# Disclaimer
The items in this compendium are an assortment of items I have collected or created. I do not claim ownership of the items nor do I claim that they are entirely original, while many may be original to me, undoubtably others have been created with similiar effects.
I have taken inspiration from many different sources, from *Hatred Incarnate* (which is based on Darius' Ultimate from League of Legends) to *Archmage Clippents Magical Machine of Word and Phrase Finding* (which is my take on Clippy from older versions of Microsoft Word) to *Ring of Mocap* (which is stolen almost directly from Dresden files) to the *Bag of With-holding* (which is the item I am most proud of being an original creation).
This document will continue to be steadily updated over time with new items added and potentially artwork being added as well.
I am [u/glynstlln](https://www.reddit.com/user/glynstlln)
I would also like to thank The Homebrewery for such an amazing tool to use!
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# 'Found' Homebrew Items
## [The Griffons Saddlebag](https://www.reddit.com/r/TheGriffonsSaddlebag/)
### [Circlet of the Sharpened Mind](https://i.redd.it/1y9oi8vmwwg41.png)
*Wondrous item, very rare (requires attunement by a creature with an Intelligence of 17 or higher)*
This iron circlet has a magical pearl at its center and can hold up to 4 gemstones. When found, the circlet has 2 gemstones. A gemstone worth at least 5,000 gp can be added to the circlet over the course of 1 minute as it's magically drawn and fastened into place. While wearing the circlet, you can take a special Attack action on your turn to summon a number of floating, spectral swords equal to the number of gemstones in the circlet and make one melee spell attack with each of them against a target within 10 feet of you. You are proficient with these attacks and use Intelligence as your spellcasting modifier for them. On a hit, the target takes force damage equal to 1d8 + your Intelligence modifier. The swords appear at your side and remain there until you dismiss them as a bonus action or until you fall unconscious or remove the circlet. While the swords are summoned, you can take this special Attack action on each of your turns. The spectral swords shed bright light in a 10-foot radius and dim light for another 10 feet.
You can replace one of these melee spell attacks with a weapon attack as part of this special Attack action. If you're able to make multiple attacks with the Attack action, you can replace any number of these spell attacks with up to the amount of weapon attacks that you can normally make with the Attack action.
When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to make one melee spell attack with one of the summoned swords against the creature, rather than making an opportunity attack.
*While the fighters held the blade, I was busy studying it. Its curves, its construction, its true name and purpose. While those brutes knew how to swing a tool of war, I became war itself.*
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### [Conspirator's Coat](https://i.redd.it/vbcdd8c1mpn51.png)
*Wondrous item, rare (requires attunement)*
This magic longcoat is adorned with raven feathers and carved jet buttons. While wearing this coat, you have advantage on Charisma (Deception) checks. In addition, the coat has 5 charges and regains 1d4 + 1 expended charges daily at dusk. While wearing the coat, you can use a bonus action to expend 1 of its charges to disappear, releasing up to three ravens from your location under your control that scatter into the air. Each raven has AC 12, 1 hit point, and can fly up to 40 feet as part of this bonus action without provoking opportunity attacks. At the start of your next turn, the ravens vanish, and you reappear in the space of one of the ravens (your choice).
If all the ravens are reduced to 0 hit points, you reappear early in the same space as the last one that died. When you do, any excess damage dealt to the raven carries over to your normal form.
*The king was a proud man; he had gained much in life, his wealth preserved and protected against even the craftiest of raiders and statesmen alike.*
*And so, when he walked into his vault, he was shaken to discover the blade that stood at its center, an item with a storied past and legendary reputation, was gone. In its place was a letter, unmarked, sealed with the black symbol of a single feather. As his trembling hands opened it, he read,*
To whom it may concern, fondest greetings! I hope this letter finds you as well as may be given the inevitable circumstances of its discovery. Know I truly wish no ill towards you or, as it may be, who you serve. If it will assuage your fears, view this as a simple transaction of business in which your preparation was matched against my wit, with the only outcome likely in such a scenario having come to pass. Try to find me if you will, but know you do so at your own cost and peril.
None but my own, The Ravenheart
*As the king rushed through the corridors to inform the head of his guard, he passed by a member of his court, the trusted Baronet Alistair Rook. In his haste he brushed against the man's black coat, muttering a word of apology before sprinting off. He missed the man's self-satisfied smile as he turned the corner.*
*And, in a flurry of feathers, the hallway was empty once more.*
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### [Glaive of the Revenant King](https://i.redd.it/a87zkjke9t541.png)
*Weapon (glaive), legendary (requires attunement)*
This long-lost silver glaive once belonged to an elven king. Its impeccable elven make lets it be swung nimbly, despite its size. This weapon has the finesse property. In addition, you gain a +3 bonus to attack and damage rolls made with this magic weapon.
***Sentience.*** The glaive is a sentient weapon of chaotic neutral alignment, with an Intelligence of 14, a Wisdom of 15, and a Charisma of 16. It has hearing and darkvision out to a range of 120 feet.
The weapon communicates telepathically with its wielder and can speak, read, and understand Sylvan.
***Personality.*** The glaive is inhabited by the spirit of Kelren, the elven king of Imfe Mythse. His life's mission to rid his kingdom of demons, fiends, and other unwelcome ilk lives on inside the weapon. He seeks to rebalance the flow and seasons of nature, eager to destroy anything that threatens to change the natural ecosystems of the world.
Kelren is stern, but honest. He may share stories of his kingdom from time to time if an anecdote serves to further his ambitions. A character who he deems unworthy of wielding the blade, such as a weak or evil creature, may be denied the ability to attune to the weapon.
***Elven Kinship.*** You are considered proficient with this weapon if you are an elf or half-elf. In addition, while attuned to this weapon, you have advantage on Charisma checks made to interact with fey creatures.
***Energy Nullification.*** If you hit a target with this weapon that is either resistant or immune to cold or fire damage, that target loses that resistance or immunity until the end of your next turn.
*Those foolish enough to step out of the natural order of things are culled from it. We are privileged to live under nature's watch: to scorn her is to insult the world itself.*
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### [Sash of Sorcerous Synergy](https://i.redd.it/3dp8a471lhh41.png)
*Wondrous item, rare (requires attunement by a sorcerer)*
This miraculous one-shouldered robe is made from fine fabrics that have been steeped in powerful magic and fastened with an ornate buckle. The sash has 5 charges and regains 1d4 + 1 expended charges daily at dawn. When an ally that you can see within 60 feet of you casts a spell while you're wearing this robe, you can use your reaction to expend 1 or more of the sash's charges to twist the spell with one of your known Metamagic options, without spending any sorcery points. The number of charges you expend is equal to the number of sorcery points the Metamagic option would normally cost. If using the sash would cause the spell to target a second creature, you choose the new target.
In addition, when you use a Metamagic option on a spell while wearing this sash, you can change the style, color, and material of the garment and buckle. The sash's weight doesn’t change. Regardless of its appearance, the sash can’t be anything but a one-shouldered robe.
*In spite of herself, Holly felt a twinge of guilt every time she managed to take advantage of Oscar's hard work. He'd always studied so diligently, only for her natural talent to let her catch up, yet she still would have failed so many times if her friend hadn't been there. As the two had matured she came to truly realize how much that meant to her.*
*So, while she watched Oscar struggling uselessly to build up magic energy from inside the field of absolute silence they had been trapped in, Holly realized this was the perfect opportunity to make amends. As she ran her fingers along her sash, Oscar felt a unique flow of magic running through his veins. While the cleric of death laughed at his attempts to cast within the ball of silence, Oscar cocked his head, gripped his wand, and, without a word or a gesture, disintegrated the villain where he stood.*
*As the silence broke the two young mages turned to each other as Oscar blurted out, "By the soul of magic itself, is that how you feel all the time?"*
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### [Scroll of the Skyfallen](https://i.redd.it/uupf2xu4txc91.png)
*Scroll, rare*
This sky-blue scroll flutters in a magical breeze and is written in Elvish. Faraway clouds can be seen floating in the background of its parchment and magically sputter into existence upon reaching the edge. Miniscule birds soar through the clouds, both on the paper and off.
By using an action to read this scroll, your words ring out to magically rip the wind out from beneath the wings of creatures around you. Any hovering, levitating, or otherwise flying creature within 120 feet of you must make a DC 16 Dexterity saving throw. A flying creature falls to the ground on a failed save, and its flying speed is reduced to 0 for 1 minute. On a successful save, any flying speed it has (or similar means of flight) is halved for 1 minute instead. If the creature was levitating or can hover, the creature safely descends at a rate of 60 feet per round until it reaches the ground instead. A creature with legendary actions is unaffected by the scroll. The scroll then vanishes in a plume of vapor, and it destroyed.
### [Spirit Sheath](https://i.redd.it/y66vtbve54f41.png)
*Weapon (scimitar), uncommon (requires attunement by a creature with a Wisdom of 13 or higher)*
This scimitar and its sheath are bound by a spiritual force that resonates with you when you attune to it. You are proficient with this scimitar while you're attuned to it. When you make an attack with this weapon, you can use your choice of your Strength, Dexterity, or Wisdom modifier for the attack and damage rolls. You must use the same modifier for both rolls.
While holding the sword, you can use a bonus action to cast the spiritual weapon spell from it (spell attack bonus +5, +3 spellcasting ability modifier), creating a spiritual duplicate of the scimitar in the air within range. Once this property of the scimitar has been used, it can't be used again until the next dawn.
*The monks of Durheim are renown for their connection to their deeper selves. Centuries of training, lessons, and gifts passed down from one to the next have graced them with an uncanny ability to harness the strength of their soul to empower their martial prowess. The weapons they wield, while seemingly simple, are nevertheless frightful to bear witness to.*
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## [The Arena Guy](https://www.reddit.com/user/TheArenaGuy/)
### [Robe of the Apprentice](https://i.redd.it/hzou6rjzy9i41.jpg)
*Wondrous Item, rare (requires attunement by a sorcerer, warlock, or wizard)*
This exceptional garment is made form fine cloth of white, gray, or black and adorned with lustrous runes. The robe's color corresponds to the alignment of the archmage who created the item. A white robe was made for good, gray for neutral, and black for evil. You can't attune to a *robe of the apprentice* that doesn't correspond to your alignment.
You gain these benefits while wearing the robe:
* If you aren't wearing armor, your base Armor Class is 13 + your Dexterity modifier.
* You can add half your proficiency bonus (rounded down) to any Intelligence, Wisdom, or Charisma saving throw you make that doesn't already include your proficiency bonus.
* Your spell save DC and spell attack bonus each increase by 1.
### [Staff of the Apprentice](https://i.redd.it/hzou6rjzy9i41.jpg)
*Wondrous Item, rare (requires attunement by a sorcerer, warlock, or wizard)*
This staff can be wielded as a magic quarterstaff that grants a +1 bonus to attack and damage rolls made with it. While you hold it, you gain a +1 bonus to spell attack rolls.
***Spells.*** The staff has 10 charges. While holding it, you can use an action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC and spellcasting ability modifier:
* *Alarm* (1 charge)
* *Burning Hands* (at 3rd level, 2 charges)
* *Chromatic Orb* (1 charge per spell level, up to 3rd)
* *Darkvision* (1 charge)
* *Detect Magic* (1 charge)
* *Identify* (1 charge)
* *Mirror Image* (2 charges)
* *Phantom Steed* (3 charges)
* *See Invisibility* (2 charges)
* *Sleet Storm* (3 charges)
* *Tenser's Floating Disk* (1 charge).
You can also use an action to cast one of the following spells from the staff without using any charges:
* *Comprehend Languages*
* *Dancing Lights*
* *Mage Hand*.
The staff regains 2d4 + 1 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d4 charges.
***Arcane Strike.*** Once per turn when you hit a creature with a melee attack using the staff, you can expend a spell slot of 3rd level or lower to deal an extra 1d6 force damage to the target, plus another 1d6 per level of the spell slot.
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### [Tome of the Apprentice](https://i.redd.it/hzou6rjzy9i41.jpg)
*Wondrous item, rare (requires attunement by a warlock with the Pact of the Tome feature, a wizard, or a creature with the Ritual Caster feat)*
This finely crafted spellbook is bound in the leathery hide of an otyugh, and powerful wards have been placed upon it by an archmage to make it indestructible by nonmagical means, including fire.
You gain these benefits while attuned to the spellbook.
* As a bonus action, you can summon the spellbook, causing it to teleport instantly to your hand.
* You can add your spellcasting ability modifier to any Constitution saving throws you make to maintain concentration on a spell.
* When you cast a spell as a ritual, it only takes 5 minutes longer to cast than normal, rather than 10.
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## [dungeon_strugglers](https://old.reddit.com/user/dungeon_strugglers)
### [Bathrobe of Supreme Leisure](https://i.redd.it/adoltewfrx061.jpg)
*Wondrous item, uncommon (requires attunement)*
This fur-lined bathrobe is enchanted to achieve an unprecedented level of comfort. When worn to sleep, four hours is sufficient for a long rest and you gain 2d10 temporary hit points when you awaken.
Curse. Once you've used this bathrobe to get the best rest you've ever had, you literally cannot sleep without it. Unless you're wearing the bathrobe, you can’t gain the benefit of a long rest for 1d4 days after your last long rest using the bathrobe.
### [Corrupted Treant Heart](https://i.redd.it/fn8wdimrjce51.jpg)
*Wondrous item, very rare (requires attunement by a Druid)*
This twisted and blackened wooden heart is strung through with thorny vines and worn as a pendant.
Thorns dig into your neck while you are attuned to this magical item, reducing your hit point maximum by 5. Your skin develops a black and spiny bark-like appearance and you gain the benefit of the barkskin spell (doesn’t require concentration). Additionally, creatures that hit you with melee attacks take 1d4 piercing damage.
Once per dawn, as an action you can cause a surge of thorns to erupt from the ground in a line 5 feet wide and 60 feet long. Any creature on the same surface as you that is caught in this area must make a Dexterity saving throw against your spellcasting DC. On a failure they take 8d4 piercing damage and their walking speed is halved until the start of your next turn. On a success a creature takes half damage and its walking speed is not halved.
### [Dagger of Endless Stabbing](https://i.redd.it/md7pufc0yie51.jpg)
*Weapon (dagger), rare (requires attunement)*
You gain a +2 bonus to attack and damage rolls made with this magic weapon. When you roll a 20 to hit, you may make an additional attack.
**Curse.** Immediately after you successfully hit a creature with a melee attack using the dagger, make a DC 12 Wisdom saving throw. On a failure, you enter a stabbing frenzy and must use each turn to move to the nearest creature and use your action to make a melee attack with the dagger. If you have the extra attack feature, make as many attacks as each action will allow. Repeat the saving throw at the end of each turn, ending the frenzy on a success.
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### [Darkmatter Arrow](https://i.redd.it/na94jzy8d4g51.jpg)
*Ammunition (arrow), rare*
The pitch black arrowhead seems to drain the light from around it. You have a +1 bonus to attack and damage rolls made with this piece of magic ammunition.
A 15-foot-radius sphere of crushing force forms around the arrowhead when it impacts something. Each creature in the sphere must make a DC 15 Constitution saving throw. On a failed save, the creature takes 3d10 force damage and is pulled in a straight line toward the center of the sphere, ending in an unoccupied space as close to the center as possible (even if that space is in the air). On a successful save, the creature takes half as much damage and isn't pulled. Additionally, within the sphere, loose objects are pulled towards the center and nonmagical fires are snuffed out. Once the arrow impacts something, it implodes and leaves nothing behind.
### [Elemental Wand](https://i.redd.it/sl1i16otudv51.jpg)
*Wand, rare*
This wand comes in multiple variants; burning, chilling, chocking, dusting, muddy, and scalding. Each variant corresponds to a matching variant of elemental Mephit.
This wand has 4 charges. While holding it, you can use an action to expend 1 or more of its charges to summon 1 Mephit per charge in an unoccupied spaces that you can see within 30 feet of you.
A summoned Mephit disappears after 1 hour or when it drops to 0 Hit Points. Mephits are friendly to you and your companions. Roll Initiative for the summoned creatures as a group, which has its own turns. They obey any verbal commands that you issue to them (no action required by you). If you don't issue any commands to them, they defend themselves from Hostile creatures, but otherwise take no Actions. The wand regains 1 charge during a short rest or 1d4 charges during a long rest if you spend some of that time sweeping up dust or dirt with the wand.
### [Essence of Gruumsh](https://i.redd.it/rb21xzcd6f361.jpg)
*Potion, uncommon*
This small glass vial contains 1 ounce of orc blood imbued with the might of Gruumsh. When you drink this potion, you gain the aggression of an orc for 1 minute. As a bonus action on each of your turns, you can move up to your speed toward a hostile creature that you can see.
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### [Fletcher's Ring](https://i.redd.it/bvbvdn3von161.jpg)
*Ring, rare (requires attunement)*
While you are wearing this ring, when you make a ranged attack with a bow or crossbow you magically summon the ammunition as part of the attack. Arrows or bolts summoned by this ring disappear after they hit or miss their target. Attacks with these arrows are considered magical for overcoming resistance and immunity to non-magical attacks and damage.
This ring has 4 charges. As part of an attack, you can expend one charge to summon a special piece of ammunition from the following options:
- **Excruciating.** This arrow inflicts massive pain, halving the target creature's movement speed until the end of your next turn.
- **Penetrating.** This arrow travels through the target in a straight line for an additional 20 feet. The nearest creature in that area is also hit by the attack if the attack surpasses its AC with three-quarters cover (+5).
- **Tethering.** This arrow creates a tether from you to the target. The tether is the exact length of the distance fired between you and the target. It can be used as a rope to climb or to leash yourself to a target creature. The tether can hold up to 500 pounds and can be severed with a DC 18 Strength check. Make a contested Strength (Athletics) check to pull a tethered creature. The arrow and tether last up to 1 minute or until you dismiss it with a bonus action, before disappearing.
- **Whistling.** This arrow whistles loudly as it flies through the air. Creatures within 60 feet of the flight path have disadvantage on Wisdom (Perception) checks to hear anything else until the end of your next turn.
The ring regains all expended charges after a long rest.
### [Megalithic Beast Breaker](https://i.redd.it/uexu5hbi7s761.jpg)
*Weapon (greatsword), rare*
This massive greatsword is chiseled from an incredibly heavy piece of jagged stone. Ancient arcane binding barely prevents it from shattering on impact.
When you hit with an attack using this magic greatsword, the target takes an extra 1d6 bludgeoning damage, or 3d6 bludgeoning damage if the target is a beast. While you hold this weapon, you have resistance to damage dealt by beasts. If you roll a 1 on an attack roll, roll a d20. On a 1, the greatsword shatters and is destroyed.
### [Nimble Buckler](https://i.redd.it/qn8ys9jjr4f51.jpg)
*Shield, uncommon*
Wielding this small shield only grants a +1 bonus to AC. While holding this shield you gain a +2 bonus to Dexterity saving throws.
Additionally, when an attack misses you or you succeed on a Dexterity saving throw, you can use your reaction to immediately move up to 10 feet without provoking opportunity attacks.
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### [Ricochet Sling Bullets](https://i.redd.it/90sa9wz83xz51.jpg)
*Weapon (sling bullet), rare*
The sling bullets come in a pouch, which contains 1d4 + 4 bullets.
You have a +1 bonus to attack and damage rolls made with each of these bullets. When you hit with a bullet, you can choose to ricochet the bullet to hit another creature. Make an additional attack roll against a new creature within 20 feet of the previous creature. On a successful hit, the new creature takes 1d4+1 bludgeoning damage. You can repeat this process until you miss, only targeting creatures that have not yet been targeted.
### [Sand Maiden](https://i.redd.it/30niv8mh04s51.jpg)
*Armor (padded), very rare (requires attunement)*
This padded armor is a billowing assemblage of earth-colored cloth that seems to flow with the wind as if made of sand itself. You have a +1 bonus to AC while wearing this armor. Padded armor normally imposes disadvantage on Dexterity (Stealth) checks, this armor doesn't.
Additionally, you have advantage on saving throws you make against exhaustion effects due to extreme heat. You gain the ability to glide across the desert, while you are on sand you ignore difficult terrain.
As an action you can transform into the aspect of the sand maiden. For 1 minute, or until you end this transformation with a bonus action, your skin glimmers like a mirage and you move like a swirling sandstorm. While in this state you gain the following benefits:
- You have advantage on Dexterity saving throws.
- You can move through the space of another creature and pass through small holes, narrow openings, and even mere cracks, though you treat liquids as though they were solid surfaces.
- Your movement doesn't provoke opportunity attacks.
- Your speed increases by 20 feet.
The armor can't be used this way again until the next dawn.
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### [Stone Wail](https://i.redd.it/quir5kvdp9961.jpg)
*Weapon (war pick), very rare (requires attunement)*
You have proficiency with this war pick if you are a dwarf.
You have a +2 bonus to attack and damage rolls made with this magic weapon. If the target is made of stone, you deal an additional 2d8 force damage and attack rolls score a critical hit on a roll of 19 or 20. While wielding this war pick, you can use an action to cast the *Flesh to Stone* spell (DC 17) from it once per long rest.
**Motherlode!** Reducing a stone creature to 0 hit points with Stone Wail causes them to crumble and expose a gem of the following type. Roll a d20:
1. Copper Nib (1 cp) and **Motherlode!** can’t be used again until you complete a long rest.
2. Malachite (10 gp)
3. Malachite (10 gp)
5. Bloodstone (50 gp)
6. Onyx (50)
7. Chrysoprase (50 gp)
8. Jasper (50 gp)
9. Moonstone (50 gp)
10. Tourmaline (100 gp)
11. Amethyst (100 gp)
12. Chrysoberyl (100 gp)
13. Jade (100 gp)
14. Pearl (100 gp)
15. Diamond (100 gp)
16. Diamond (100 gp)
17. Diamond (300 gp)
18. Diamond (300 gp)
19. Diamond (500 gp)
20. Diamond (1,000 gp)
### [Subtle Cricket](https://i.redd.it/0y5vk7m61n861.jpg)
*Weapon (hand crossbow), rare (requires attunement)*
This unusually small hand crossbow packs a mighty punch. You have a +1 bonus to attack and damage rolls made with this magic weapon.
The crossbow has 3 charges, and it regains 1d3 expended charges daily at dawn. When you make a ranged attack with the crossbow, you can expend 1 to 3 of its charges to empower the bolt with kinetic energy. On a hit, for each charge you spend, the target takes an additional 1d12 force damage and is pushed 5 feet away from you. Additionally, when you fire a kinetic bolt, you must succeed on a DC 10 (+2 for each additional charge) Strength saving throw or be knocked prone. If you score a critical hit with a kinetic bolt, the target is pushed thrice as far and knocked prone.
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## Art Sources
- [Adela Quiles](https://www.artstation.com/adelaquiles)
- Fang of Zehir
- [Caesar Filho](https://www.artstation.com/peregrinnno)
- Blackfyre
- Ice
- [ChaxRomi](https://www.reddit.com/user/ChaxRomi)
- Arc Glaive
- Glaive of Spores and Seeds
- Searing Glaive
- [Dariusz Kieliszek](https://www.artstation.com/dariuszkieliszek)
- Hydra
- [Jon Sullivan](https://www.artstation.com/jonsullivanart)
- Frigid Reaver
- [LeeSmith](https://www.deviantart.com/leesmith/gallery)
- Bola-Bombs
- Favor of Khazum
- Swashbuckler's Pistol
- The Weeping Blade
- [Monsters and Meatheads](https://monsters_and_meatheads.artstation.com/)
- Crimson Dagger
- [SirGrenchaw](https://ko-fi.com/sirgrenchaw)
- The Wailing Hunger
- Widow's Fang Tonfas
- [Todd Ulrich](https://www.artstation.com/todd-ulrich)
- A Rogues Treat
- Ghostbound Blade
- Smoke Stick
- Whip Scythe
- [Quiping Yu](https://www.artstation.com/yqp)
- Spriggan Plate