Appendix A: New Magical Stuff
Magic Items
Aetherflux Reservoir
Wondrous item, rare (requires attunement by a spellcaster)
While attuned to the item, when you cast a spell of 1st level or higher, you regain a number of hit points equal to the spell's level + 1.
Additionally, you can speak the command word as an action and take 2d8 necrotic damage to cast magic missile as a 3rd level spell.
Accorder's Shield
Armor (shield), very rare (requires attunement)
While holding this shield, you gain an additional +2 bonus to AC. This bonus is in addition to the shield's normal bonus.
Additionally, while holding this shield, whenever you take the Attack action on your turn to make a melee weapon attack, you can make one additional attack.
Ankh of Mishra
Wondrous item, very rare (requires attunement)
While wearing the ankh, when a spell of 1st level or higher is cast within a 15-foot radius of you, the ankh creates a glowing dart of force. The dart hits the creature that cast the spell. The creature takes 1d4 force damage + additional force damage equal to the level of the spell.
Curse. This item is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the item, keeping it within reach at all times.
Bladed Bracers
Wondrous item, rare (requires attunement)
While wearing these bracers, you gain a +1 bonus to melee weapon attack and damage rolls, and a +1 bonus to AC, while you are unarmed.
Additionally, while wearing these bracers, damage done by unarmed strikes you make are increased by one die step and their damage type becomes slashing.
Blade of Selves
Weapon (any sword), rare (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
Additionally, as a bonus action, you may cast the mirror image spell. When you cast mirror image this way, it creates five illusory duplicates. Once you have used this ability you cannot use it again until you finish a long rest.
Curse. This weapon is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. When the mirror image spell is cast from this item, roll a d20. On a 1, one of the illusory duplicates created is a full grown clone inhabited by an evil aligned soul, and tries to take your place.
Blight Sickle
Weapon (any sickle), uncommon (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you hit with an attack using this weapon, the target must succeed on a DC 14 Constitution saving throw. On a failed save, the target deals only half damage with weapon attacks that use Strength until the end of its next turn.
Brawler's Plate
Armor (plate), very rare (requires attunement)
While wearing this armor, you gain a +1 bonus to melee weapon attack and damage rolls, and a +1 bonus to AC. Additionally, the armor allows you to perform a special combat maneuver.
Trampling Charge. Once per turn, if you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a DC 15 Strength saving throw or take 1d10 + your Strength modifier bludgeoning damage and be knocked prone, you can then make one melee weapon attack against it as a bonus action.
Cauldron of Souls
Wondrous item, very rare (requires attunement)
While attuned to the cauldron, you can use your action to choose one creature within 30 feet that you can see, until the end of that creature's next turn if it is reduced to 0 hit points but not killed outright, it drops to 1 hit point instead and has disadvantage on attack rolls until the beginning of its next turn. Once you've used this ability you cannot use it again untill you complete a short rest.
Celestial Sword
Weapon (any sword), rare (requires attunement)
While wielding this sword, you gain a +1 bonus to weapon attack and damage rolls with this magic weapon and a +1 bonus to AC. Additionally, when you hit with a melee attack using this weapon, it deals and extra 1d8 force damage to you and the target.
Champion's Helm
Wondrous item, legendary (requires attunement)
While wearing this helm, you gain a +2 bonus to melee weapon attack and damage rolls, and a +2 bonus to AC.
Additionally, while wearing this helm, any time you are targeted by a magic missile spell, or a spell that requires a ranged attack roll, roll a d20. On a roll of 1 to 4, you are unaffected. On a 1, you are unaffected, and the effect is reflected back at the caster as though it originated from the wearer, turning the caster into the target. Otherwise, the wearer is affected as normal.
Charged Bow (Hankyu)
Weapon (any bow), very rare (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a ranged attack using this weapon, you may expend one or more charges as a bonus action, it deals an extra 1d6 force damage for each charge expended.
Additionally, while holding this weapon, you may speak the command word as a bonus action to charge the bow, and this item regains one charge (maximum 5 charges). This weapon retains its charges as long as you maintain concentration.
Crown of Doom
Wondrous item, uncommon (requires attunement)
While wearing this crown, creatures within a 15-foot radius gain a +1 bonus to weapon attack and damage rolls that target you. However, whenever you are hit by an attack, you gain advantage on your next attack roll.
Curse. This item is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the crown, keeping it on your head at all times.
Crown of Ages
Wondrous item, legendary (requires attunement)
This crown has 3 charges. While wearing this crown, you may attune to two additional magic items.
While wearing this crown, you may expend a charge as an action to attune yourself with a magic item
This crown regains 1 charge yearly on the anniversary of its attunement. If you expend the last charge, roll a d20. On a 1, the item bursts into shards and is destroyed, and you age 3d10 x 10 years.
Cursed Scroll Case
Wondrous item, common (1st), or uncommon (3rd) (requires attunement)
This ornate scroll case is made out of ebony and inlaied with emeralds, on the lid of the case is the depiction of a head with an empty chat bubble. The case contains 6 spell scrolls of a level determined by the item's rarity. When you open this case you are compelled to pull out a scroll, roll a d6. On a roll of 1 to 5, you pull out a normal spell scroll, roll a d6 on the Spell Scroll Chart. On a roll of 6, you pull out a cursed scroll and read it outloud immediately, roll a d6 on the Cursed Scroll Chart.
Once you pull a scroll from the case it remains useable for up to 10 minutes, after which the words on the scroll fade, and the scroll itself crumbles to dust.
Each day at dawn, 1d4 - 1 new scrolls are created within the case. If you remove the last scroll from the case, it is a cursed scroll and you read it outloud immediately.
Curse. This item is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. As long as you remain cursed, you are unwilling to part with the case, keeping it with you at all times. During the first round of combat, at the beginning of your turn you must make a DC 14 Wisdom saving throw. On a failed save, you pull out a scroll and read it outloud immediately, roll a d6 as above to determine the type of scroll.
Cursed Scroll Chart
| d6 | Cursed Scrolls |
|---|---|
| 1-2 | Glyph of Warding: Hex (Duration 8 hours) |
| 3-4 | Glyph of Warding: Polymorph (Frog; DC 17) |
| 5-6 | Glyph of Warding: Explosive Runes (Fire; DC 15) |
Spell Scroll Chart
| d6 | 3rd level Spell Scrolls |
|---|---|
| 1 | Cure Wounds |
| 2 | Daylight |
| 3 | Fireball |
| 4 | Healing Word |
| 5 | Remove Curse |
| 6 | Revivify |
Echo Circlet
Wondrous item, rare (requires attunement)
While wearing this item, you may speak the command word to take one additional reaction on your turn. Once you’ve used this ability you cannot use it again until you complete a short rest.
Essence Bottle
Wondrous item, uncommon
This bottle has 5 charges. You can use an action to drink from the bottle and expend one or more charges. You regain 1d6 hit points for each charge expended. Once you take a drink from the bottle, you can't take another drink for 24 hours.
The bottle regains 1d4 - 1 expended charges daily at dawn. If you expend the bottle's last charge, roll a d20. On a 1, the bottle bursts into shards and is destroyed.
Explorer's Scope
Wondrous item, uncommon (3rd), rare (5th), very rare (7th), legendary (9th) (requires attunement)
While attuned to this item, you may look through it and inspect the natural environment around you to activate the item and attune it to the region for 24 hours. Once you’ve used this ability you cannot use it again for 1d10 days.
Once activated you gain the following effects while you remain the the same terrain:
- Difficult terrain doesn't slow your group's travel.
- Your group can't become lost except by magical means.
- You are considered a spellcaster of the level determined by the rarity of the item. You gain access to circle spells associated with the terrain type the item is currently attuned to (Player's Handbook, page 68) and can innately cast them requiring no material components once per day each.
Fireshrieker
Weapon (any weapon), legendary (requires attunement)
While holding this weapon, you gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with a melee attack using this weapon, it deals an extra 1d8 fire damage.
Additionally, while holding this weapon, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
Furthermore, while holding this weapon, you gain one additional action on each of your turns. That action can be used only to take the Attack action (one weapon attack only).
Flowstone Armor
Armor (chainmail), uncommon (requires attunement)
While wearing this suit of armor, you gain a +1 bonus to weapon damage rolls, and a -1 reduction to AC. Additionally, you gain advantage on all melee weapon attack rolls, but attack rolls against you have advantage.
Hammer of Bogardan
Weapon (any hammer), legendary (requires attunement)
While holding this weapon, you gain a +3 bonus to attack and damage rolls made with this magic weapon. When you hit with a melee attack using this weapon, it deals an extra 1d8 fire damage.
Additionally, while holding this weapon, you have resistance from fire damage.
This weapon has 5 charges. When you hit with a melee attack using this weapon, you may expend a charge to cast a 3rd-level Fireball spell (save DC of 17) at the target. Once you’ve used this ability you cannot use it again until you complete a long rest.
If you expend the hammer's last charge, the head shatters into pieces and is destroyed for 1d100 days, after which it reforms on the shaft.
Helm of Possession
Wondrous item, uncommon (DC 14), rare (DC 16), very rare (DC 18), (requires attunement)
While wearing this helm, you can use an action to cast the dominate monster spell from it at will, at its lowest level with a spell save DC determined by the rarity of the helm. The spell ends if the helm is removed. Once you’ve used this ability you cannot use it again for 1d10 days.
Jinxed Ring
Wondrous item, very rare (requires attunement by a spellcaster)
While wearing this ring, you can expend one Hit Die at the end of a short rest. Roll the die. You regain a number of spell slots equal to half the number rolled, rounded up, starting with the lowest level spell slot expended. When you expend a Hit Die this way, you can not do so to regain hit points.
Curse. Once you put this ring on, you can't take it off unless you are targeted by the remove curse spell or similar magic. While wearing this ring, whenever you cast a spell, you take 1d10 necrotic damage, and roll a d20. On a 1, you must succeed on a DC 16 Constitution saving throw or take 6d10 necrotic damage, and the ring vanishes from your possession.
Livewire Lash
Weapon (any whip), very rare (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a melee attack using this weapon, it deals an extra 1d6 lightning damage.
When you are hit by a spell attack from a creature within 60 feet of you that you can see, you can use your reaction to extend a lash of lightning energy out of the whip and strike the creature. The target must make a DC 16 Dexterity saving throw. It takes 3d10 lightning damage on a failed save, or half as much damage on a successful one. Once you’ve used this ability you cannot use it again until you complete a short rest.
Loxodon Warhammer
Weapon (any hammer), very rare (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon. When you hit with a melee attack using this weapon, you regain a number of hit points equal to the damage dealt. Additionally, this weapon allows you to perform a special combat maneuver.
Trampling Charge. Once per turn, if you move at least 20 feet straight toward a creature and then hit it with a melee weapon attack on the same turn, that target must succeed on a DC 15 Strength saving throw or take 1d10 + your Strength modifier bludgeoning damage and be knocked prone, you can then make one melee weapon attack against it as a bonus action.
Mirari
Wondrous item, legendary (requires attunement by a spell caster)
This item has 3 charges. When you cast a spell that targets only one creature and doesn't have a range of self, you can expend a number of charges equal to the spell's level to target a second creature in range with the same spell (1 charge if the spell is a cantrip).
This item regains 1 charge daily at dawn. If you expend the last charge, roll a d20. On a 1, the item bursts into shards and is destroyed. Everyone within a 10-foot radius must succeed on a DC 15 Dexterity saving throw or take 6d6 force damage.
Necromancer's Charm
Wondrous item, rare (requires attunement by a spellcaster)
The charm has 5 charges. You gain a +1 bonus to spell attack and damage rolls that deal necrotic damage.
While wearing this charm, you can cast the following spells from the charm, expending the necessary number of charges: animate dead (3 charges), corpse bomb (2 charges), necrotic tendril (1 charge)
The charm regains 1 charge when an undead creature you control is reduced to 0 hit points and dies.
Nemesis Mask
Wondrous item, rare (requires attunement)
While wearing this mask, you may speak the command word as a bonus action and an intense wave of hatred washes over each creature in a 10-foot radius. Creatures within range must succeed on a DC 16 Wisdom saving throw or become charmed by you. While charmed this way, a creature stops whatever it is currently doing and is compelled against their will to attack you, and continue to do so until you use your action to speak the command word, to release the charm. Once you've used this ability you cannot use it again until you complete a long rest.
Nightmare Lash
Weapon (any whip), very rare (requires attunement)
While holding this weapon, you gain a +2 bonus to attack and damage rolls made with this magic weapon. When you hit with a melee attack using this weapon, it deals an extra 1d6 fire damage + 1 fire damage for each charge.
When you reduce a hostile creature to 0 hit points with this weapon, this weapon gains 1 charge. You don't gain this benefit for killing constructs or undead.
This weapon loses 1d4 charges daily at midnight.
Curse. This weapon is cursed, and attuning to it curses you until you are targeted by the remove curse spell or similar magic. When the this item is reduced to 0 charges, roll a d20. On a 1, you take 3d10 fire damage and must succeed on a DC 14 Constitution saving throw. On a successful save, the weapon regains 1d6 charges. On a failed save, you become paralyzed for the next minute. At the end of each of your turns, you take 3d10 fire damage and can make another Constitution saving throw to end the effect.
Null Brooch
Wondrous item, very rare (requires attunement)
While wearing this brooch, you have advantage on saving throws against spells and other magical effects.
Additionally, the brooch has 3 charges. While wearing it, you can expend a charge at will to cast the counterspell spell, as a 6th level spell. When all of the brooches charges are expended, the brooch becomes a nonmagical piece of tarnished jewelry worth 10 gp.
Phyrexian Lens
Wondrous item, very rare (requires attunement by a spellcaster)
When attuned, the lens affixes itself over one eye. While wearing them, you can use a bonus action to activate the lens and regain a spell slot of the lowest level expended. Once you use this feature, you must finish a long rest before you can use it again without further penalty. Using this feature again before recharging it causes you to suffer one level of exhaustion each additional time it is used.
Curse. Once you put this lens on, you can't take it off unless you are targeted by the remove curse spell or similar magic. Each time the lens is activated, your maximum hit point total is reduced by 1d6 + 1d6 for each level of the spell slot regained. This reduction lasts until you finish a long rest.
Profane Memento
Wondrous item, uncommon (requires attunement)
While wearing this item, whenever a creature within a 15-foot radius of you is reduced to 0 hit points and dies, you regain 1d4 hit points. You don't gain this benefit for constructs or undead.
Pyromancer's Gauntlets
Wondrous item, uncommon (requires attunement)
These gauntlets have 10 charges. While wearing these gauntlets, you have resistance from fire damage.
Additionally, you can use a bonus action to expend a charge and activate the gauntlets for 1 minute. While activated, whenever you roll fire damage on your turn, the roll gains a +2 bonus to the damage it deals on a hit.
Whenever you are hit with fire damage, the gauntlets regain a number of expended charges equal to half the damage taken, rounded down.
Reanimator (Unscythe, Killer of Kings)
Weapon (any), very rare (requires attunement)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
Additionally, you have advantage on attack rolls against a creature if at least one of your allies is within 5 feet of the creature and the ally isn't incapacitated.
When you reduce a hostile creature to 0 hit points with this weapon, roll a d6. On a 6, you may cast the Animate Dead spell as a bonus action. Otherwise, you regain 1d4 hit points. You don't gain this benefit for killing constructs or undead.
Sphere of Resistance
Wondrous item, rare
You can use your action to speak the command word and throw the sphere to a point on the ground within 60 feet of you, the sphere then emits an anti-magic aura in a 20-foot radius for the next minute.
Anytime a spell is cast within the area, the caster must make a DC 15 Constitution saving throw. On a successful save, they must cast the spell with a spell slot of one level higher (not gaining the benefit of casting it at a higher level). On a failed save, the spell fizzles. Once the sphere has been used, it can't be used again for 24 hours.
Static Orb
Wondrous item, very rare or legendary
This item has 7 charges. You can use your action to expend a charge and throw the orb to a point on the ground within 60 feet of you, the orb then creates a small stasis field where time is warped in a 20-foot radius for the next minute. The area becomes difficult terrain for the duration. Ranged and spell attacks that target an ally that is inside the area, or the line of sight passes through the area, have disadvantage. Once the orb has been used, it can't be used again for 24 hours.
This item regains 1 charge every 4d4 x 10 days. If you expend the orb's last charge, it shatters into pieces and is destroyed.
The following Static Orb variants are legendary items and the stasis fields created by them have additional properties.
Static Orb of Crippling Field. Enemy creatures within the area have vulnerability to bludgeoning, piercing, and slashing damage from weapons.
Static Orb of Exhausting Field. Whenever an enemy creature moves into or within the area, they must make a DC 14 Constitution saving throw for every 5 feet it travels. On a failed save, the creature suffers one level of exhaustion.
Static Orb of Stoping Time. Whenever an enemy creature moves into or out of the area, they must make a DC 15 Constitution saving throw. On a failed save, they are stunned for 1d4 rounds.
Static Orb of Stretching Time. Whenever an ally moves into or within the area, they treat 10 feet of movement as 5 feet, they gain a +2 bonus to AC, they have advantage on Dexterity saving throws, and they gain an additional action on each of their turns. That action can be used only to take the Attack (one weapon attack only), Dash, Disengage, Hide, or Use an Object action. When the stasis field ends or they exit the area, they can't move or take actions until after their next turn and suffer one level of exhaustion.
Static Orb of Implosion. When the stasis field ends, it collapses in a great force implosion. Any creatures within the area of the stasis field must make a DC 16 Dexterity saving throw. On a failed save, they take 3d10 force damage and are pulled up to 10 feet toward the orb, or half as much on a successful save.
Static Orb of Quantum Static. Whenever an enemy creature moves into or within the area, it takes 2d4 lightning damage for every 5 feet it travels.
Sword of the Animist
Weapon (any sword), rare (requires attunement by a spell caster)
While holding this weapon, you gain a +1 bonus to attack and damage rolls made with this magic weapon.
When you reduce a hostile creature to 0 hit points with this weapon, roll a d12. On a 12, you may regain one spell slot of the lowest level expended and this weapon gains 1d10 charges. You don't gain this benefit for killing constructs or undead.
When the sword reaches 50 charges, it explodes. Every creature in a 15-foot radius must succeed on a DC 16 Dexterity saving throw, or take 6d10 force damage.
This weapon loses 1d10 charges daily at midnight.
Umezawa's Jitte
Weapon (Dagger), legendary (requires attunement)
This item has 10 charges for the following properties. When you hit with an attack using this magic weapon it regains one charge. If you expend the weapon's last charge, roll a d20. On a 1, the weapon crumbles to ash and is destroyed.
Magical Attacks. As a bonus action, you may expend one or more charges. You gain a +1 bonus to attack and damage rolls for each charge expended this way (up to a maximum of +3). This bonus lasts up to 1 minute.
Warrior's Grace. As an action, you may expend two or more charges. You regain 1d4 hit points for each charge expended beyond the first. Once you've used this ability you cannot use it again until you complete a short rest.
Icy Retaliation. When you hit with an attack using this magic weapon, you may choose to expend 3 charges instead of regaining expended charges. The target must make a DC 16 Constitution saving throw. On a failed save, the target takes 1d8 cold damage, and it has disadvantage on the next weapon attack roll it makes before the end of its next turn.
Vial of Imbued Salts
Wondrous item, uncommon
This vial full of magical salt has 3 uses. You can spend one full turn (using an action, your full movement speed, and a bonus action) to create a magical circle on the ground, expending one use of the salts. You create a 10-foot radius magical circle on the ground, centered on a point you choose within 10 feet. It lasts for up to 10 minutes, until a strong wind disperses the salt, it is washed away with water, or a creature spends an action to disrupt the salt, ending the circle's magical effect. Once you've used this ability you cannot use it again until you complete a long rest. It produces one of the following magical effects:
Anti-Magic Circle. Whenever a creature attempts to cast a spell of 2nd level or lower while standing within the circle, its spell fails and has no effect. If it is casting a spell of 3rd level or higher, they must make an ability check using their spellcasting ability. The DC equals 9 + the spell's level. On a failed check, the creature's spell fails and has no effect.
Circle of Protection. When you create this circle choose one of the following: acid, cold, fire, force, lightning, necrotic, poison, psychic, thunder, or radiant. Friendly creatures within the circle gain a +1 bonus to AC and saving throws, and have resistance to the damage type chosen.
Summoning Circle. When you create this circle it summons up a total of eight manes or dretches that appear within the circle 1d4 rounds after the circle is complete. The demons disappear when they drop to 0 hit points or when the magical effect from the circle ends. The demons are hostile to all creatures. Roll initiative for the summoned demons as a group, which has its own turns. The demons attack the nearest non-demons to the best of their ability.
After creating a magical circle you may use your reaction to move up to half your movement speed. Otherwise, you end your turn at the center of the circle.
To replenish the salts, the vial must be buried in the sand on a beach for 1 hour after it is empty.
Artifacts
Hivestone
Wondrous item, artifact (requires attunement)
When a Sliver Queen dies, there is still hope for the hive, for within her resides a Hivestone. A Hivestone is a hardened extra sensory organ that can only be found within the heart of a Sliver Queen. It amplifies the Queen's natural telepathic ability and solidifies her control over the hive. When a Sliver Queen is killed, a successful DC 23 Intelligence (Arcana) check will provide knowledge of the Hivestone and its location within the heart. These artifacts are sought out by powerful wizards who wish to control and manipulate the hive.
If the Hivestone remains undiscovered for 1d10 days, it calls out to nearby creatures within 40 miles. In 3d10 days, a creature will arrive and consume the artifact, 2d6 days later a new hive forms in a nearby location.
Any creature that tries to attune to the artifact must make a DC 16 Intelligence saving throw. On a successful save, the creature takes 10d6 psychic damage. On a failed save, the creature is compelled to consume the artifact.
Each Hivestone contains a sliver hive consciousness, a presence that tries to grow, and consume its surroundings. It takes a powerful mind to remain in control over a Hivestone.
A creature attuned to the artifact must spend at least 30 days bonding with and studying it, during this time the creature must resist going insane. If successful, the creature has advantage on future saving throws made to resist the artifact.
While attuned to the artifact, whenever you use the Call the Hive or Sliver Telepathy abilities you must make a DC 16 Intelligence check. On a successful check, you control the artifact for as long as you are attuned to it. On a failed check, you take 10d6 psychic damage and go temporarily insane, afflicted with short-term madness, roll a d100 on the Short-Term Madness table in the Dungeon Master's Guide (page 259). If you fail this check more than twice within the span of 10 days, you become charmed by the artifact for as long as you remain attuned to it.
While you are charmed by the artifact, you can't voluntarily end your attunement to it, and the artifact casts Suggestion on you at will (save DC 18), urging you to seek out a lair site, build a nest, and consume the artifact transforming into a Sliver Queen.
However, if you end your attunement to the artifact or it is destroyed, the artifact will send out a distress call to all slivers within 40 miles and you lose control of any friendly slivers as they turn on you to for not being a true Sliver Queen.
Random Properties. The Hivestone has the following random properties:
- 2 minor beneficial properties
- 1 major beneficial property
- 2 minor detrimental properties
Call the Hive. While you control the Hivestone, you can use an action to cause the artifact to issue a telepathic call that extends in all directions for 180 miles. Slivers in range feel compelled to come to the Hivestone as soon as possible by the most direct route. Greater slivers such as a Sliver Queen hear the call though they are not compelled to follow it. Slivers drawn to the Hivestone might be hostile toward you for compelling them against their hive's will. Once you have used this property, it can't be used again for 1 hour.
Hive Dominance. Whenever an unfriendly sliver ends its turn within 10 feet of you, it must make a DC 14 Intelligence saving throw. On a failed save, it mistakes you for its queen and becomes friendly to you as long as you are attuned to the Hivestone.
Sliversmith. After you spend the requisite amount of time studying the artifact, you learn a ritual to create your own slivers. You must gather at least 2500 gp worth of materials and spend at least 1 hour concentrating on the Hivestone to construct a Metallic Sliver. The sliver appears in an unoccupied space within 10 feet of the creator, and acts as an ally of its creator. Slivers created in this way remain friendly to you as long as you are attuned to the Hivestone. Once you have used this ability you cannot use it again until you finish a long rest.
Sliverspawn. After you spend the requisite amount of time studying the artifact, you learn a ritual to create your own slivers. You must spend at least 1 hour concentrating on the Hivestone and slay one living Medium or larger aberration, monstrosity, or humanoid spellcaster to construct a Sliver Broodling. The sliver appears in an unoccupied space within 5 feet of the sacrificed creature, and acts as an ally of its creator. Slivers created in this way remain friendly to you as long as you are attuned to the Hivestone. Once you have used this ability you cannot use it again until you finish a long rest.
Sliver Telepathy. While you control the Hivestone, you can magically command any friendly sliver within 1200 feet of you, using a limited telepathy. Additionally, as an action, you can target a friendly sliver within range to see through its eyes and hear what it hears, and continue to do so until you use your action to return to your normal senses. While perceiving through the sliver's senses, you gain the benefits of any special senses possessed by that creature, though you are blinded and deafened to your own surroundings, unless at least one of friendly sliver is within 15 feet of you and the sliver isn't incapacitated.
Destroying the Stone. A Hivestone appears fragile but is impervious to most damage. If the artifact is consumed by a Metallic Sliver, it will transform into a Sliver Engine, and the artifact is destroyed in the process. If the artifact is consumed by any other creature, it will transform into a Young Sliver Queen. A Sliver Queen can consume the artifact to prevent a rival queen from building a hive in her territory, destroying it. The Disintegrate or Wish spell are the only other known ways to destroy the artifact.
When a Hivestone is destroyed in a way other that being consumed by a Sliver Queen, 1d8 new Hivestones appear each on a random plane throughout the multiverse 1d10 x 100 years later.
Ankh Of Mishra
Wonderous item, rare
A gleaming metal ankh that seems to reacte harshly when spells are cast nearby.
This item has 5 charges. It regains 1d6 - 1 charges daily at dawn (minimum 1). If you expend the last charge, roll a d20. On a 1, it loses its properties and becomes a nonmagical ankh.
When a creature casts a spell within 100 feet of you, you may use your reaction to expend one charge and deal 2d6 psychic damage to that creature.
Magic Item by u/AHFromDust

Credit: Mark Zug
Chalice of the Void
Wondrous item, rare (reguires attunement)
An almost alien looking metal goblet containing a glowing liquid that never spills.
The chalice has 6 charges. It regains 1d6 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, it loses its properties and becomes a nonmagical chalice.
Counterspell: You may use your reaction to expend 2 charges and cast Counterspell as a 3rd level spell.
Dispell Magic: You may use your action to expend 2 charges and cast Dispell Magic as a 3rd level spell.
Magic Item by u/AHFromDust
Cranial Plating
Wondrous item, rare (requires attunement).
A rusted metal skullcap with a retractable faceplate. It has spined ridges along the crest.
While wearing this skullcap, you can detect the presence of attuned magical items within 20 feet. You know only the number of such items, not their location or nature. For each attuned magical item within 20 feet (including this one and items attuned to yourself), you add +1 to the first attack and damage rolls you make each turn.
Curse. Infused with the jealous will of its creator, becoming attuned to the skullcap extends the curse to you. While cursed, the faceplate cannot be lifted above your nose, though it can be seen through with no penalties. However, restful periods bring on bouts of restlessness. At the end of each short or long rest, you must make a DC 15 Wisdom saving throw. On a failed save, you are controlled by the jealous wrath of the skullcap, and must do everything within your power to destroy the nearest magical item that is attuned to another creature. If they will not cooperate, you must attack them. You may attempt the saving throw again whenever you take damage. You can break the curse in the usual ways, or by destroying a magical item that is attuned to another creature.
Magic Item by u/Fenixius
Lightning Greaves
wonderous item, rare (requires attunement)
A pair of metal boots which somtimes appear to arc or throw sparks while the wearer is running.
Haste. While wearing these boots, you have advantage on initiative checks. Also, when you take the Dash action you may move an additional 20 ft.
Shroud. While wearing these boots, you have advantage on Dexterity saving throws against spells.
Magic Item by u/Fenixius
Loxodon Warhammer
Weapon (Maul), very rare (requires attunement)
An enormous, silver maul inlaid with shining blue runes. The back of the hammer's head looks like the tusks and trunk of an elephant. You gain a +2 bonus to attack and damage rolls made with this magic weapon.
Lifesteal. Whenever you deal damage with this weapon to a creature, that creature must make a DC 15 Constitution saving throw. On a failed save, you regain hit points equal to half that damage.
Charge. While weilding this weapon, if you have not moved this turn you may use your action to charge. You move in a 10 ft. by 40ft line. Each creature in that line must make a DC 17 Dexterity saving throw, taking 2d8 bludgeoning damage and 2d8 radiant damage on a failed save, or half as much on a successful one.
Magic Item by u/Fenixius
Mana Crypt
Structure, legendary (requires attunement)
A stone mausoleum built like a step pyramid, with a gazebo at the top who's center contains a thick collumn of glowing bricks. It hums with untaped magical energy.
Strong Link. To attune to this structure, you must spend 12 hours meditating under it's roof. These hours do not need to be consecutive, but must be completed within 2 days of starting for the attunement to take hold. Once attuned, you have access to the structures magical properties regardless of where you are, even if you are on a separate plane (DM's discretion).
Magic Restoration. You may regain 1 spell slot as a bonus action.
Arcane Feedback. If you use the Magic Restoration property, roll a percentile die. If you roll above 50, you gain 1 level of exhaustion.
Magic Item by u/AHFromDust \page

Credit: Dan Frazier
Mox Diamond
Wonderous item, legendary (requires attunement)
An amulet with an imaculate diamond dangling from its chain.
This amulet stores spells within its diamond. The amulet can store up to 5 levels worth of spells at a time. When found, it contains 1d6 − 1 levels of stored spells chosen by the GM.
After finishing a long rest, you may look into the diamond and choose a spell, or spells, from any spell list to be stored in the amulet. If the spell or spells you choose exceed the diamond's spell level limit, there is no effect.
While wearing this amulet, you can cast any spell stored in it. The spell is treated as if you cast the spell. The spell cast from the amulet is no longer stored in it, freeing up space.
Magic Item by u/AHFromDust
Null Rod
Wondrous item, rare (requires attunement)
A solid rod of dark metal. You may use your action to activate the rod and nullify the activatable abilities of other magic items, such as the Thunder ability of the Staff of Thunder and Lightning, within 30 feet of the rod for up to 1 minute. Passive bonuses, such as +1 enchantments and additional damage die of weapons such as Frostbrand, are unaffected. You my use this ability once. The rod regains any expended uses of this ability daily at dawn.
Magic Item by (u/AHFromDust)
Selective Nullification
At the DM's discretion, this items ability may be allowed to only affect magic items not worn or carried by the weilder of the rod and their allies, or the weilder may even be able to select specifically which items, in the rods given radius are effected.
Opaline Bracers
Wondrous item, rare (requires attunement)
These metal bracers are inlaid with clear gems that sparkle radiantly when exposed to daylight.
While wearing these bracers, if you are in direct sunlight, attacks made by you deal +2 damage.
Sunburst. If you have been exposed to the light from any of the following spells during the last turn, attacks made by you deal an additional 1d6 radiant damage: Dancing Lights, Color Spray, Faerie Fire, Daylight, Hypnotic Pattern, Sunbeam, and Prismatic Spray.
Magic Item by u/Fenixius
Credit: Michael Sutfin
Sensei's Divining Top
Wondrous item, legendary.
A small metal top that seems to spin longer than normal.
Scry. You may spin this top to cast Scrying. Using this top to cast Scrying does not require material components. You may use this property once. This top regains all expended uses daily at dawn.
When you Scry using this top, you may choose to look into future or past events regarding your target. If you use this top to peer into the past, you may not do so again for 1 week. If you use this top to peer into the future, you may not do so again for 1 year.
Magic Item by u/AHFromDust
Possible Use for Divining Top
I figured this would be a good item to give to an NPC, like a fortune teller. Imagine the players coming it to see him/her and after a bit of dialog the fortune teller's like "Oh, you're serious! Hold on, let me get the good stuff." then they go into the back and they bring out the top.
Sol Ring
wondrous item, uncommon (requires attunement by a spellcaster)
A ring of pure gold, but as strong as steel, with a swirling burning light at its center, that floats next to you as you cast spells.
Whenever you cast a spell, you can use a spell slot up to one level lower to cast it. Once you us this property, you cannot use it again until the next dawn.
Magic Item by u/sixftnineman
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Credit: Franz Vohwinkel
Sphinx Bone Wand
Wand, very rare (requires attunment by a spellcaster)
A wand, made from the bone of a long dead sphinx, that surges with power whenever it's wielder casts a spell.
This wand has 7 charges. Whenever you cast a spell while wielding this wand, it loses 1 charge. When it loses a charge, you may use your bonus action to shoot a bolt of arcane energy from the wand at a target. Make a ranged spell attack. On a hit it deals 2 force damage for each charge the wand has lost since it's last recharge.
The wand regains all expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed.
Magic Item by (u/AHFromDust)
Whispersilk Cloak
Wonderous Item, rare (requires attunement).
A silvery cloak that takes the colours of whatever is behind it. While wearing this cloak, you have advantage on Dexterity (Stealth) checks made to hide, and you have advantage on saving throws against spells. While wearing this cloak, if you are not visible to anyone other than yourself you may use your action to cast Invisibility on yourself. The cloak can't be used this way again until the next dawn.
Magic Item by u/Fenixius