Mage Forge Magic Items For 5e
Mage Forge Magic Items For 5e
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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)
5
Arcane Razor
Wand, uncommon
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)
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.
Aurora Cloak
Wondrous item, rare (requires attunement)
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.
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)
Beacon in a Bottle
Potion, very rare
11
Bloodshot Lenses
Wondrous item, uncommon (requires attunement)
• Uncommon. +1 bonus
• Rare. +2 bonus
• Very Rare. +3 bonus
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.
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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)
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.
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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.
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.
16
Bracelets of Trading
Wondrous item, rare (requires attunement)
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.
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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
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
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
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.
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.
23
Charm of Instinctual Charm of Knowing
Senses Wondrous item, common
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
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.
Circlet of Bones
Wondrous item uncommon (requires attunement)
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.
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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.
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.
Comb of Growth
Wondrous item, common
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)
Commander’s Gauntlets
Wondrous item, uncommon (requires attunement)
31
Cream of Color Change
Potion, common
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)
33
While you wear this ring you have advantage on
Wisdom (Perception) checks that rely on smell.
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.
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.
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.
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.
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.
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.
Fan of Discordant
Glamour
Wondrous item, rare (requires attunement)
40
While you are attuned to a feral pelt you gain the
following benefits:
41
• 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.
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
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.
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.
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
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.
47
created in a ritual lasting more than an entire day.
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.
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
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.
Glacial Fang
Weapon (spear), very rare (requires attunement)
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)
50
kind short of the most powerful spells or artifacts
of great power.
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
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.
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.
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)
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.
Heroic Tail
Wondrous item, common
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.
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)
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)
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.
57
Keys of Danger
Part of a Matching Set!
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.
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 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.
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.
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
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
62
Liar’s Arrows
Weapon (arrow), uncommon
Lingering Scent
Wondrous item, common
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
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)
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.
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 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)
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).
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
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.
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)
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)
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.
• Uncommon. No AC bonus
• Rare. +1 AC
• Very Rare. +2 AC
• Legendary. +3 AC Pig Pen
Weapon (maul), rare (requires attunement)
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.
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.
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.
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)
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.
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.
Rod of Revivification
Rod, very rare (requires attunement)
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.
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.
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.
88
Smoldering Satchel
Wondrous item, common
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.
89
Snowspun Slippers
Wondrous item, uncommon (requires attunement)
90
Dwarven runes inscribed along the haft spell out
the axe’s name — Spirit Sever.
Spirit Bracers of
Ala’Goona
Wondrous item, rare (requires attunement by a monk)
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.
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.
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!
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.
95
While holding this wand you gain a +4 bonus to
spell attack rolls and the DC of spells you cast.
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
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.
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)
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.
Vargarian Limb
Wondrous item, rare (requires 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.
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.
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 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.
103
Wraith Wrap
Wondrous item, rare
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
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6.Notice of License Copyright: You must update the COPYRIGHT
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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
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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
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105
Some Mage Forge
items reference things
beyond the scope of
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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.
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forge mages go at it hammer and tongs to make
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