitch or writhe just outside
the corner of your eye. You gain a +2 bonus to
attack and damage rolls made with this magic whip.

Thorned Vine has 3 charges. While holding it you


Teeth of Ankhara can use a bonus action to expend a charge to add 25
feet to your reach when you attack with it, as well
Wondrous item, rare as when determining your reach for opportunity
attacks with it, until the start of your next turn.
This necklace is strung with 1d20 +10 glimmering In addition the next time you hit a creature with
teeth when found. The magical teeth have small Thorned Vine before the start of your next turn the
holes drilled into them and can easily be pulled creature takes an additional 3d6 piercing damage,
from the leather cord. As an action you can crush and if the creature is Large or smaller, you pull the
one of the teeth between your fingers and gain creature up to 10 feet closer to you.
the ability to breathe normally underwater for 24
hours. You also gain a swim speed of 25 feet. Thorned Vine regains 1d3 expended charges daily at
dawn.

If you are attuned to the Mantle of the Thorned Vine


and Thorned Vine, you gain a +3 bonus to attack and
damage rolls made with this magic whip instead.

96
Token of Minor Magic Token of the Warrior
Wondrous item, common Wondrous item, uncommon

This delicate crystal feather allows you to cast This shard of polished, magnetic steel can be
feather fall, or any one cantrip of your choice. The affixed to any weapon or armor where it stays
crystal feather shatters after you cast the spell. magically stuck to the item. The weapon or armor
has a +1 bonus and is considered magical. At the
“Rings of feather falling are great and all but have next sunrise the shard loses its magical properties
you seen how much gold they cost? Besides, certain and becomes a mundane piece of metal. It does
powerful magics require you to bond to the item retain its magnetic quality.
and you can only make a limited number of these
bonds. That’s why tokens of minor magic are great
for adventurers on a budget.”— Retired adventurer
educating a new adventurer

Tonic of Hair Growth


Token of the Natural
World Potion, common

Wondrous item, uncommon When you apply this tonic to hair or beard as
an action, at the end of your next turn the hair
This wooden statuette is carved in the likeness of undergoes the equivalent of 6 months of growth.
a beast of challenge rating 1 or lower. When you If your hair is too short, you’re tired of waiting for
burn the statuette it is consumed in fire and a fey that patchy beard to come in or you keep running
spirit taking the form of the beast is summoned and afoul of fireballs scorching your coiffure, this is the
appears in the statuette’s space. The beast is friendly perfect solution for you. Also it’s remarkable for
to you and disappears when it drops to 0 hit points. pranks and bewildering opponents.

97
The trident has three charges. You may expend
one charge to gain the ability to breathe normally
underwater for 10 minutes.

As a reaction when you hit a creature with the


trident you may expend one charge to deal an extra
2d6 cold damage.

The trident regains 1d4-1 charges daily at dawn.

Vargarian Prosthetics
Shaped in Man’s Image. The Vargarians are a
people who are as much artifice as flesh, flawlessly
Treads of the Secret Path combining the supple versatility of biology with
the unrelenting steel and adamantine of artifice.
Wondrous item, uncommon (requires attunement) Many of the parts they use to augment their human
bodies have been harvested from constructs but
These soft soled boots of supple leather feature a over time they have learned to recreate such pieces
leaf motif accented with moss green gemstones. on their own.
While you are attuned to the boots you have
advantage on Wisdom (Survival) checks you make Individually crafted pieces such as these are not
to track creatures. made specifically to bring another being into the
fold though they are a part of the process. In other
While wearing the boots they alert you to the words the artifice of the Vargarian people is not
location of any secret or concealed doors within 30 limited merely to bringing the other humanoid
feet of you. In addition you can use an action to cast races into the collective. Some of their creations
locate object. Once you use this property you can’t extend only to the physical.
use it again until the following dusk.
Becoming One with the Collective
(Attunement tweaks)

Vargarian prosthetics require 1 attunement slot


no matter how many you have. This isn’t without
risk. For every prosthetic you possess the pull of
the vargarian collective becomes stronger and
stronger. If there are no vargarians you wish to
become subservient to other intelligent creatures
with the construct type. When in the presence of
an intelligent construct make a charisma saving
Trident of Water Travel throw DC 12+1 for every prosthetic past the first
2. On failed saving throw you are charmed by it
Weapon (trident), rare (requires attunement)
and mentally connected to each other. It can give
you mental commands even if you don’t share a
A polished aquamarine is set into each prong of this
language. You can repeat the saving throw at the
golden trident. While you hold the trident you have
end of your turn. On a successful save you are
a swimming speed of 40 feet.
immune to this effect for 24 hrs.

98
In your world Vargarians might be a myth of a hive
minded collective of constructs, a long dead society
of artificers, or a complete mystery where these
objects of power come from and their affinity for
constructs.

Point people towards the Vargarian Collective they


want more info on Vargarians

Vargarian Limb
Wondrous item, rare (requires attunement)

This adamantine limb made of silver cogs and


interlocking wires moves with the aid of carefully
inscribed magical sigils. To attune to a limb you
Vargarian Eye must hold it against the stump of a missing limb
for the entire attunement period. At the end of this
Wondrous item, rare (requires attunement) period it functions identically to the part it replaces.
You cannot feel fine details through the limb but
This artificial eye crafted from a gemstone lens you can see a faint aura around any visible creature
contains a number of mirrors inside, which twist or object that bears magic, and you learn its school
and bob when the eye rolls. The eye fits perfectly of magic, if any. You can detach or reattach it as an
into an empty socket and while you are attuned to action, and it can’t be removed against your will. It
it you can see as though it were a normal eye as detaches if you die.
well as see a faint aura around any visible creature
There are two kinds of Vargarian Limbs, each with
or object that bears magic, and you learn its school
their own unique abilities:
of magic, if any. You can detach or reattach it as an
action, and it can’t be removed against your will. It
Arm. Your Strength score increases by 1 and you
detaches if you die.
have advantage on grapple checks.
Leg. Your walking speed increases by 5 feet and
The eye has 4 charges, marked by smaller gems set
your jump distance is tripled.
around the lens of the eye. You can spend 1 charge
as a bonus action to cast one of the following spells:
You can attune to any number of Vargarian
augury, detect thoughts, find traps or hunter’s
Prosthetics, which count as a single item for the
mark.
purposes of attunement.
The eye regains all charges after each day at dusk.

You can attune to any number of Vargarian


Prosthetics, which count as a single item for the
purposes of attunement.

99
The Keys of the Collective Mind. Made with
similar arcanotech to the portal keys, a Vargarian
Link Disc is sympathetically charged and connected
to every other disk in the collective, allowing the
ones that use them to share thoughts and intent.
Each one is patterned with a certain magical sigil
frequency and disrupting these sigils disrupts a
being’s link to the collective as a whole.

Vargarian Link Disc


Wondrous item, uncommon

When you affix this coin-sized disc to your head


or underneath the hair you forge a telepathic
link among up to eight willing creatures with
Intelligence scores of 3 or more of your choice
within 30 feet. Bonded creatures can communicate
telepathically through the bond whether or not they
Vargarian Wings
have a common language. The communication is Wondrous item, rare (requires attunement)
possible over any distance, though it can’t extend to
other planes of existence. This adamantine prosthetic made of silver cogs and
interlocking wires moves with the aid of carefully
Every day at dawn make a DC 12 Wisdom saving
inscribed magical sigils. To attune to the wings you
throw. If you succeed the spell functions as normal
must hold them against your back for the entire
and allows you to hear the thoughts of bonded
attunement period. At the end of this period they
creatures and add your own to theirs. On a failure
function as wings and you gain a flying speed of
you are unable to hide any of your thoughts from
30 feet. You cannot feel fine details through the
bonded creatures unless you remove the Link Disc,
wings but you can see a faint aura around any
which causes 3d8 psychic damage to you.
visible creature or object that bears magic, and you
Vargarian Collective. If Vargarians maintain a learn its school of magic, if any. You can detach
presence in your campaign setting then a freshly or reattach them as an action, and they can’t be
found Link Disc is already attuned to the frequency removed against your will. The wings detach if you
of the Vargarian hivemind. A successful DC 14 die.
Intelligence (Arcana) check allows you to alter
the sigils to a new frequency, however attempting You can attune to any number of Vargarian
to use the Link Disc before doing so will plug the Prosthetics, which count as a single item for the
wearer into the Vargarian network. The Wisdom purposes of attunement.
save to maintain one’s mind against the flood of
the collective is DC 16, and upon three consecutive
failed saves, the wearer becomes part of that
collective and will take any action they can to go
and join their Vargarian brethren. At this point,
removing the disc causes 8d8 psychic damage.

100
When you utter the name of the angel whose blood
fills the vial you can use your action to cast bless on
up to 12 creatures you can see within 30 feet. Once
you use this feature it can’t be used again until the
next dawn.

You can use your action to hurl the vial at a point


you can see within 30 feet. It explodes upon impact.
Each creature of your choice in a 20-foot-radius
sphere centered on the point of impact must make
a DC 15 Dexterity saving throw, taking 42 (12d6)
radiant damage on a failed save, or half as much
damage on a successful one. This destroys the vial
forever.
Veterans Helmet
Wondrous item, rare

These well made brass or bronze gold-accented


helms bear the marks of many battles. Often
adorned with holy symbols, cultural iconography
or any number of other significant symbology, the
small dents and scratches belie the fact this is a
magic item. While you wear this helmet you are
immune to the frightened condition. Wand of Fire
Wand, very rare

This wand has 3 charges. The wand is made from a


footlong branch of a charred yew tree with arcane
symbols and phrases inscribed all along its length.
While holding it you can use an action to cast fire
bolt.

Alternatively you can expend 1 or more of its


Vial of Angel’s Blood charges to cast the following spells. For 1 charge,
you can cast burning hands. For 2 charges you
Wondrous item, rare can cast flaming sphere. For 3 charges you can
cast fireball. Any creature can spend a spell slot to
This sealed vial contains a golden, luminescent charge a wand of fire with one charge per level of
liquid. the spell slot.

As a bonus action you can shake the vial and cause it A wand of fire can hold 3 charges at a time.
to shed bright white light in a 20-foot radius and dim
light for an additional 20 feet for one hour or until
you dismiss it as an action. Completely covering the
vial with something opaque blocks the light.

101
Watcher’s Pendant
Wondrous item, uncommon (requires attunement)

This mother-of-pearl inlaid pendant takes the shape


Warrior’s Gambit Dice of an eye with a sapphire blazing in the center in
place of the iris. The sapphire in the center of the
Wondrous item, rare (requires attunement by a pendant flares with soft blue light whenever you
creature proficient with martial weapons) overlook something.

This exquisite set of pitted steel dice is always found Whenever you make an ability check to notice or
in a silk bag. While attuned to the dice your weapon find something, you can roll an additional d20.
attacks are magical. The set of dice has 3 charges You can choose to do this after you roll the die,
and it regains 1d3 expended charges daily at dawn. but before the outcome is determined. You choose
While holding the dice you can use an action (unless which of the d20s is used for the ability check.
otherwise indicated) to spend 1 charge and gain one
of the following benefits of your choice: The pendant can’t be used this way again until the
next dawn.
• For one minute, whenever you hit a creature
with a weapon attack the creature takes an
extra 1d4 damage.
• As a reaction add 1d6 to your AC against one
weapon attack that would hit you. To do so you
must see the attacker and be wielding a melee
weapon.
• For one minute, whenever you hit a creature with
a weapon attack a different creature within 5 feet
of the original target takes 1d8 force damage.
• When you hit a creature with a weapon attack
you can spend 1 charge to deal an additional
1d10 damage.
• When you miss a creature with a weapon attack
you can spend 1 charge to roll 1d12 and add
the number rolled to the attack roll, potentially Wig of Ridiculousness
turning the miss into a hit. Wondrous item, rare
• Increase your hit point maximum by 1d20 until
you finish a long rest. This difficult to describe head accessory made
• As a reaction when you are hit with a weapon of alchemically treated hair fibers always looks
attack you gain 1d100 temporary hit points, however the last owner wished it to appear.
which last until the end of your next turn.

102
The hair can appear short or long and of any color — As an action you can cut a single strand of a creature’s
some so unusual that others can’t help but notice your hair and magically alter its hairstyle, including length,
outrageous coiffure when you walk into the room. shape, hold, color and it can even cause hair to grow
on a bald surface with a simple tap.
The wig’s netting binds to your skin and becomes
indistinguishable from your original hair. The hair
reacts like any other hair to stimuli such as water,
wind, cold, fire and so on but you can always make
the necessary adjustments to your precious perm
with just a thought. While wearing the wig you can
use your bonus action to change the color, length and
style of your magical hair. The appearance remains
until you use a bonus action to make another change.

While your hairstyles do not automatically grant Winter Queen’s Kiss


any ability to go unnoticed or remain unseen, a
perfect hairstyle should always be remarkable Ring, legendary (requires attunement)
and gain you some appreciative comments while
a boring hairstyle on a vibrant personality might This silver ring is believed to come from the Winter
throw their whole demeanor off for others. Queen of Fey herself and is always cold to the
touch. Even creatures immune to cold feel the frigid
In addition to your personal style mastery you can emanation from this elegant ring fashioned into a
use an action to force a creature you can see within blossoming flower with a deep purple stone set in
60 feet to make a DC 15 Charisma saving throw. On the center. These rings are typically bestowed upon
a failure you can transform the appearance of their Knights of the Fey by the queen, who kisses the
hair for one hour. On a success the target’s hair Knight’s hand where a ring appears on their finger.
remains unchanged. Once you use this property you Trouble may befall those not granted this boon who
can’t use it again until the following dawn. wear such a ring openly in her land.

While you wear this ring you gain +1 bonus to


your AC as well as all your saving throws. You are
immune to cold damage and have resistance to
necrotic damage. Whenever you hit a creature with
a melee attack you add an extra 1d6 cold damage. In
addition any time you deal cold damage with a spell
you add another 1d6 cold damage.

Your interactions with Winter Fey Nobles increase


Wilhelmina’s Snippety by one step if you hold the favor of the Winter
Queen while you wear this ring openly but decrease
Scissors all interactions with Summer Fey Nobles by one
step. Should you earn the Winter Queen’s ire the
Wondrous item, rare ring curses you until you perform a service for a fey
monarch. Your attunement to the ring ends. You
These golden scissors inlaid with jeweled imagery cannot attune to the ring and as long as you remain
of the latest hairstyles can shear through any cursed you cannot remove it. While cursed all fey
material less than 1 inch thick like a hot knife creatures have advantage on attacks against you
through butter. and you are vulnerable to cold and necrotic damage.

103
Wraith Wrap
Wondrous item, rare

While you wear this black and gray tattered scrap


of cloth as a mantle about your neck and shoulders

Wolf Blade your type counts as undead.

Weapon (any blade), uncommon (optional You can use your bonus action to become
attunement) incorporeal for up to 1 minute at a time. Once you
use this property it cannot be used again for 10
The magical sword’s hilt is forged in the shape of minutes. While incorporeal you can move through
a wolf’s head. The eyes glow red if there is a wolf other creatures and objects as if they were difficult
within 100 feet. While you carry the sword no wolf terrain. If you are in a solid object when your time
will attack you unless you attack it first or it is runs out you are shunted to the closest unoccupied
magically compelled. space regardless of direction and you take 1d6
points of damage for every 5 feet you are forced to
While you’re attuned to this blade you have a +1 travel.
bonus to attack and damage rolls made with this
magic weapon. In addition you can use your action
to summon a wolf to fight by your side and any
magical healing you receive also heals this wolf.
The wolf obeys your commands and acts on your
initiative. Its proficiency bonus is equal to yours.
The wolf gains a bonus to hit points equal to 2
times your level. Once you use this property you
can’t use it again until the following dusk, and you
cannot summon a new wolf while an existing one
still lives.

104
LICENSE Contributions are Your original Creation and/or You have sufficient
rights to grant the rights conveyed by this License.
The terms of the Open Gaming License Version 1.0a are as follows:
6.Notice of License Copyright: You must update the COPYRIGHT
OPEN GAME License Version 1.0a The following text is the property
NOTICE portion of this License to include the exact text of the
of Wizards of the Coast, LLC. and is Copyright 2000 Wizards of the
COPYRIGHT NOTICE of any Open Game Content You are copying,
Coast, Inc (“Wizards”). All Rights Reserved.
modifying or distributing, and You must add the title, the copyright
date, and the copyright holder’s name to the COPYRIGHT NOTICE
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of any original Open Game Content you Distribute.
mark owners who have contributed Open Game Content; (b)”Deriva-
tive Material” means copyrighted material including derivative works
7. Use of Product Identity: You agree not to Use any Product Identi-
and translations (including into other computer languages), potation,
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compilation, abridgment or other form in which an existing work may licensed in another, independent Agreement with the owner of each
be recast, transformed or adapted; (c) “Distribute” means to repro- element of that Product Identity. You agree not to indicate compati-
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an enhancement over the prior art and any additional content clearly use of any Product Identity in Open Game Content does not consti-
identified as Open Game Content by the Contributor, and means any tute a Challenge to the ownership of that Product Identity. The own-
work covered by this License, including translations and derivative er of any Product Identity used in Open Game Content shall retain
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(e) “Product Identity” means product and product line names, logos
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Open Game Content distributed using this License.
14. Reformation: If any provision of this License is held to be
3.Offer and Acceptance: By Using the Open Game Content You indi- unenforceable, such provision shall be reformed only to the extent
cate Your acceptance of the terms of this License. necessary to make it enforceable.

4. Grant and Consideration: In consideration for agreeing to use this 15. COPYRIGHT NOTICE Open Game License v 1.0a Copyright
License, the Contributors grant You a perpetual, worldwide, royal- 2000, Wizards of the Coast, LLC. System Reference Document 5.1
ty-free, nonexclusive License with the exact terms of this License to Copyright 2016, Wizards of the Coast, LLC.; Authors Mike Mearls,
Use, the Open Game Content. Jeremy Crawford, Chris Perkins, Rodney Thompson, Peter Lee,
James Wyatt, Robert J. Schwalb, Bruce R. Cordell, Chris Sims, and
5.Representation of Authority to Contribute: If You are contributing Steve Townshend, based on original material by E. Gary Gygax and
original material as Open Game Content, You represent that Your Dave Arneson.

105
Some Mage Forge
items reference things
beyond the scope of
any individual item.
You can discover
more information and
context to incorporate
into and expand upon
your own games within
modules at
Nerdarchy.com
under Game Content
and Accessories in the
online store.
Deep in the mines of Nerdarchy the dwarven
forge mages go at it hammer and tongs to make
Game Mastering easier than ever.
What GM hasn’t grappled with the search for magic items their players have never seen
before? Sure you could build custom magic items for every game. Or you could spend
more time playing because we’ve done the work for you with the Mage Forge!

• No more searching through tome after tome.


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Each of the 250 magic items curated from across the Nerdarchyverse are designed to
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them with beautiful illustrations you’ll be proud to share with the adventurers at your
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