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Magic Items of Xotamen
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#
Contents
- ### Armor - - ##### Uncommon - - - [
X
Netting Shield (shield)
A
](#Netting-Shield) - - - [
X
Silver Eagle Studded Cuirass (studded leather)
A
](#Silver-Eagle-Studded-Cuirass) - - ##### Rare - - - [
X
Armor of the Vale (plate)
A
](#Armor-of-the-Vale) - - - [
X
Scorned Heart Breastplate (breastplate)
A
](#Scorned-Heart-Breastplate) - - - [
X
Wildforming Leathers (leather)
A
](#Wildforming-Leathers) - - ##### Very Rare - - - [
X
Baleful Armament (shield)
A
](#Baleful-Armament) - - - [
X
Devil Skin (studded leather)
A
](#Devil-Skin) - - - [
X
Gale Aegis (shield)
A
](#Gale-Aegis) - - - [
X
Oathkeeper's Resolve (shield)
A
](#Oathkeepers-Resolve) - - - [
X
Prayer Plate (plate)
A
](#Prayer-Plate) - - - [
X
Radiant Shield
A
](#Radiant-Shield) - - ##### Legendary - - - [
X
Lifeblood Carapace (leather)
A
](#Lifeblood-Carapace) - - - [
X
Tarrasque Plate (plate)
A
](#Tarrasque-Plate) - ### Potions - - ##### Common - - - [
X
Bloody Marilith
](#Bloody-Marilith) - - - [
X
Celestial Sunrise
](#Celestial-Sunrise) - - - [
X
Hangover Cure
](#Hangover-Cure) - - - [
X
Potion of Fire Breathing
](#Potion-of-Fire-Breathing) - - - [
X
Shifter's Shine
](#Shifters-Shine) - - - [
X
Wispy Sour
](#Wispy-Sour) - - ##### Uncommon - - - [
X
Potion of Water Breath
](#Potion-of-Water-Breath) - - - [
X
Shifter's Shine
](#Shifters-Shine) - - - [
X
Wispy Sour
](#Wispy-Sour) - - ##### Rare - - - [
X
Fey Honey
](#Fey-Honey) - ### Rings - - ##### Common - - - [
X
Oven Ring
](#Oven-Ring) - - ##### Uncommon - - - [
X
E.B. Ring
A
](#EB-Ring) - - - [
X
Nettled Band
](#Nettled-Band) - - - [
X
Ring of Speak with Animals
A
](#Ring-of-Speak-with-Animals) - - - [
X
Ring of the Hexecutioner
A
](#Ring-of-the-Hexecutioner) - - ##### Rare - - - [
X
Capacitor Ring
A
](#Capacitor-Ring) - - - [
X
Ring of Spell Amplification
A
](#Ring-of-Spell-Amplification) \columnbreak - ### Rods - - ##### Common - - - [
X
Universal Zero-Point Rod
](#Universal-Zero-Point-Rod) - - ##### Uncommon - - - [
X
Reliquary of Holy Memories
A
](#Reliquary-of-Holy-Memories) - - - [
X
Siphoning Rod
A
](#Siphoning-Rod) - - ##### Rare - - - [
X
Reliquary of Holy Memories
A
](#Reliquary-of-Holy-Memories) - - - [
X
Siphoning Rod
A
](#Siphoning-Rod) - - - [
X
Temperature Spike
](#Temperature-Spike) - - ##### Very Rare - - - [
X
Reliquary of Holy Memories
A
](#Reliquary-of-Holy-Memories) - - ##### Legendary - - - [
X
Reliquary of Holy Memories
A
](#Reliquary-of-Holy-Memories) - ### Scrolls - - ##### Common - - - [
X
Scroll of Burning
](#Scroll-of-Burning) - - ##### Very Rare - - - [
X
Weavesink Scroll
A
](#Weavesink-Scroll) - - ##### Legendary - - - [
X
Weavesink Scroll
A
](#Weavesink-Scroll) - ### Staffs - - ##### Common - - - [
X
Staff of Elken Transformation
](#Staff-of-Elken-Transformation) - - - [
X
Stalwart Staff
](#Stalwart-Staff) - - ##### Uncommon - - - [
X
Sylvan Staff
A
](#Sylvan-Staff) - - ##### Rare - - - [
X
Staff of the Apprentice
A
](#Staff-of-the-Apprentice) - - - [
X
Summoner's Crook
A
](#Summoners-Crook) - - ##### Very Rare - - - [
X
Enzymatic Gastrostaff
A
](#Enzymatic-Gastrostaff) - - - [
X
Grasping Staff
A
](#Grasping-Staff) - - ##### Legendary - - - [
X
Staff of Manriwa
A
](#Staff-of-Manriwa) - ### Wands - - ##### Uncommon - - - [
X
Dowsing Wand
](#Dowsing-Wand) - - - [
X
Tricky Twig
](#Tricky-Twig)
\pagebreakNum
- ### Weapons - - ##### Common - - - [
X
Rope Caster (hand crossbow)
](#Rope-Caster) - - ##### Uncommon - - - [
X
Brambled Lasher (whip)
](#Brambled-Lasher) - - - [
X
Extracting Weapon (any slashing)
A
](#Extracting-Weapon) - - - [
X
Jagged Promise (dagger)
](#Jagged-Promise) - - - [
X
Ley-Lined Branch (club or quarterstaff)
](#Ley-Lined-Branch) - - - [
X
Marlin Lunger (rapier)
A
](#Marlin-Lunger) - - - [
X
Subjugating Blade (any slashing)
A
](#Subjugating-Blade) - - - [
X
Weapon of Deflection (any melee)
](#Weapon-of-Deflection) - - - [
X
Weapon of the Sun-Eater (any non-slashing melee)
](#Weapon-of-the-Sun-Eater) - - - [
X
Weapon of Verdict (any melee)
A
](#Weapon-of-Verdict) - - ##### Rare - - - [
X
Bow of the Eldritch Archer (shortbow)
A
](#Bow-of-the-Eldritch-Archer) - - - [
X
Champion's Greatbow (longbow)
](#Champions-Greatbow) - - - [
X
Clerical Error (shortsword)
A
](#Clerical-Error) - - - [
X
Dragonbreath Ammunition (arrow or bolt)
](#Dragonbreath-Ammunition) - - - [
X
Dwarven Crank Bolter (heavy crossbow)
](#Dwarven-Crank-Bolter) - - - [
X
Elemental Syphon (any)
](#Elemental-Syphon) - - - [
X
Fall's Fervour (battleaxe)
A
](#Falls-Fervour) - - - [
X
Lucky Seven (any)
A
](#Lucky-Seven) - - - [
X
Macco's Razor (any slashing)
](#Maccos-Razor) - - - [
X
Rainbow Weapon (any bludgeoning)
](#Rainbow-Weapon) - - - [
X
Sling Bulette (bullet)
](#Sling-Bulette) - - - [
X
Spirit Sheath (scimitar)
A
](#Spirit-Sheath) - - ##### Very Rare - - - [
X
Dagger of the Elements (dagger)
A
](#Dagger-of-the-Elements) - - - [
X
Dead End (longsword)
A
](#Dead-End) - - - [
X
Double Visions (dagger)
A
](#Double-Visions) - - - [
X
Fell Sword (greatsword)
A
](#Fell-Sword) - - - [
X
Hour and Minute (dagger and shortsword)
A
](#Hour-and-Minute) - - - [
X
Shatter Star Sword (longsword)
A
](#Shatter-Star-Sword) - - - [
X
Spear of the Earthen Queen (spear)
A
](#Spear-of-the-Earthen-Queen) - - - [
X
Titan's Tooth Claymore (greatsword)
](#Titans-Tooth-Claymore) - - - [
X
Void Draw (dagger)
A
](#Void-Draw) - - ##### Legendary - - - [
X
Aquila, the Dusk Scythe (sickle)
A
](#Aquila-the-Dusk-Scythe) - - - [
X
Cleaver of the Dread King (greataxe)
A
](#Cleaver-of-the-Dread-King) - - - [
X
Genesis (scimitar)
A
](#Genesis) - - - [
X
Glaive of the Revenant King (glaive)
A
](#Glaive-of-the-Revenant-King) - - - [
X
Soul-Searing Scythe (halberd)
A
](#Soul-Searing-Scythe) - ### Wondrous Items - - ##### Common - - - [
X
Bedroll of Neatness
](#Bedroll-of-Neatness) - - - [
X
Bee in a Jar
](#Bee-in-a-Jar) - - - [
X
Bracelets of Eldritch Blasting
](#Bracelets-of-Eldritch-Blasting) - - - [
X
Cloak of Wildflowers
](#Cloak-of-Wildflowers) - - - [
X
Emperor's New Cloak
](#Emperors-New-Cloak) - - - [
X
Endless Snack Bag
](#Endless-Snack-Bag) - - - [
X
Eyes of Seeing Minutes
](#Eyes-of-Seeing-Minutes) - - - [
X
Figurine of Wondrous Power, Electrum Bear
](#Figurine-of-Wondrous-Power-Electrum-Bear) - - - [
X
Garlic Sauce Skin
](#Garlic-Sauce-Skin) - - - [
X
Hat of Luck
](#Hat-of-Luck) - - - [
X
Jörnbrød
](#Jornbrod) - - - [
X
Lesser Decanter of Endless Water
](#Lesser-Decanter-of-Endless-Water) - - - [
X
Mark of the Druid
](#Mark-of-the-Druid) - - - [
X
Nightlight Raven
](#Nightlight-Raven) - - - [
X
Opossums Pigment
](#Opossums-Pigment) - - - [
X
Party Hat
](#Party-Hat) - - - [
X
Pouch of Holding
](#Pouch-of-Holding) - - - [
X
Prism Glasses
](#Prism-Glasses) - - - [
X
Projection Globe
](#Projection-Globe) - - - [
X
Smellbook
](#Smellbook) - - - [
X
Traveler's Flask
](#Travelers-Flask) - - ##### Uncommon - - - [
X
Amalgamated Band
A
](#Amalgamated-Band) - - - [
X
Belt of the Beast
](#Belt-of-the-Beast) - - - [
X
Blackfire Torch
](#Blackfire-Torch) - - - [
X
Bright Bloom
](#Bright-Bloom) - - - [
X
Choaker of Fouled Blood
](#Choaker-of-Fouled-Blood) - - - [
X
Crescent Cloak
A
](#Crescent-Cloak) - - - [
X
Cunning Hoops
A
](#Cunning-Hoops) - - - [
X
Cursed Alchemy Jug
](#Cursed-Alchemy-Jug) - - - [
X
Diabolical Manifesto
A
](#Diabolical-Manifesto) - - - [
X
Dried Mandrowner Eggs
](#Dried-Mandrowner-Eggs) - - - [
X
Ehagan's Moving Ladder
](#Ehagans-Moving-Ladder) - - - [
X
Fists of the Guiding Star
](#Fists-of-the-Guiding-Star) - - - [
X
Gauntlets of Deliverance
A
](#Gauntlets-of-Deliverance) - - - [
X
Ink of Cantrips
A
](#Ink-of-Cantrips) - - - [
X
Kestra's Bent Spoon
](#Kestras-Bent-Spoon) - - - [
X
Luna Moth Cape
A
](#Luna-Moth-Cape) - - - [
X
Lupine Mask
](#Lupine-Mask) - - - [
X
Life Tether Ankh
](#Life-Tether-Ankh) - - - [
X
Mantle of Unfamiliarity
](#Mantle-of-Unfamiliarity) - - - [
X
Necklace of Reflection
](#Necklace-of-Reflection) - - - [
X
Necklace of Swigs
](#Necklace-of-Swigs) - - - [
X
No Stones
](#No-Stones) - - - [
X
Phoenix Note Necklace
](#Phoenix-Note-Necklace) - - - [
X
Pocket Protector
](#Pocket-Protector) - - - [
X
Righteous Medallion
](#Righteous-Medallion) - - - [
X
Sleeping Tome
](#Sleeping-Tome) - - - [
X
Slippers of the Strider
](#Slippers-of-the-Strider) - - - [
X
Spell Reagents
](#Spell-Reagents) - - - [
X
Spirit Gloves
A
](#Spirit-Gloves) - - - [
X
Stein of the Dwarf
](#Stein-of-the-Dwarf) - - - [
X
Swift Stalkers
](#Swift-Stalkers) - - - [
X
Symbiotic Charms
A
](#Symbiotic-Charms) - - - [
X
Teapot of Tea Time
](#Teapot-of-Tea-Time) - - - [
X
Terror Mask
](#Terror-Mask) - - - [
X
Thirst of the Seelie/Unseelie Court
](#Thirst-of-the-Seelie-Unseelie-Court) - - - [
X
Watchful Dog Statuette
](#Watchful-Dog-Statuette) - - - [
X
Wetstone
](#Wetstone) - - - [
X
Wizard's Primer
](#Wizards-Primer) - - - [
X
Writ of Authority
](#Writ-of-Authority) - - ##### Rare - - - [
X
Abject Chronometer
A
](#Abject-Chronometer) - - - [
X
Afterimage Gloves
A
](#Afterimage-Gloves) - - - [
X
Amulet of Crittermorphs
A
](#Amulet-of-Crittermorphs) - - - [
X
Antimagic Napkin
](#Antimagic-Napkin) - - - [
X
Beast Claws
A
](#Beast-Claws) - - - [
X
Belt of Divine Imprisonment
A
](#Belt-of-Divine-Imprisonment) - - - [
X
Blink Belt
A
](#Blink-Belt) - - - [
X
Bracers of the Iron Octopus
A
](#Bracers-of-the-Iron-Octopus) - - - [
X
Cantrip Candle
](#Cantrip-Candle) - - - [
X
Cape of Command
A
](#Cape-of-Command)
\pagebreakNum
- - - [
X
Crown of the Dead
A
](#Crown-of-the-Dead) - - - [
X
Dancer's Scarf
](#Dancers-Scarf) - - - [
X
Feather of Fun
](#Feather-of-Fun) - - - [
X
Fey Dust
](#Fey-Dust) - - - [
X
Gemstone of Geomancy
](#Gemstone-of-Geomancy) - - - [
X
Glyph Kit
](#Glyph-Kit) - - - [
X
Handwraps of Sacrifice
A
](#Handwraps-of-Sacrifice) - - - [
X
Insatiable Tome
](#Insatiable-Tome) - - - [
X
Mutable Chain
](#Mutable-Chain) - - - [
X
Necklace of Swigs
](#Necklace-of-Swigs) - - - [
X
Patron's Bargain
](#Patrons-Bargain) - - - [
X
Ritual Bookmark
](#Ritual-Bookmark) - - - [
X
Robe of the Apprentice
A
](#Robe-of-the-Apprentice) - - - [
X
Sash of Sorcerous Synergy
A
](#Sash-of-Sorcerous-Synergy) - - - [
X
Scabbard of Light
A
](#Scabbard-of-Light) - - - [
X
Scarlet Slippers
A
](#Scarlet-Slippers) - - - [
X
Sherrock Gnolmes
A
](#Sherrock-Gnolmes) - - - [
X
Shifting Handlewrap
A
](#Shifting-Handlewrap) - - - [
X
Soulbinding Loop
A
](#Soulbinding-Loop) - - - [
X
Spark Gauntlets
A
](#Spark-Gauntlets) - - - [
X
Symbiotic Charms
A
](#Symbiotic-Charms) - - - [
X
Tome of the Apprentice
A
](#Tome-of-the-Apprentice) - - - [
X
Toothy Maw
A
](#Toothy-Maw) - - - [
X
Veil's Flourish
A
](#Veils-Flourish) - - - [
X
Well of Radiance
A
](#Well-of-Radiance) - - ##### Very Rare - - - [
X
A Druid's Favor
A
](#A-Druids-Favor) - - - [
X
Arcane Woven Hand Ropes
A
](#Arcane-Woven-Hand-Ropes) - - - [
X
Chronomancer's Eyepiece
A
](#Chronomancers-Eyepiece) - - - [
X
Circlet of the Sharpened Mind
A
](#Circlet-of-the-Sharpened-Mind) - - - [
X
Conqueror's Helm
A
](#Conquerors-Helm) - - - [
X
Court Jester's Cloak
A
](#Court-Jesters-Cloak) - - - [
X
Crown of the Herald
A
](#Crown-of-the-Herald) - - - [
X
Cursing Fetish
A
](#Cursing-Fetish) - - - [
X
Dark Unicorn Crown
A
](#Dark-Unicorn-Crown) - - - [
X
Deathly Diadem
A
](#Deathly-Diadem) - - - [
X
Flareoscope
](#Flareoscope) - - - [
X
Gauntlet of Vines
A
](#Gauntlet-of-Vines) - - - [
X
Glamour Talisman
A
](#Glamour-Talisman) - - - [
X
Knocker of Aberrant Passage
A
](#Knocker-of-Aberrant-Passage) - - - [
X
Land Lantern
A
](#Land-Lantern) - - - [
X
Meta Medallion
A
](#Meta-Medallion) - - - [
X
Nebulous Ring
A
](#Nebulous-Ring) - - - [
X
Nullmage's Necklace
A
](#Nullmages-Necklace) - - - [
X
Tamed Cloak Mimic
A
](#Tamed-Cloak-Mimic) - - - [
X
Third Eye
A
](#Third-Eye) - - - [
X
Tome of Fauna
](#Tome-of-Fauna) - - - [
X
Weaver of Dreams
A
](#Weaver-of-Dreams) - - ##### Legendary - - - [
X
Alpha Circlet
A
](#Alpha-Circlet) - - - [
X
Compass of the Herder
A
](#Compass-of-the-Herder) - - - [
X
Eventide, Amulet of Slumber
A
](#Eventide-Amulet-of-Slumber) - - - [
X
Solace, Mantle of Balance
A
](#Solace-Mantle-of-Balance) - - ##### Varies - - - [
X
Cursed Item of Technicallity
](#Cursed-Item-of-Technicallity) - - - [
X
Journeyman's Item
A
](#Journeymens-Item) \columnbreak - ### Artifacts - - ##### Wondrous Items - - - [
X
Dreamcrystal Focus
A
](#Dreamcrystal-Focus)
\pagebreakNum #
Item Descriptions ####
A Druid's Favor Wondrous item, very rare (requires attunement by a druid) This pair of ash bark bracers were treated by the pure waters of a spring native to the Feywild. One has the stylized appearance of the sun, while the other looks like the moon. After you attune to this item, you may find another creature worthy of your trust and offer one of the two bracers to them. While attuned, both wearers of a bracer may cast the *message* cantrip to communicate with each other at will. One wearer of the bracer can sense if the other wearer is in danger. The bracer has 6 charges and regains 1d4+2 charges each dawn. Each bracer is enchanted with a different set of magics; you and the wearer of the other bracer gain additional benefits depending on which bracer you are wearing: **Sun.** The rejuvenating power and light of the sun rests in this bracer. As a bonus action, the bracer radiates bright light out to 30 feet with an additional 30 feet of dim light. You may cast *dawn* using this bracer without expending a spell slot and may choose any number of creatures to be immune to the spell's effects. You cannot use this ability again until the next dawn. Additionally, you may cast *cure wounds* by expending 1 charge per spell slot level desired, and any creature within the area of this bracer's *dawn* spell may be a target for this *cure wounds*, even when not in range of your touch. While the wearer of the moon bracer is on the same plane of existence as you, they regain half the number of hit points rolled for *cure wounds* spells cast through the sun bracer, regardless of its target. For example, using the sun bracer to cast *cure wounds* on the wearer of the moon bracer heals them for one and a half times the amount of healing rolled. **Moon.** The dark of the night and the feral nature of nocturnal creatures imbue this bracer with energy. As a bonus action, you may cast *moonbeam* by expending 1 charge per spell slot level desired (minimum of 2), and it lasts for its full duration without requiring concentration. While this *moonbeam* is active, your moon bracer radiates bright moonlight out to 15 feet and an additional 15 feet of dim light. Invisible creatures and objects are visible while within the bright light of this bracer. Additionally, you may cast *guardian of nature* using the moon bracer without expending a spell slot. While you are transformed by this spell the wearer of the sun bracer is also transformed, taking the form that you did not choose for yourself. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Abject Chronometer Wondrous item, rare (requires attunement) This contraption appears like an overly complicated pocketwatch, but within it ticks perfect cogs forged and enchanted on Mechanus. While attuned and in possession of this item, you receive the following benefits: - You always know what time it is, if possible on your current plane of existence. - Instead of rolling for initiative, your initiative is always 15. - Your age cannot be altered through unnatural means. - You are immune to the effects of *haste*, *slow*, or other similar effects that unmoore you from the normal flow of time. - If a hostile creature casts the *time stop* spell, make an Intelligence saving throw against the creature's spell save DC. On a success, you ignore the spell's effects and time passes normally for you, but actions or effects created by the creature may affect you without ending the spell. From [Sibey](https://www.reddit.com/user/Sibey/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnD/comments/emtqoo/the_abject_chronometer_art/ "The Abject Chronometer [Art]") ####
Afterimage Gloves Wondrous item, rare (requires attunement by a warlock with the Pact of the Blade feature) When you dismiss your Pact of the Blade weapon you may chose to immediately make two spectral copies of it; one copy forms in your hand and the other forms as a floating weapon that you can command as if you had casted the *spiritual weapon* spell. Both weapons last for 1 minute, or until you dismiss them both as an action, and they deal force damage rather than their normal damage type. You may use this feature this a number of times equal to your Charisma modifier, regaining spent uses when finishing a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Alpha Circlet Wondrous item, legendary (requires attunement by a circle of the moon druid) This headpiece is adorned with the feathers, beads, and twine of worthy druid trophies. When you use Wild Shape you may also Wild Shape a willing ally within touch range into the same beast. Both of these forms gain the Pack Tactics feature; 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. Additionally, when you Wild Shape or cast *alter self* you may augment your form to gain one of the following additional benefits: **Fire.** A creature that touches you or hits you with a melee attack within 5 ft of you takes 1d10 fire damage. **Water.** You produce a flowing aura of currents that extends in a 5 ft radius around you, creatures that start their turn within this radius have their speed reduced by 10 ft. Any ranged weapon attack that enters your aura has disadvantage on the attack roll, and fire damage is halved if the fire effect passes through your aura to reach its target. You douse non-magical fires within your aura of currents. **Air.** You may move through a space as narrow as 1 inch wide without squeezing. You gain a fly speed equal to your walking speed. Creatures hit by your melee attacks must succeed a Strength saving throw or be pushed 15 feet in any direction. **Earth.** You are immune to the prone, poisoned, diseased, and paralyzed condition. Your melee attacks deal an additional 1d10 bludgeoning damage, and you deal double damage against objects and structures. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") \pagebreakNum ####
Amalgamated Band Wondrous item, uncommon (requires attunement by a great old one warlock) The many divots across these bracers light up when intelligent humanoids are communicating telepathically with each other. When you use your Awakened Mind warlock feature you may attempt to disguise your telepathic voice. Choose a creature you have heard make a vocal utterance to mimic. To discern that you are disguised, a creature can use its action to make an Insight check contested by your Performance. Additionally, you can link sentients together as long as they are within range of your Awakened Mind. You may connect telepathically with any number of creatures of your choice within range, and all connected creatures hear each other's telepathic messages. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Amulet of Crittermorphs Wondrous item, rare (requires attunement by a druid) Shadow images of beasts seem to move and dance upon the surface of this amulet. When you Wild Shape into a beast listed on the table below, you gain additional benefits: | Beast | Benefit | |:-----:|:-------:| | Cat |
You have advantage on Acrobatics checks and may use your reaction when you fall to reduce any falling damage you take by an amount equal to 3 times your druid level.
| | Deer |
You have advantage on Perception checks that rely on hearing and your speed increases to 60 feet. As an action, you may attempt to charm one humanoid you can see within 120 feet with your gentle presence. The target must succeed a Wisdom saving throw or become charmed for 1 minute, during which time the target spends their movement walking towards you as long as it can see you. The charmed condition ends early if they take any damage.
| | Frog |
Your long jump increases to 20 feet and high jump to 10 feet, and you gain a climb speed of 10 feet. You may use an action to swallow a Tiny or smaller object up to 10 feet away from you, which falls adjacent to you when your form is changed.
| | Owl |
You have advantage on Perception checks that rely on sight and on Stealth checks while in flight.
| | Quipper |
Your swim speed increases to 50 feet and you cannot be hampered by difficult terrain in water (magical or otherwise).
| | Rat |
You may attempt to frightened any number of humanoids of your choice within 10 feet of you. Targets must make a Wisdom saving throw or become frightened of you for 1 minute.
| | Raven |
You have advantage on Perception checks to see shiny or metallic objects and on Sleight of Hand checks to manipulate small objects.
| | Beast | Benefit | |:-----:|:-------:| | Spider |
You may cast *web* with a range of 30 feet. The webs fill a 5-foot square and must connect to a surface. Once you use this feature, you cannot do so again until you expend another use of your Wild Shape. Additionally, you may create a line of webbing at will, allowing you to safely descend from ceilings.
| The saving throw DC for these abilities is equal to your spell save DC. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Antimagic Napkin Wondrous item, rare Made by a paranoid wizard adventurer, these enchanted napkins will protect you from curses, magical traps, and other nasty magic delivered by touch. The Antimagic Napkins will not suppress magical effects, but if you use them to touch an object or a magical effect that would affect you through touch, they will block the effect from affecting you. They are often found in ornate napkin boxes typically holding 2d4+4 unused napkins. When taken out of their box, *antimagic napkins* smell faintly of lavender. A napkin's magic is spent when used to block a magic effect that would have affected you. A used napkin turns black and smells of sulfur. From [Catilus](https://www.reddit.com/user/Catilus/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f5r7om/antimagic_napkin_by_catilus/ "Antimagic Napkin – by Catilus") ####
Aquila, the Dusk Scythe Weapon (sickle), legendary (requires attunement by a warlock) The wicked blade of this sickle glows as if in perpetual moonlight. You gain a +3 bonus to attack and damage rolls while using this weapon. While attuned to it, you may use your Charisma modifier, instead of Strength or Dexterity, for attack and damage rolls with this weapon. *Aquila* pulls mystical power from the shadows. You gain access to the Eldritch Invocation Devil's Sight and it does not count against your total invocations known. You may use a bonus action to cast *darkness* once, regain the use of this feature after a short rest. Additionally, you may cast your Mystic Arcanum of 6th level twice before requiring a long rest, instead of once. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Arcane Woven Hand Ropes
Wondrous item, very rare (requires attunement by a monk) These thin hemp ropes are laced with filaments of arcane weave and capped with enchanted adamantite knuckles. When wrapped around the hand and forearms, the sacred knot pattern of the rope further amplifies the hand ropes ability to channel ki into magical force. Your unarmed strikes gain a +1 bonus to attack and damage rolls, are considered magical weapons for the purposes of overcoming resistance and immunity to nonmagical damage, and deal double damage to objects.
\pagebreakNum
When you make your first attack on your turn, you may spend 1 ki point to empower your strikes with magical force. Your unarmed strikes deal force damage, instead of bludgeoning, during this turn. If you score a critical hit with one of these strikes it does an additional 1d4 force damage and you may attempt a stunning strike without expending additional ki points. You may also channel your ki to create a brief 10-foot-radius dome of force to protect you or your allies from harm. When you or an ally within 10 feet of you are hit by an attack or are subjected to an effect that allows a Dexterity saving throw, and it originates outside of a 10-foot radius dome centered on you, you may spend 5 ki points as a reaction to summon this dome of force. Until the start of your next turn, the area is protected as if you had cast *leomund's tiny hut*, including against the triggering attack or effect, except that the dome is invisible to all observers. This effect does not function if the area contains a Large or larger creature, or if there are more than nine creatures within it, and the ki points are not expended. From [whiskeybrothers](https://www.reddit.com/user/whiskeybrothers/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f5vxa5/arcane_woven_hand_ropes_magic_item_features_in/ "Arcane Woven Hand Ropes - magic item, features in comments.")
####
Armor of the Vale Armor (plate), rare (requires attunement by an oath of ancients paladin) A great tree is emblazoned on the chest of this shiny plate armor. As a reaction taken when a creature in your Aura of Warding takes damage from a spell, you may teleport it up to 30ft away from its location to an unoccupied space that you can see. You can use this ability a number of times equal to your Charisma modifier and regain expended uses at dawn. Additionally, you may cast *counterspell* at 3rd level once without expending a spell slot. You regain the use of these features at dawn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Baleful Armament Armor (shield), very rare (requires attunement by a hexblade warlock) You can feel malice emanating from this shield to curse those that would cause you harm. While holding this shield you have a +1 bonus to AC and have advantage on saving throws against effects originating from the target of your Hexblade’s Curse. In addition, if a target misses you as a result of your Armor of Hexes warlock feature, you may make one weapon attack against them requiring no action on your part. When the target of your Hexblade’s Curse dies or deals damage to you with an attack or ability, you may drain their spirit to regain an expended spell slot. Once used, you may not use this feature again until the next dawn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Beast Claws Wondrous item, rare (requires attunement by a druid) These forest green gloves have pointed tips made from the claws of a dangerous predator. Whenever you use Wild Shape, your attacks in beast form count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. You add an additional die of damage to any attack you make while in beast form. Additionally, as a bonus action you may expend another use of Wild Shape to grant yourself a +2 bonus to attack and damage rolls for the duration of your beast form. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Bedroll of Neatness Wondrous item, common This plush bedroll is coveted by aristocrats and royalty that are too used to the comforts of civilization. When you unroll this bedroll it is clean and tidy, no matter the state it was in when you rolled it up, and you find a small treat upon it, such as a chocolate or mint wrapped in colorful paper. It can only provide one treat and regains the ability to do so at dawn each day. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Bee in a Jar Wondrous item, common This simple glass jar contains a single happy bumblebee, although how the bee is happy is hard to determine since the jar contains no flowers, nectar, or honeycomb. The enchantment of this jar sustains the bee indefinitely; it does not need to consume food or drink, it does not age, and it spends every waking moment happily buzzing around and gently bumping into the jar's sides. Should the bee escape, it wanders out to explore the world and acts as any single bumblebee would. A mundane insect placed within the empty jar is immediately and irrevocably polymorphed into a bumblebee once the lid is closed. All other creatures or objects added to the jar are unaffected by its magic gain no benefit from its properties. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Belt of Divine Imprisonment Wondrous item, rare (requires attunement by an oath of vengeance paladin) The cords of this woven leather belt intertwine with a gleaming steel chain. If the target of your Abjure Enemy succeeds on its saving throw, you may immediately choose another creature within 15 feet of the target to subject to your Abjure Enemy as well. You may use this feature once per use of Channel Divinity; if this second target also succeeds the saving throw you may not choose another new creature to target in this way. When a creature fails its saving throw against your Abjure Enemy a set of spectral shackles manifest from the ground to restrain the target. A creature may only escape by destroying the shackles, which have an AC equal to your spell save DC, 20 hit points, and immunity to poison and psychic damage. The shackles remain until destroyed, the next dawn, or when you target another creature with your Abjure Enemy feature. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") \pagebreakNum ####
Belt of the Beast Wondrous item, uncommon The outer layer of this primitive belt changes when unobserved. At one point it may appear to be wolf fur and the next time adorned in hawk feathers. When you use Wild Shape to transform into a beast, your new form gains 2 additional hit points per hit die of that beast. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Blackfire Torch Wondrous item, uncommon As an action you may speak this torch's command word to alight it with a mystical black flame that radiates neither heat or light. Any creature within a 40 foot radius of the torch sees as if visibility was one degree brighter; total darkness becomes dim light, and dim light becomes bright light. Outside the radius the torch's flame is imperceptible. The torch remains active until you use your action to end the effect. From [whiskeybrothers](https://www.reddit.com/user/whiskeybrothers/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f4k5yb/blackfire_torch_magic_item_features_in_comments/ "Blackfire Torch - magic item, features in comments.") ####
Blink Belt Wondrous item, rare (requires attunement by a circle of dreams druid) Long ago, this belt was once the collar of a very good blink dog. Whenever you use your Hidden Paths feature the target gains temporary hit points equal to your Wisdom modifier. If you used this on a creature other than yourself that creature gains the effects of the *freedom of movement* spell for 1 minute. Additionally, you gain access to the Blink Dog form whenever you use your Wild Shape. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Bloody Marilith Potion, common The typical *bloody marilith*, a common potion, is a specialty alcoholic beverage that fills your body with reactive energy. It is a deep crimson color with a thick consistency that vibrates softly within its bottle, sending ripples along its surface. It smells and tastes of freshly ground pepper, hot spices, and faintly sour tomato juice. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. For 1 minute after drinking this potion, you can use a reaction even if you've already taken one since the end of your last turn. Once you take this reaction, the potion's effect ends. Drinking additional *bloody mariliths* before you finish a long rest leaves your body feeling worn. When the potion's effect ends, you can't move or take actions until after your next turn, as a wave of lethargy sweeps over you. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ekvzyu/the_griffons_saddlebag_bloody_marilith_potion/ "{The Griffon's Saddlebag} Bloody Marilith | Potion") \columnbreak ####
Bow of the Eldritch Archer Weapon (shortbow), rare (requires attunement) This unearthly bow is disjointed and gruesome. It's made of an ashen, twisted wood that acts as a conduit for eldritch energy and has a series of fleshy tendril-like growths that bulge through the wood's grain. Arrows shot from this bow are destroyed once they're fired, turning into a projectile of pure energy instead. This projectile deals 1d10 force damage, instead of the arrow's normal damage, and retains any magical properties of the destroyed arrow. Hit or miss, a projectile is lost after the attack. These energy projectiles can sometimes pierce enemies. Once on each of your turns when you make an attack using this weapon, you can force another creature 5 feet directly behind the original target to make a DC 15 Dexterity saving throw. On a failed save, a creature takes 1d10 force damage. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eon6io/the_griffons_saddlebag_bow_of_the_eldritch_archer/ "{The Griffon's Saddlebag} Bow of the Eldritch Archer | Weapon (shortbow)") ####
Bracers of the Iron Octopus Wondrous item, rare (requires attunement) These iron bracers are ornamented with an embossed octopus and tentacle designs. While wearing the bracers, you gain a +5 bonus on ability checks and saving throws to resist and escape from being grappled. In addition, you can use an action to speak the bracers' command word. When you do, the bracers' iron and leather twist and writhe, falling off your arms. The bracers become a giant octopus at a point within 10 feet of you under your control that acts on its own initiative count. By using a bonus action to speak the command word again, you return the bracers to its normal form in a space formerly occupied by the octopus. This octopus is made of leather and iron, is a construct instead of a beast, and has a +2 bonus to its AC. On your turn, you can mentally command the octopus if it is within 60 feet of you and you aren't incapacitated. You decide what action the octopus takes and where it moves during its next turn, or you issue it a general command, such as to attack your enemies or guard a location. If the octopus is reduced to 0 hit points, it dies and reverts to its bracer form. The bracers then shatter and are destroyed. If the octopus reverts to bracer form before losing all its hit points, it regains all of them. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/erwk2e/the_griffons_saddlebag_bracers_of_the_iron/ "{The Griffon's Saddlebag} Bracers of the Iron Octopus | Wondrous item") ####
Bracelets of Eldritch Blasting Wondrous item, common These shiny bangles illuminate briefly when its wearer casts spells. Whenever you cast the *eldritch blast* cantrip you may create an illusory beam that follows the path of your attack, granting you advantage on your first attack roll. Once you use this ability you cannot do so again until you finish a short or long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") \pagebreakNum ####
Brambled Lasher Weapon (whip), uncommon This thorned vine appears normal from a distance, but under closer inspection has luminescent thorns. You are proficient with this whip only if you know the *thorn whip* cantrip. When you cast *thorn whip* you may make an attack with this whip as a bonus action until the end of your turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Bright Bloom Wondrous item, uncommon When used in a meal, tea, or smoked, this magical plant temporarily relieves exhaustion. For the next 4 hours you do not suffer from the effects of exhaustion. This does not remove exhaustion or prevent you from gaining exhaustion. From [Sibey](https://www.reddit.com/user/Sibey/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f7d6xn/bright_bloom_plant_consumable/ "Bright Bloom (plant, consumable)") ####
Cantrip Candle Wondrous item, rare This scented candle exudes a strange smell that reminds you of an exotic, far of place when lit. It has 5 charges. As an action, you may expend 1 charge to light this candle for 1 mintue. It can be extinguished like a normal candle and can be re-lit if it has any charges remaining. The candle is associated with a cantrip from the sorcerer spell list. Creatures which have an Intelligence of 8 or higher who are able to smell the scent it emits gain the ability to cast the cantrip while within 15 feet of the candle. Spell attack rolls for the cantrip use that creature's proficiency bonus + 2, and the spell save DC is 10 + their proficiency bonus. When casting a cantrip provided by this spell, roll a d20. On a 19 or 20, you cast the cantrip and suffer from a Wild Magic surge. A creature immediately loses the ability to cast the cantrip when they move farther than 15 feet from the candle or when the candle is extinguished. Creatures who are already able to cast the cantrip gain no benefit. From [Tavern_of_Trinkets](https://www.reddit.com/user/Tavern_of_Trinkets/ "reddit profile") on [reddit](https://www.reddit.com/r/DnD/comments/d4znp3/oc_art_cantrip_candle_an_illustrated_magic_item/ "[OC] [ART] Cantrip Candle | An illustrated Magic Item with a downright magical scent") ####
Capacitor Ring Ring, rare (requires attunement) A gnomish design made of interlocking plates, this ring causes your fingertips to crackle with static electricity. Whenever you deal damage with a melee weapon attack to a creature, the ring gains 1 charge. You may use a reaction whenever you would take lightning damage to capture some the energy within the ring; you gain resistance to the triggering lightning damage and the ring gains 1 charge. At the end of your turn if the ring has not gained a charge since the end of your last turn, it loses 1 charge. You may unleash the stored energy from within the ring to shock your foes. As a bonus action you may expend all of the ring's charges to deal additional lighting damage with your next melee weapon attack this turn equal to 1d6 per charge expended. On a hit, your attack also electrifies all creatures within 5 feet of the target, including you if present. Affected creatures must succeed on a Dexterity saving throw DC 15 or take the same amount of lighting damage dealt to the target and be pushed 5 feet away from them. On a success, a creature takes half damage and is not pushed. If your next melee weapon attack misses, or you do not make a melee weapon attack by the end of your turn, your fingertips crackle and spark, releasing the stored electricity harmlessly into the environment. If this ring ever has 3 charges, it immediately explodes in a blast of charged shrapnel. You and all creatures within 5 feet of you must succeed on a Dexterity saving throw DC 15 or take 3d6 lightning damage and 1d6 piercing damage, or half damage on a success. You have disadvantage on this saving throw. All pieces of the ring need to be collected and repaired over the course of two hours before the ring can function again, requiring a successful ability check DC 15 using smithing or tinkering tools. From [ian22042101](https://www.reddit.com/user/ian22042101/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f8snf1/a_magic_item_for_riskreward_crowd_control/ "A magic item for risk-reward crowd control.") ####
Cape of Command Wondrous item, rare (requires attunement by an oath of conquest paladin) The deep red and black trim of this cape make any who don it appear superior to those around them. While attuned to this cloak you gain proficiency in Intimidation and your proficiency bonus is doubled for Intimidation checks. As an action, you may command a creature frightened by your Conquering Presence as if you had casted the *command* spell. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Celestial Sunrise Potion, common or uncommon The typical *celestial sunrise*, a common potion, is a specialty alcoholic beverage that causes light to pour from your mouth for 1 hour after you drink it. The light shines in a cone from your mouth, casting bright light for 20 feet and dim light for an additional 20 feet. The potion glows softly on its own, even if no light is shining through it. The beverage is rejuvenating and powerfully flavored with pineapple, orange, and honey, with just a hint of pomegranate as an aftertaste. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The following *celestial sunrise* is an uncommon variant with additional properties. It also tastes better. When you drink this potion, you can see normally in darkness, both magical and nonmagical, for 8 hours. In addition, the light cast from your mouth due to the potion's common effects increases, casting bright light out to 40 feet and dim light for an additional 40 feet instead. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ea5swf/the_griffons_saddlebag_celestial_sunrise_potion/ "{The Griffon's Saddlebag} Celestial Sunrise | Potion") \pagebreakNum ####
Champion's Greatbow Weapon (longbow), rare This large bow is wrought from the boughs of an old, resilient tree. Its wooden frame is exceptionally sturdy, but difficult to draw. You must have a Strength score of 13 or higher to wield this bow. This bow's damage die is a d10, and when you make a ranged attack with this bow you score a critical hit on a roll of 19 or 20. Once on each of your turns when you make a ranged attack with this weapon, you can use the bow to fire a javelin or spear, instead of an arrow, without affecting the bow's damage die. When you do, the bow's normal and long ranges are halved for the attack. If the attack hits, the target takes extra piercing damage equal to your Strength modifier. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eupt31/the_griffons_saddlebag_champions_greatbow_weapon/ "{The Griffon's Saddlebag} Champion's Greatbow | Weapon (any bow)") ####
Choaker of Fouled Blood Wondrous item, uncommon This black lace choaker has designs of snake skulls and drops of liquid embroidered within it. While worn, you gain a +2 bonus to weapon attack and damage rolls while you are poisoned. From [Bullroarer_Took](https://www.reddit.com/user/Bullroarer_Took/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ehqr9g/lets_build_100_minor_but_beneficial_magical_item/ "[Let’s Build] 100 minor but beneficial magical item properties") ####
Chronomancer's Eyepiece Wondrous Item, very rare (requires attunement) This singular lens lets you faintly see and command the flow of time around a target. The eyepiece has 5 charges and regains 1d4+1 expended charges daily at dawn. While wearing the eyepiece, you can expend 1 charge as a reaction at the end of another creature's turn to speak either of the eyepiece's two command words to wrap the flow of time around that creature. You must be able to see the target, and it must be within 60 feet of you. **Past.** The target is teleported back to the space it was at the beginning of its turn. If another creature or object is occupying the space, the target is teleported to the nearest unoccupied space instead. An unwilling target must succeed on a DC 16 Charisma saving throw to avoid being teleported. **Future.** If the target is willing, it may immediately move up to half its speed without provoking opportunity attacks. After a target moves in this way, its speed is halved until the end of its next turn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/dymcy9/the_griffons_saddlebag_chronomancers_eyepiece/ "{The Griffon's Saddlebag} Chronomancer's Eyepiece | Wondrous item") ####
Circlet of the Sharpened Mind 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 for 1 minute. As part of the same action, make one melee spell attack with each of the swords against a target within 10 feet of you. You are proficient with these attacks and use Intelligence as your spellcasting ability 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. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f3u68a/the_griffons_saddlebag_circlet_of_the_sharpened/ "{The Griffon's Saddlebag} Circlet of the Sharpened Mind | Wondrous item") ####
Cleaver of the Dread King Weapon (greataxe), legendary (requires attunement by an oathbreaker paladin) The small red gem at the hilt of this greataxe pulses like a heart when around undead thralls. You gain a +2 bonus to attack and damage rolls with this weapon. Whenever a fiend or undead is within your Aura of Hate, you gain a bonus to damage rolls with this weapon equal to twice your Charisma modifier. You may cast *animate dead* at 4th level from this greataxe without spending a spell slot, and regain this ability after a long rest. Additionally, you may overwhelm your thralls with the hatred burning inside you. Whenever you take the attack action, you may forgo one of your attacks to cause any undead you control to violently explode, killing it. Each creature within 15 feet of an exploding undead must make a Dexterity saving throw against your spell save DC or take 4d10 necrotic damage, or half damage on a success. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Clerical Error
Weapon (shortsword), rare (requires attunement by a cleric) An elegant weapon for a more civilized age, this is the preferred weapon of those who grow tired of simply bashing their enemies into the afterlife. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and gain proficiency with this weapon. Once per turn, when you miss a creature with an attack using this weapon, you may use your bonus action to reroll the attack and target an ally within melee range. On a hit, you shout "Oops!" and your attack passes miraculously through the target, restoring hit points instead of inflicting damage. If the d20 for this attack roll is a 1, you instead shout "I am so sorry!", healing them for twice as much.
\pagebreakNum
Touching an incapacitated creature with the tip of this weapon while asking "Is it dead?" will tell you whether the creature is alive or deceased. From [TheIdleDM](https://www.reddit.com/user/TheIdleDM/ "reddit profile link") found on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/daxnsy/clerical_error_a_weapon_for_the_more_unorthodox/ "Clerical Error, a weapon for the more... unorthodox.")
####
Cloak of Wildflowers Wondrous item, common This travelers cloak smells faintly of wildflowers. You may cast *druidcraft* on the cloak to grow a random native flower from the biome the cloak is in. You may pluck this flower from the cloak without causing any harm to the cloak. The flower is real and will wither normally in time. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Compass of the Herder Wondrous item, legendary (requires attunement by a circle of the shepherd druid) This compass, encased in amber, looks inert. While useless to most creatures, astute owners find that the needle always points to a worthy druid. Creatures you summon gain advantage on any saving throw attempting to dismiss them, such as against *banishment*, and you have advantage on Constitution saving throws to maintain concentration on spells that summon creatures. You gain a second use of your Spirit Totem feature, and you regain both expended uses on a short or long rest. If you summon a second spirit while the first is still active, the first spirit disappears. Additionally, when you use your Spirit Totem feature you may also summon a greater spirit. It appears in the closest unoccupied square to your totem, and if it leaves the totem's aura it is dispelled. Greater spirits take the form and statistics of a translucent fey-touched beast, and which form you receive depends on the type of totem you summoned: * **Bear Spirit.** Brown Bear * **Hawk Spirit.** Giant Eagle * **Unicorn Spirit.** Warhorse When the greater spirit appears, it gains temporary hit points equal to your druid level. Roll initiative for the greater spirit which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack and damage rolls equal to your Wisdom modifier. When the greater spirit is subjected to an effect that allows it to make a Dexterity saving throw to take only half damage, it instead takes no damage if it succeeds on the saving throw, and only half damage if it fails. If you still have a greater spirit from a previous use of your Spirit Totem feature when you summon a second one, the first winks out and disappears. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Conqueror's Helm Wondrous item, very rare (requires attunement by an oath of conquest paladin) This helmet strikes fear into the hearts of those who gaze upon it. When a creature enters or starts its turn in your Aura of Conquest, you may have it make a Wisdom saving throw against your spell save DC or become frightened of you until the start of its next turn. On a successful saving throw a creature is immune to this effect until the next dawn. \columnbreak Additionally, you have advantage on melee weapon attacks against frightened creatures. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Court Jester's Cloak Wondrous item, very rare (requires attunement by a warlock) This ostentatious cloak fills you with the spirit of an entertainer that hates to be outperformed. While attuned to this item, you gain a +2 bonus to spell attack rolls and your spell save DC. You know the *mage hand* cantrip, and the hand is invisible when you cast it. If you have access to the Mystic Arcanum warlock feature, choose one additional 6th level spell from the warlock spell list as an arcanum. Additionally, you may cast *counterspell* at 5th level without expending a spell slot. If you successfully counter a spell of 5th level or lower you may store it within the cloak. Once you use this feature you cannot do so again until you finish a long rest. You may cast any spell stored in the cloak using your warlock spell save DC, spell attack bonus, and spellcasting ability, regardless of whether it is a warlock spell for you. The cloak can only store one spell at a time. If a spell is already stored in the cloak when you attempt to store another, the new spell replaces the old one. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Crescent Cloak Wondrous item, uncommon (requires attunement by a circle of the moon druid) This asymmetrical cloak gives off beads of starlight when in the presence of moonlight. You gain an additional 10 feet of movement speed while you are transformed by Wild Shape. Additionally, when you expend a spell slot to regain hit points while transformed by Wild Shape you grant temporary hit points equal to half the hit points healed (to a minimum of 1) to creatures of your choice that you can see within 120 feet. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Crown of the Dead Wondrous item, rare (requires attunement by an oathbreaker paladin) The metal points of this dark circlet dig into the head of its wielder. You gain access to the *speak with dead* spell and it is considered an oath spell for you. The duration of your Control Undead feature lasts indefinitely, instead of 24 hours, or until you use Control Undead again. In addition, when you target an undead whose challenge rating is higher than your paladin level with Control Undead, they must make a Wisdom saving throw against your spell save DC or be incapacitated until the end of its next turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") \pagebreakNum ####
Crown of the Herald Wondrous item, very rare (requires attunement by a celestial warlock) This shining electrum crown festooned with angelic wings channels the blessings of your patron into flight. While a creature has temporary hit points granted by your Celestial Resistance warlock feature, including you, they gain a fly speed equal to their walking speed. When a target loses these temporary hit points they drift down as if they were affected by the *featherfall* spell for 1 minute. Additionally, when a creature benefiting from this flying speed takes damage while within 30 feet of you, you may use your reaction to grant them resistance to that damage. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Cunning Hoops Wondrous item, uncommon (requires attunement by a druid) The hoops of these large earings portray an image of a fox chasing its tail. When you Wild Shape and choose to continue wearing these earings, they magically resize to fit your new form. You may cast one spell of 2nd level or lower while transformed by Wild Shape, ignoring any requirements for verbal or somatic components. You cannot use this ability again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Cursed Alchemy Jug Wondrous item, uncommon This ceramic jug appears to be able to hold a gallon of liquid and weighs 12 pounds whether full or empty. Sloshing sounds can be heard from within the jug when it is shaken, even if the jug is empty. You can use an action and name one liquid to cause the jug to produce the chosen liquid. Afterward, you can uncork the jug as an action and pour that liquid out, up to 2 gallons per minute. The maximum amount of liquid the jug can produce depends on the liquid you named. Once the jug starts producing a liquid, it can't produce a different one, or more of one that has reached its maximum, until the next dawn. **Curse.** This *alchemy jug* is cursed. No matter what liquid you name, it always provides the same, less than useful, liquid. The creator of the jug chooses which harmless liquid the jug produces, such as mayonnaise, salt water, or ogre urine. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Cursed Item of Technicality Template, same rarity as base magic item Choose a magic item that does not already have a curse, such as a *periapt of proof against poison*, *ring of invisibility*, or a *wand of fireballs*. For all intents and purposes, this is that magic item. **Curse.** An *identify* spell fails to reveal that this magic item is technically cursed. Unlike other cursed magic items, you may voluntarily end your attunement to it as if it were not cursed. Any unique benefits the magic item provides a creature holding, wearing, possessing, or attuned to it are provided to the magic item instead. For example, a cursed *periapt of proof against poison* grants immunity to poison damage and the poisoned condition to the periapt itself, not its wearer. When the wearer activates any abilities of the magic item or casts a spell from it, those abilities and spells always target the magic item. As an action, a cursed *ring of invisibility* turns itself invisible while on your finger, until you use a bonus action to make it visible again. A cursed *wand of fireballs* targets itself when you cast *fireball* from it, forcing you and all creatures within a 20-foot radius to suffer from the spell. Potions, scrolls, and other consumable magic items cannot receive this curse. Otherwise, use common sense when deciding if a benefit or ability of the chosen magic item is altered by this curse. +1 armor would still provide its +1 bonus to AC, and a *broom of flying* wouldn't logically be affected by this curse because it already states the broom gains a flying speed, not its rider. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Cursing Fetish Wondrous item, very rare (requires attunement by a spellcaster) The eyes of this totem always seem to be watching you. You may form a temporary bond between you and a creature you have cursed, such as with *bestow curse*, *hex*, or an ability like the Hexblade's Curse of a warlock. If you focus on the totem for 1 minute, you may perceive through its senses until the end of your next turn. As long as the cursed creature is on the same plane of existence as you, you may use your action on subsequent turns to maintain this connection, extending the duration until the end of your next turn. While perceiving through the target's senses, you benefit from any special senses possessed by that creature, and you are blinded and deafened to your own surroundings. Additionally, when you take damage and a creature you have cursed is within 120 feet of you, you may use your reaction to force them to make a Wisdom saving throw against your spell save DC. On a failure, you gain resistance to the triggering damage and the target takes the same amount and type of damage you take. > **Note:** This may mean that damage against you is reduced by your resistance, and then the target reduces that damage again due to their own resistance or immunity. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") \pagebreakNum ####
Dagger of the Elements Weapon (dagger), very rare (requires attunement by a circle of the moon druid) This sharp crystal shard hums with the energy of the elements you harness. It can be wielded as a magic dagger that grants a +2 bonus to attack and damage rolls. If you have the Primal Strike druid feature, while attuned to this crystal you gain a +2 bonus to attack and damage rolls while transformed by Wild Shape. When you use Wild Shape to transform into an elemental, you may summon six mephits to fight alongside you. They follow your mental command and act on your turn. Each mephit disappears when it drops to 0 hit points or when your Wild Shape ends. The type of mephit summoned depends on the elemental form you transform into: * **Air Elemental.** Dust Mephit * **Earth Elemental.** Mud Mephit * **Fire Elemental.** Magma Mephit * **Water Elemental.** Ice Mephit Once you use this ability you cannot do so again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Dancer's Scarf Wondrous item, rare This silken scarf contains subtle enchantment magic. If you spend 5 minutes dancing without interruption, you can charm creatures of your choice within 90 feet of you that are watching you dance. While charmed in this way, they mimic your dance and follow your exact movements. They have disadvantage on Dexterity saving throws and other creatures have advantage on attack rolls against them. A creature charmed by this scarf regains control of themselves only if they take damage, you stop dancing, or they succeed on a Wisdom saving throw DC 15 they can only attempt every 5 minutes they have been charmed. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Dancer-Bard-and-Rogue-Archetype-D1D61BCVB "Dancer: Bard and Rogue Archetype") ####
Dark Unicorn Crown Wondrous item, very rare (requires attunement by non-good creature) Hexed by dark unicorns, this crown bestows the power of fallen unicorns upon heroes who are willing to embrace darkness. While you wear this crown, you have advantage on saving throws against spells and other magical effects and may cast *detect evil and good*, *thaumaturgy*, and *pass without a trace* at will without any material components. The *dark unicorn crown* has 3 charges and regains 1d3 expended charges at midnight each night. While wearing this crown, you may use an action to expend 1 charge and shoot a beam of dark energy at a creature up to 120 feet away. The creature must make a Dexterity saving throw DC 20 or take 4d6 necrotic damage, or half damage on a successful save. If you ever aid a good unicorn while wearing this crown, your attunement immediately ends and the crown disappears in a vortex of shadow. From [Catilus](https://www.reddit.com/user/Catilus/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f7a0it/dark_unicorn_crown_by_catilus/ "Dark Unicorn Crown – by Catilus") \columnbreak ####
Dead End Weapon (longsword), very rare (requires attunement by an oath of vengeance paladin) This longsword permits no cowardice. It grants a +1 bonus to attack and damage rolls. While attuned, you make opportunity attacks with advantage and gain an additional +2 bonus to attack and damage rolls on opportunity attacks with this weapon. Once per turn when you would use your reaction to make an opportunity attack, you may choose to immediately make the opportunity attack without using your reaction. Additionally, you may move up to your full speed when moving due to your Relentless Avenger feature, instead of half your speed. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Deathly Diadem Wondrous item, very rare (requires attunement) This gruesome crown was worn by a powerful lich before falling into the hands of the adventurers who slayed it. While wearing this crown, you have resistance to necrotic damage, are always under the effects of the *tongues* spell, and you may cast the *speak with dead* spell at will. When casting *speak with dead* in this way, you can only ask the target 1 question, to which the target answers with either "yes", "no", or "maybe". If the question can't be answered in this way, the spell ends. In addition, while you wear this crown, undead creatures have disadvantage on attack rolls against you. **Curse.** This crown is cursed, a fact that is only revealed to you when you die. The first time that you die while attuned to this crown, its curse is extended to you, and you are immediately returned to life with 1 hit point. While cursed, your alignment becomes evil, if it isn't already, and your utmost goal is to become an all-powerful lich. While cursed, your creature type becomes undead, in addition to your other existing creature types. A creature remains cursed in this way until targeted by a *wish* spell or divine intervention. Removing the crown fails to end the curse. While a cursed creature may not reveal that the diadem is cursed, its allies may be able to deduce its presence and effects based on the creature's behavior. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f0choj/the_griffons_saddlebag_deathly_diadem_wondrous/ "{The Griffon's Saddlebag} Deathly Diadem | Wondrous item") ####
Devil Skin
Armor (studded leather), very rare (requires attunement by a fiendish warlock) This armor is made from the flayed hide of an incompetent devil that failed your patron. While wearing this armor you gain a +1 bonus to AC and your Fiendish Resilience class feature gains the following additional benefits: * You gain resistance to fire damage. * When your Fiendish Reilience reduces damage you receive, you may cast *hellish rebuke* without expending a spell slot at the highest level slot available to you. Once you use this feature you cannot use it again until you finish a short or long rest.
\pagebreakNum
You also gain the Cloak of Flies invocation, with the exception that the magical aura is a swarm of flaming locusts that deal fire damage instead of poison damage. This does not count against your number of invocations known. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms")
####
Diabolical Manifesto Wondrous item, uncommon (requires attunement by a fiendish warlock) This ordinary scroll case holds a binding document with your name scribed permanently onto its surface in your patron's fiendish blood. A humanoid of your choice may sign the extremely detailed contract in their blood. The singee takes 1d6 points of fire damage and seals the temporary pact. At the dawn of the next day their signature disappears. You extend the benefits of your Dark One's Blessing to the signee. When you or the signee reduce a hostile creature to 0 hit points, you and the signee both gain temporary hit points equal to your Charisma modifier + warlock level. Additionally, when you or the signee roll a 1 for an attack roll or ability check, you can reroll the die and must use the new roll. Once either you or the signee use this feature you cannot do so again until a new pact is sealed. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Double Visions Weapon (dagger), very rare (requires attunement) These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. They are daggers of mirror-polished steel, with handles of eldritch wood requiring constant trimming to prevent the wood’s growth from overtaking the blades. The daggers’ most prominent feature is, of course, the wandering eyes in place of standard pommels. Some poor beholder, somewhere, now has only eight eyestalks remaining, and wants these back. While you wield both these daggers, one in each hand, you gain a +2 bonus to attack and damage rolls made with these weapons. Each dagger holds a single charge and regains this charge daily at dawn. As an action, you can expend 1 charge and activate a dagger’s borrowed sight property: **Borrowed Sight.** You concentrate for up to 1 mintue, as if concentrating on a spell, and can see through the eye of the dagger. You gain darkvision out to a range of 120 feet through its eye, and one of your own eyes becomes blinded. As a bonus action, you can produce a magical effect from the eye determined by rolling a d10 and consulting the magical eye ray table, as in a beholder’s eye rays, targeting a creature you can see through the eye within 120 feet. Borrowed sight immediately ends when used in this way. Additionally, roll a d20. On a 1, the eye of the dagger becomes cloudy and lifeless, and this effect cannot be activated again until a *greater restoration* spell is cast on the dagger. **Hunted.** The beholder whose eyes were taken actively searches for them. While it is within one mile of you, it is able to perceive through your eyes as an action at will. You are aware of this when it does so. While it is perceiving through your senses, it gains the benefits of any special senses you possess. This effect ends when the beholder reclaims the daggers, or dies trying. From [TheIdleDM](https://www.reddit.com/user/TheIdleDM/ "reddit profile") on [reddit](https://www.reddit.com/r/DnD/comments/e06vw3/oc_art_double_visions_all_fun_and_games_until/ "[OC] [Art] Double Visions. All fun and games until some beholder loses its eyestalks!") ####
Dowsing Wand Wand, uncommon This thick wooden wand is forked at one end and is capped in electrum. It has 7 charges and regains 1d6+1 expended charges at dawn. While holding it, you may use an action to expend 1 of its charges, and if there is treasure within 30 feet of you the wand pulses and points at the treasure nearest to you. **Curse.** The targeting of this wand is a bit broad. It detects "treasured items" as "treasure," so it may end up pointing towards seemingly worthless sentimental objects and the occasional pet rock. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Dragonbreath Ammunition Weapon (arrow or bolt), rare This metallic ammunition flies effortlessly on its own when fired. When you take the attack action to make a ranged weapon attack, you can instead fire this ammunition at a point you can see within range. The arrow or bolt explodes when it reaches the point, destroying the ammunition and creating either a cone or a 5-foot-wide line of dragon's breath in the direction it was fired. The created effect depends on the metal it was cast from. Each creature in that area must make a DC 15 Dexterity saving throw, taking 4d8 damage of the associated type on a failed save, or half as much damage on a successful one. Use the table below to determine the effect's area of effect and damage type: | Ammunition Metal | Area | Damage Type | |:----------------:|:----:|:-----------:| | Brass | 60-foot line | Fire | | Bronze | 90-foot line | Lightning | | Copper | 60-foot line | Acid | | Gold | 60-foot cone | Fire | | Silver | 60-foot cone | Cold | From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f1sb3b/the_griffons_saddlebag_dragonbreath_ammunition/ "{The Griffon's Saddlebag} Dragonbreath Ammunition | Weapon (an arrow or bolt)") ####
Dried Mandrowner Eggs Wondrous item, uncommon These exquisite glass marbles have a purple, orange, or blue jellyfish suspended inside them. They are durable, but if thrown at a target or used as a sling bullet they shatter on impact and release a jellyfish the size of a cat that clings to the target for 1d4+2 rounds. At the start of the target's turns they take 1d3 poison damage and must make a Constitution saving throw DC 13 or become paralyzed until the start of its next turn. A target immune to poison is immune to the jellyfish's paralysis as well. A creature may use an action to remove an attached jellyfish, but must succeed on a Sleight of Hand check DC 12 or be stung as well. Inspired by [Norwejew](https://www.reddit.com/user/Norwejew/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") \pagebreakNum ####
Dwarven Crank Bolter Weapon (heavy crossbow), rare This crossbow's design seems to be a blend of two different schools of thought and engineering forced into a union. The wooden and sleek simplicity of the human advances is saddled under the thicker, finely crafted dwarven metals to a memorable result. This hybrid, while delicate in function, is capable of surpassing its forebearers. You gain a +1 bonus to attack and damage rolls with this weapon. **Over Crank.** As a bonus action, you may over-tighten the cord of this crossbow. Your next attack with this weapon deals an additional 1d10 piercing damage and the cord's tension returns to normal. Keeping the cord over-tightened will eventually damage the crossbow. If you over-tighten it and do not attack with it through the end of your next turn, the crank is damaged and you suffer disadvantage with all attack rolls with it until it is repaired. From [Dungeon Scribe](https://www.reddit.com/user/Dungeon_Scribe/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnD/comments/f7akyo/ocart_homebrew_dwarven_crank_bolter/ "[OC][ART] Homebrew: Dwarven Crank Bolter") ####
E.B. Ring Ring, uncommon (requires attunement by a warlock) There was once a fine engraving on this ring, but the initials E.B. are now nearly eroded away. Choose one Eldritch Invocation with the prerequisite: '*eldritch blast* cantrip' when you attune to this ring. You learn this Eldritch Invocation and it does not count against your number of invocations known. You may choose an invocation that you already know, and your chosen invocation gains an improved benefit: **Agonizing Blast.** When you cast *eldritch blast*, add your Charisma modifier + 1 to the damage it deals on a hit. **Eldritch Spear.** When you cast *eldritch blast*, its range is 350 feet and you ignore half and three-quarters cover. **Grasp of Hadar.** Once on each of your turns when you hit a creature with your *eldritch blast*, you may move that creature in a straight line 15 feet closer to yourself. **Lance of Lethargy.** Once on each of your turns when you hit a creature with your *eldritch blast*, you may reduce that creature’s speed by 15 feet until the end of your next turn. **Repelling Blast.** When you hit a creature with *eldritch blast*, you may push the creature up to 15 feet away from you in a straight line. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Ehagan's Moving Ladder Wondrous item, uncommon This small, square platform is 2 feet across, weighs 4 pounds, and can hold up to 400 pounds. While standing on the platform, you can use a bonus action to speak its command word to cause it to move up to 30 feet up or down, or half that much if it's carrying more than 200 pounds. The platform can hover up to 60 feet in the air in this way, and can't be moved horizontally except by pushing or pulling against a fixed object or surface within reach (such as a wall or a ceiling), which allows it to move as if you were climbing. When the platform's property has been used for a total of 10 minutes, its magic ceases to function until the next dawn. When its magic ends in this way, the platform floats gently to the ground if it is still aloft. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/e991vf/the_griffons_saddlebag_ehagans_moving_ladder/ "{The Griffon's Saddlebag} Ehagan's Moving Ladder | Wondrous item") ####
Elemental Syphon Weapon (any), rare You gain a +1 bonus to attack and damage rolls with this weapon. At the end of a short or long rest, choose one of the following damage types you have resistance or immunity to: acid, cold, fire, lightning, poison, or thunder. Until the end of your next short or long rest, or when you lose that resistance or immunity, this weapon deals an additional 1d6 damage of the chosen type. Created by DiceGolem ####
Emperor's New Cloak Wondrous item, common This cloak is said to be invisible to all who are unfit for their position or less intelligent than they claim. It is actually just an invisible cloak, protecting its wearer like a mundane cloak would while appearing like they are not wearing a cloak at all. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Endless Snack Bag Wondrous item, common A small, unassuming leather pouch that can be opened to reveal a snack! Once a snack is produced, another will not be produced until the next dawn. When the pouch is opened, roll a d20 and consult the following table: | d20 | Snack | |:---:|:-----:| | 1 | Half of a tuna fish sandwich | | 2 | Three pieces of jerky | | 3 | A warm roll with butter | | 4 | Two boiled eggs | | 5 | Three meat pastries covered in cheese | | 6 | Sweet roll | | 7 | Large cookie | | 8 | Fruit tart | | 9 | Honeycomb | | 10 | Cheese and crackers | | 11 | Half a soft pretzel | | 12 | A handful of fried potato wedges | | 13 | A piece of fruit | | 14 | A handful of cucumber slices | | 15 | A handful of carrot sticks | | 16 | A bunch of wild berries | | 17 | Two bison sliders with onion jam | | 18 | A small waterskin of juice | | 19 | Peanut butter crackers | | 20 | A grilled filet of fish | From [AmanGenX](https://www.reddit.com/user/AmanGenX/ "reddit profile") on [reddit](https://www.reddit.com/r/DnDBehindTheScreen/comments/capyzu/endless_snack_bag/ "Endless Snack Bag") \pagebreakNum ####
Enzymatic Gastrostaff Staff, very rare (requires attunement) This staff was found in the regurgitated remains of a mighty tarrasque’s meal and is covered in a strange, magical mucus. You have resistance to acid damage while you hold this staff. The staff can be used as a magic quarterstaff and deals an extra 1d4 acid damage to any target it hits. In addition, you can use an action to touch a Medium or smaller willing creature with the staff to cast the *enlarge/reduce* spell from it without requiring concentration, targeting the creature with the spell’s Enlarge option. While a creature is enlarged in this way, it deals double damage to objects and structures and gains 1d6+4 temporary hit points at the start of each of its turns, in addition to the spell’s normal effects. The effect ends early if the enlarged creature falls to 0 hit points. When the effect ends, the creature gains 1 level of exhaustion. Once this property of the staff has been used, it can’t be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ebh2bh/the_griffons_saddlebag_enzymatic_gastrostaff_staff/ "{The Griffon's Saddlebag} Enzymatic Gastrostaff | Staff") ####
Eventide, Amulet of Slumber Wondrous item, legendary (requires attunement by a circle of dreams druid) This beautiful necklace, often mistaken for a noble's antique dream catcher, always seems to mysteriously find its way to powerful druids. While wearing this necklace, you gain truesight out to 30 feet and the dice provided by your Balm of the Summer Court feature turn to d8s. Additionally, you gain the ability to charm a sleeping creature. You target an unconscious creature capable of dreaming as an action within 60 feet of you. The target must succeed a Wisdom saving throw against your spell save DC or be charmed by you for 24 hours or until they sleep again. While charmed in this way they regard you as a trusted friend, but otherwise act according to their nature. If the charm is not removed early, the target wakes up the next day with a foggy recollection of the prior day as if awakening from a strange dream. Once you use this feature, you cannot use it again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Extracting Weapon Weapon (any weapon that deals slashing damage), uncommon (requires attunement) This +1 weapon is always stained in blood; even when cleaned more blood will appear minutes later. While attuned, you leach eldritch power from the souls of those you damage with this weapon. When you attune to this weapon, choose a warlock Eldritch Invocation that is not already known to you, but that you meet the prerequisites for. The first time you deal slashing damage to a humanoid with this weapon each day you gain access to the chosen invocation for 1 hour. As an action, you may deal two slashing damage to yourself or an adjacent willing creature, which cannot be reduced or ignored in any way. \columnbreak > A level prerequisite in an invocation refers to warlock level, not character level. The following list of invocations are those a character without warlock levels meets the prerequisites for: > > Armor of Shadows, Beast Speech, Beguiling Influence, Devil's Sight, Eldritch Sight, Eyes of the Rune Keeper, Fiendish Vigor, Gaze of Two Minds, Mask of Many Faces, Misty Visions. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Eyes of Seeing Minutes Wondrous item, common While wearing these glasses, the current local time is displayed as a translucent image of a clock in the upper right corner of the lenses. You always know what time it is. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Fall's Fervour Weapon (battleaxe), rare (requires attunement) Once the tool of a woodcutter lost to time, the roots of a dead tree now wrap around this broken-off axe head, forming a crude handle. While you are wielding *fall's fervour* the handle grows to warp around your hand. Any creature other than you attempting to remove the axe from your hand must succeed on a Strength check DC 20 in order to break the grip of the handle. As a bonus action, you may speak the axe's command word to cause a flurry of razor-sharp leaves to start whirling around the axe and it deals an extra 1d8 slashing damage on a hit. While the leaves are around the axe you may use an action to move it to a space of your choice within 60 feet of you. Any creature that enters that space or starts its turn there must succeed on a Dexterity saving throw DC 15 or take 2d6 slashing damage, or half damage on a success. You may use a bonus action to cause the leaves to swirl around the axe again or to disappear entirely. The leaves also disappear when you drop or sheathe the axe, when subjected to strong winds, or after 1 minute has passed. Once you summon the leaves, more leaves cannot be summoned until you finish a short or long rest. From [Tavern_of_Trinkets](https://www.reddit.com/user/Tavern_of_Trinkets/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/eem4gg/falls_fervour_an_ever_so_slightly_out_of_season/ "Fall's Fervour | An ever so slightly out of season illustrated Magic Item for some (violent) autumn spirit") ####
Feather of Fun Wondrous item, rare These brightly colored feathers are used by more mischievous adventurers to incapacitate their foes and friends alike. As an action, you may tickle a creature within 5 feet of you with the feather to try and affect them with a modified version of *tasha's hideous laughter.* The target must succeed on a Constitution saving throw DC 14 to resist the spell's effects, instead of a Wisdom saving throw, but it otherwise functions as the spell describes. You may use the *feather of fun* once, and regain the use of it at the next dawn. Inspired by [BadArtsRedditor](https://www.reddit.com/user/BadArtsRedditor/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") \pagebreakNum ####
Fell Sword Weapon (greatsword), very rare (requires attunement) Fine steel spans this large greatsword, adorned with a diamond which dances with heavenly light and secured by an ornate crossguard of black iron. This beautiful and terrible weapon was once wielded by a fallen celestial in the service of Tathis and used for ceremonial executions. You gain a +1 bonus to attack and damage rolls with this weapon, and deal an extra 1d8 lightning damage on a hit. While holding this weapon, when a Large or smaller creature within 60 feet of you takes lightning or thunder damage you may use your reaction to teleport to an unoccupied space within 5 feet of the target. **Cursed.** Your dreams become nightmares, and you requires twice as long to gain the benefits of a short rest. Indescribable horrors are revealed to you as though seeing them through the eyes of the falled celestial, and you are uncertain of whether they are of the past or the present. Rarely do you remember the visions but for fleeting details, though you remember the terrible sounds as you awake. Always, you remember the booming voice of the celestial as it commands you to return what is theirs. From [TheIdleDM](https://www.reddit.com/user/TheIdleDM/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/ejl2w2/fell_sword_a_magic_greatsword_once_belonging_to_a/ "Fell Sword — A magic greatsword, once belonging to a fallen celestial. Enjoy!") ####
Fey Dust Wondrous item, rare Found in an ornate pouch said to be designed by pixies, *fey dust* is a colorful powder mix. Each pouch contains enough for one use, and it refills itself at dawn each day. As an action, you may sprinkle this dust into any source of contained fire to enchant it with raw magics. The fire and smoke will give color, movement, and action to any words you speak until the fire is doused. A circle of dreams druid can access the latent energy from this enchanted fire. When they use their Hearth of Moonlight and Shadow feature within at least 5 feet of this fire it gains the the following benefit: **Sweet Dreams.** Each creature that finishes a short or long rest within the area of your Hearth of Moonlight and Shadow gains 1d12 temporary hit points. They may expend 5 of these temporary hit points on their turn to gain advantage on their next ability check or saving throw. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Fey Honey Potion, rare This potion is the consistency of mercury with a brilliant silver iridescence and has a sweet and intoxicating flavor. When you consume this honey, your Charisma score changes to 21 for 1 hour. The honey has no effect on you if your Charisma is equal to or greater than 21. When the effect ends you must succeed on a DC 10 Constitution saving throw. On a failed save, roll on the Wild Magic Surge table as a burst of fey energy erupts from you. Fey creatures automatically succeed on the saving throw. From [stormgiantgames](https://www.reddit.com/user/stormgiantgames/ "reddit profile link") found on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f2vsqr/fey_honey_sweet_intoxicating_and_sometimes/ "{Fey Honey - Sweet, intoxicating and sometimes dangerous") \columnbreak ####
Figurine of Wondrous Power, Electrum Bear Wondrous item, common This electrum statuette of a bear can become a ferocious grizzly bear for up to 1 hour, but for some reason or another the grizzly bear appears scaled down to the same size as the figurine. Use the statistics provided below for this bear. Once it has been used, it cannot be used again until the next dawn. ___ > ## Electrum Bear > *Tiny beast, unaligned* > ___ > - **Armor Class** 10 > - **Hit Points** 3 (1d4+1) > - **Speed** 20 ft., climb 10 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|4 (-3)|11 (+0)|12 (+1)|2 (-4)|12 (+1)|5 (-3)| >___ > - **Senses** passive Perception 11 > ___ >
**Keen Smell.** The electrum bear has advantage on Perception checks that rely on smell.
> ### Actions >
***Bite or Claw.*** +0 to hit, melee, one target. *Hit:* 1 piercing or slashing damage.
From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Figurine of Wondrous Power, Slate Cats Wondrous item, common This slate statuette is carved in the likeness of six cats in a circle with their tails entwined. It can become six cats for up to 3 hours, although these cats do not understand your languages or obey your spoken commands. They act as a normal friendly cat would, usually determining if you have any food for them and then running off. When you speak the command word again while touching one of the cats, one of the cats chosen at random returns to figurine form while the other five cats vanish. A cat reduced to 0 hit points also vanishes, except if it is the final cat remaining, in which case it reverts to figurine form. Once this has been used, it cannot be used again until 2 days have passed. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") \pagebreakNum ####
Fists of the Guiding Star Wondrous item, uncommon (requires attunement by a monk) Stars and celestial bodies glimmer through these hand wrappings. While wearing these wraps over your hands, you can use a bonus action to spend 1 ki point to cause small motes of starlight to guide a creature you can see within 30 feet of you, giving it advantage on the next attack roll it makes before the end of your next turn. If that creature's next attack hits, the attack deals extra radiant damage equal to your Martial Arts die + your Wisdom modifier (minimum of 1). In addition, you can use an action to cast the *light* cantrip while wearing these wraps. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/e9pg8c/the_griffons_saddlebag_fists_of_the_guiding_star/ "{The Griffon's Saddlebag} Fists of the Guiding Star | Wondrous item") ####
Flareoscope Wondrous item, very rare This strange contraption resembles an opaque spyglass mounted on the stock of a hand crossbow, complete with trigger. It has 3 charges and regains 1d3 charges at dawn. As an action, you may expend a charge to cause an effect identical to *dispel magic* cast at 3rd level, but with a range of Self and affecting all magical affects within a 15-foot cone from you. When dispelling magic higher than 3rd level, the *flareoscope* has a spellcasting modifier of +0. As part of the action, you may overcharge the *flaeoscope* by expending additional charges; the effect's potency increase by 1 level per additional charge expended. When you overcharge it roll a d6. One a 1, it backfires, consuming all charges, does not dispel any magic, and deals 2d10 force damage to the user. From [HumperdinkTheWarlock](https://www.reddit.com/user/HumperdinkTheWarlock/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f8vrh4/flareoscope_forgot_to_prepare_dispel_magic_no/ "Flareoscope - Forgot to prepare dispel magic? No worries. Fingers crossed it doesn't explode. - Pale Arsenal Spellbreaker") ####
Gale Aegis Armor (shield), very rare This lightweight shield made from a djinni’s stolen gems has the command word “Rise” written in druidic on its back. You gain a +2 bonus to AC while wielding this shield, in addition to the shield's normal bonus to AC. You may cast *wind walk* using this shield, and cannot do so again until you finish a long rest. Additionally, you may use an action to call upon the elements and summon up to 4 lesser air elementals to fight on your behalf. They appear in an unoccupied space within 30 feet of you, last for 1 hour, obey your verbal commands, and take their turns immediately after yours. Their statistics are listed below, and you may not summon them again until you finish a long rest. \columnbreak ___ > ## Lesser Air Elemental > Tiny elemental, neutral > ___ > - **Armor Class** 13 > - **Hit Points** 27 > - **Speed** 0 ft., fly 30 ft. (hover) >___ > |STR|DEX|CON|INT|WIS|CHA| > |:---:|:---:|:---:|:---:|:---:|:---:| > |6 (-2)|16 (+3)|10 (+0)|3 (-4)|10 (+0)|3 (-4)| > ___ > - **Damage Resistances** lightning, thunder; bludgeoning, piercing, and slashing from nonmagical attacks > - **Damage Immunities** poison > - **Condition Immunities** exhaustion, grappled, paralyzed, petrified, poisoned, prone, restrained, unconscious > - **Senses** passive Perception 10 > - **Languages** understands Auran but cannot speak > ___ >
**Air Form.** The lesser air elemental can enter a hostile creature's space and stop there. It can move through a space as narrow as 1 inch wide without squeezing.
> > ### Actions >
**Slam.** +6 to hit, melee, reach 0 ft., one target. *Hit:* 6 (1d6+3) bludgeoning damage.
> >
**Whirlwind (Recharge 5-6).** Each creature in the lesser air elemental's space must make a DC 13 Strength saving throw or take 6 (2d6) bludgeoning damage and be knocked prone.
From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Garlic Sauce Skin Wondrous item, common This miniature wine skin can contain up to half a pint of a creamy garlic sauce, which must be squeezed to season food. It refills completely at dawn. Inspired by [EmpedoclesTheWizard](https://www.reddit.com/user/EmpedoclesTheWizard/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Gauntlet of Vines Wondrous item, very rare (requires attunement by an oath of ancients paladin) This gauntlet has embossed vines circling around the fingers and streaming across the palm. After using Nature’s Wrath you become empowered. For 1 minute or until you are incapacitated, you may use a bonus action to use Nature’s Wrath again. Only one creature can be restrained by the vines at a time; if a new creature is restrained the previous creature is freed. Additionally, when you successfully Divine Smite a creature restrained by Nature’s Wrath you add 1d8 to the radiant damage you deal. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") \pagebreakNum ####
Gauntlets of Deliverance Wondrous item, uncommon (requires attunement by a paladin) These silver gauntlets are inscribed with powerful sigils that absorbs malady and infection. When you magically cure a creature of blindness, deafness, disease, or poison while wearing these gauntlets, you can choose to have the sigils on the gauntlets contain the condition instead of destroying it outright. While the gauntlets contain a condition in this way, you can use a bonus action to touch a creature and force it to make a DC 13 Constitution saving throw. On a failed save, the target suffers the effects of the stored condition until the end of your next turn, as the condition is passed from the gauntlets into it, and the stored condition is lost from the gauntlets. The gauntlets can only hold one condition at a time. Any contained condition is lost if you contain another one in order to make room for the new condition. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ep460s/the_griffons_saddlebag_gauntlets_of_deliverance/ "{The Griffon's Saddlebag} Gauntlets of Deliverance | Wondrous item") ####
Gemstone of Geomancy Wondrous item, rare This colored gem hums with intensity while it touches the earth. You may plant this gem in the soil and, after 1 hour buried, it takes on a brilliant new color and is charged. Once charged, you may use an action to focus on the gem and expend the latent energy in a large, focused blast. Make a ranged spell attack against a creature or object within 60 feet with a +8 bonus to hit, dealing 8d6 damage. The type of damage and appearance of the blast is determined by what biome the gem was charged in: | Biome | Effect | Damage Type | |:-----:|:------:|:------:| | Arctic | Icicle barrage | Cold | | Coast | Ethereal waves | Force | | Desert | Scorching sand | Fire | | Forest | Poisonous gas | Poison | | Grassland | Forceful wind | Slashing | | Mountain | Thrown stones | Bludgeoning | | Swamp | Corrosive bile | Acid | | Underdark | Dark shadows | Necrotic | ___ **Curse.** Burying the gem while on a plane of existence other than the Material Plane is not recommended, as it was not designed to handle the planar forces present. The DM chooses a damage type to represent the energy gathered by the *gemstone of geomancy* on this plane of existence, and then rolls a d6. On an even result, the gem functions as described above. On an odd result, once the gem is fully charged it explodes when disturbed, dealing 8d6 damage of the chosen type to everything within 30 feet of it. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") \columnbreak ####
Genesis Weapon (scimitar), legendary (requires attunement by a spellcaster) This scimitar was forged out of adamantine in the hottest forge, during the greatest storm, and cooled in the purest waters. You gain a +3 bonus to attack and damage rolls with this weapon and are considered proficient with it while attuned. You may cast *absorb elements* a number of times equal to your spellcasting modifier, and you regain expended uses after a long rest. Whenever you cast a spell related to air, earth, fire, or water, *Genesis* will empower you with that element and grant you an additional benefit for 10 minutes: | Element | Benefit | |:---:|:-----------:| | Air |
You gain a flying speed equal to your walking speed.
| | Earth |
You gain 10 temporary hit points. You gain 5 temporary hit points whenever you make an attack, which do not stack. While you have temporary hit points from this benefit you also have a +1 bonus to AC.
| | Fire |
Your attacks deal an additional 2d6 fire damage and set creatures and objects ablaze. At the start of a creature's turn while set ablaze, they take 1d6 fire damage. Any creature may use an action to douse the flames if the blazing creature is within their melee reach.
| | Water |
You are immune to being charmed and frightened, and to any effect that would sense your emotions or read your thoughts. You gain resistance to psychic damage.
| You may be empowered by more than one element at the same time, gaining all their benefits while their durations overlap. If you are already empowered and would be empowered by the same element again, you refresh the duration of that empowerment. If you are empowered by all four elements you may choose to end all their benefits to cast one of the following spells without expending a spell slot: *investiture of flame*, *investiture of ice*, *investiture of stone*, or *investiture of wind.* You make Constitution saving throws to maintain concentration on the chosen spell with advantage, and you cannot be empowered by *Genesis* until that spell ends. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Glaive of the Revenant King
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 good 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 Elvish and Sylvan.
\pagebreakNum
**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. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/edc3x3/the_griffons_saddlebag_glaive_of_the_revenant/ "{The Griffon's Saddlebag} Glaive of the Revenant King | Weapon (glaive)")
####
Glamour Talisman Wondrous item, very rare (requires attunement by an archfey warlock) This brooch hums when in the presence of a mind dominating force. Your Beguiling Defense warlock feature gains the following additional benfits: * You are immune frightened condition. * When a creature attempts to charm an target within 30 feet of you and fails, you can use your reaction to attempt to turn the charm back on that creature. It must succeed on a Wisdom saving throw against your warlock spell save DC or be charmed by you for 1 minute or until the creature takes any damage. * When you use your reaction to charm a creature that attempted to charm you and they fail their saving throw, you can try to further captivate their mind. The target makes an additional Wisdom saving throw against your warlock spell save DC. If they fail, they are affected by the *dominate monster* spell for up to 1 minute as long as you concentrate. If they succeed this second saving throw, they are still charmed by you. * You have advantage on concentration checks to maintain spells that apply the charmed or frightened conditions. Additionally, you may use a bonus action to end the charmed or frightened conditions on a creature within 30 feet of you. Once you use this feature, you cannot use it again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") \columnbreak ####
Glyph Kit Wondrous item, rare This ornate little box contains a variety of paints, dyes and inks, as well as magically preserved brushes, quills, and nibs of various sizes. The underside of the lid contains intricate patterns and directions for etching glyphs of power onto the surfaces of armor, weapons, and skin. If you have proficiency with calligrapher's or painter's supplies, you may take 1 minute using the tools and pigments in this kit to etch a glyph onto yourself or an ally. If you do not have proficiency you may still attempt to do so; after 1 minute of trying you must succeed on a DC 17 Intelligence check or you waste the use of the kit etching a glyph that provides no benefit. Choose one of the following glyphs: | Glyph | Effect | |:-----:|:------:| | Armor |
While the target is not wearing armor, its base AC becomes 13 + its Dexterity modifier.
| | Cleanse |
Anything the target consumes cannot poison them or inflict them with a mundane disease.
| | Cunning |
The target gains advantage on all ability checks with an ability score chosen by you.
| | Delude |
The target is affected by a *disguise self* spell with details determined by you, DC 14.
| | Float |
The next time the target falls more than 20 feet they receive the benefits of a *featherfall* spell.
| | Luck |
When the target makes an ability check, attack roll, or saving throw, they may roll an additional d20 and choose which die to use. Once the target uses this ability the glyph fades and this benefit ends.
| | Peace |
The target is affected by a *sanctuary* spell, DC 14. Anything that ends the spell also ends this glyph.
| | Resist |
Choose bludgeoning, piercing, or slashing damage. The target reduces the damage they take of the chosen type by 3.
| | Swift |
The target's walking speed increases by 10 feet.
| | Thorn |
The next time the target is damaged by an attack, the attacker takes 2d10 force damage.
| | Vigor |
When the target hits with an attack they gain 3 temporary hit points.
| Glyphs disappear after 8 hours and are magical; they can be dispelled by *dispel magic* or suppressed while in an *antimagic field*. Once you draw a glyph the magic of the kit is spent and further glyphs do not provide any benefit. The kit regains its magic at dawn each day. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Spellwarden-H2H51999V "Spellwarden") ####
Grasping Staff
Staff, very rare (requires attunement by a warlock or wizard) This grotesquely carved stone staff is miraculously light but deathly cold and clammy to the touch. You have resistance to necrotic damage while you hold this staff.
\pagebreakNum
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 spell attack bonus: *arcane hand* (5 charges), *bestow curse* (3 charges), *chill touch* (no charges, or 1 charge to cast at 5th level), *inflict wounds* (1 charge), *mage hand* (no charges), or *vampiric touch* (3 charges). The staff regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1, the staff turns to ash and summons 2d6 hostile Crawling Claws within a 10-foot-radius of you. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/erf31d/the_griffons_saddlebag_grasping_staff_staff/ "{The Griffon's Saddlebag} Grasping Staff | Staff")
####
Handwraps of Sacrifice Wondrous item, rare (requires attunement by an oath of redemption paladin) These pure, white handwraps are always cleaned at the end of a short or long rest, but become stained with crimson when you take damage because of your Aura of the Guardian. When you use your reaction from Aura of the Guardian, you may also cast Sanctuary on the target as part of that reaction and without expending a spell slot. You may use this feature a number of times equal to your Charisma modifier and regain all expended uses at dawn. Additionally, once you take damage due to your Aura of the Guardian you become empowered with divine providence. Whenever you later use Lay on Hands to heal yourself, you regain 2 hit points for each 1 point of Lay on Hands you expend. This benefit lasts until you finish a short or long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Hangover Cure Potion, common This magical concoction is just what you need after a drinking contest gone too far. Remove one level of exhaustion caused by drinking too much alcohol when you consume this potion. The main ingredient is water. Lots of water. Inspired by [LonescomeCowboy32](https://www.reddit.com/user/LonescomeCowboy32/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Hat of Luck Wondrous item, common The *hat of luck* is a towering monstrosity among headgear, rendered in a sickly gold and decked out in gaudy tassels, fronds, and the occasional strand of tinsel. Whenever you make an ability check while wearing the hat, you may roll an additional d20. On a roll of 19 or less, nothing happens. On a roll of 20, you use that 20 as your roll for the ability check, a kazoo sound plays, and the *hat of luck* vanishes, dissolving into confetti. From [Henry_Smithy](https://www.reddit.com/user/Henry_Smithy/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/degst8/aesthetically_appalling_common_item_the_hat_of/ "Aesthetically appalling common item - the Hat of Luck") ####
Hour and Minute Weapon (dagger and shortsword), very rare (requires attunement) These two magical weapons are bound by a powerful force. Despite there being two weapons, you only need to attune to one of them to use their properties. While holding one of the weapons, you can use an action to determine the distance and direction of the other paired weapon as long as you're on the same plane of existence. If you attune to one of the weapons while another creature is attuned to the other, you are each aware of the other creature's attunement and must make an Arcana check contested by the other creature's Arcana check. The creature that wins the contest remains attuned to the item, and for the next 24 hours its attunement cannot be broken by another creature attempting to attune to the other weapon. The creature that loses the contest is no longer attuned to the weapon. When wielding both weapons in either hand, you gain several benefits: * You gain a +1 bonus to attack and damage rolls made with these magic weapons. * Your perception of time is slightly quickened: allowing you to dodge attacks that would have normally hit you. You gain a +1 bonus to AC. * When you roll a 20 on an attack roll using Hour (the dagger) against a creature, that creature is under the effects of the *slow* spell until the end of your next turn. * When you roll a 20 on an attack roll using Minute (the shortsword), you are under the effects of the *haste* spell until the start of your next turn. When the effect ends, you don't suffer the normal effects of the spell ending. In addition, you can use an action to lay the two weapons down on the ground. When you do, they magically point north before spinning around to align and tell the current time. When they do, 12:00 is always facing north. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/efx2iq/the_griffons_saddlebag_hour_and_minute_weapon_a/ "{The Griffon's Saddlebag} Hour and Minute | Weapon (a dagger and shortsword)") ####
Ink of Cantrips Wondrous item, uncommon (requires attunement by a warlock with the Pact of the Tome feature) This unassuming vial of ink has some strange properties. When written on a surface other than a page from your Book of Shadows, the ink will quickly flake off and disappear. Any spellcaster may transcribe a cantrip they know into your Book of Shadows using the ink, requiring one hour of careful writing which can be performed during a short rest. The ink takes to the pages of your book suitably, and at the end of the hour the ink glows with a disconcerting light. You cannot use any *ink of cantrips* to add another cantrip to your Book of Shadows until dawn of the next day. This is a limitation of your book, not the ink, so another warlock may attune to the ink and use it in their own Book of Shadows. The transcribed cantrip is added to the list of cantrips provided by your Pact of the Tome feature; while the book is on your person you may cast them at will, they are considered warlock spells for you, they do not need to be from the same spell list, and they do not count against your number of cantrips known. These cantrips remain even if you later unattune to the ink. However, whenever you perform the 1-hour ceremony to receive a replacement Book of Shadows from your patron, the extra cantrips written with any *ink of cantrips* are lost. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") \pagebreakNum ####
Insatiable Tome Wondrous item, rare This large, ragged tome weighs 12 pounds and has up to one thousand blank vellum pages inside it. The tome is magical and devours any smaller nonmagical book or document placed next to it with rows of hidden teeth over the course of 1 minute. After the tome has eaten a book, you can use an action to speak the tome's command word, followed by the name of a book or document it's eaten, to cause the previously destroyed contents to appear on the blank pages of the book. The contents are magically printed on the tome's pages in the same language or cipher they were written in and remain until you speak its command word again to erase or replace them with another document's contents. The tome dislikes the taste of magic. Any swallowed pages containing spells, magical sigils, or arcane scrolls are harmlessly spat back out by the tome. However, any notes, spells, or magical sigils that are written in the tome (instead of having been eaten by it) can be recalled if they're either dated, labeled, or titled. Written commentary, notes, and other such addenda to documents within the tome are saved by it and appear whenever the document is recalled again. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ej04mo/the_griffons_saddlebag_insatiable_tome_wondrous/ "{The Griffon's Saddlebag} Insatiable Tome | Wondrous item") ####
Jagged Promise Weapon (dagger), uncommon This dagger has many vicious blades that make it unusable with conventional scabbards. It is a badge of exceptional cruelty given to assassins and thugs that produce quick results. It is said that this weapon was forged by a talented Quivarran blacksmith and mage, who later got assassinated with the very first of his creations. You gain a +1 bonus to attack and damage rolls with this magic weapon, as well as a +2 bonus to Intimidate checks while wielding it. It deals an additional 1d4 piercing damage on a hit, but does not have the Thrown property. Created by DiceGolem ####
Jörnbrød Wondrous item, common A common staple for giants, Jörnbrød are immense slices of rye bread fortified with bone meal. One slice will feed your average humanoid for a whole day. Additionally, if you consume a full slice you may choose to gain advantage on a Strength ability check of your choice over the next 24 hours. You may declare that you are gaining advantage after you have rolled, but before you know the outcome. Eating this bread for more than two days in a row causes horrible constipation in Medium or smaller sized creatures. A creature suffering from this constipation cannot benefit from a short rest until they have gone a full day without eating any Jörnbrød. Giants and creatures with giant origins, such as Firbolgs and Goliaths, are immune to these negative effects, but are by no means fond of the foodstuff. Inspired by [Norwejew](https://www.reddit.com/user/Norwejew/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") \columnbreak ####
Journeymen's Item Template, same rarity as base magic item Choose a magic item that requires attunement, such as *bracers of archery* or a *wand of the war mage*. For all intents and purposes this is that magic item. Choose a skill. While attuned, you add half your proficiency bonus to ability checks for that skill if you are not already proficient in it. From [frampfdoegud](https://www.reddit.com/user/frampfdoegud/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ehqr9g/lets_build_100_minor_but_beneficial_magical_item/ "[Let’s Build] 100 minor but beneficial magical item properties") ####
Kestra's Bent Spoon Wondrous item, uncommon This silver spoon once belonged to a mystic with an unending appetite. It has three runes etched into the metal that perform various magical functions. * *Ulm*, in the bowl of the spoon, enhances the flavor of any soup or similarly spoonable dish by drawing out the more nuanced flavors that are often overlooked. * *Tox*, on the back of the spoon's head, causes the spoon to tarnish and dim when touched by a poison. The spoon remains this way until the next dawn, when its normal luster magically reappears. * *Seera*, on the handle, strengthens the power of certain psychic effects. While the spoon is on your person and you roll psychic damage, you may deal maximum damage on one of the damage dice. Once this rune has been used, it cannot be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/e1hzxl/the_griffons_saddlebag_kestras_bent_spoon/ "{The Griffon's Saddlebag} Kestra's Bent Spoon | Wondrous item") ####
Knocker of Aberrant Passage Wondrous item, very rare (requires attunement) An old copper door knocker fashioned to resemble the face of an eldritch creature. It is always cold to the touch. This door knocker allows you to call on powers from the far realm to create a shortcut between two points on the same plane of existence. While attuned to this item you may use an action to press it against a flat surface and knock 3 times, naming a location you are familiar with on the same plane of existence. On the 3rd knock the knocker attaches itself to the surface and tentacles start to emerge from it, growing into a doorway. The door takes 1 minute to fully form and can not be opened before that. An identical doorway grows on a randomly determined surface near the location you named. The door has a size of 6 by 3 feet and can fit a creature of up to Medium size. The door opens into an organic hallway that stretches for 60 feet and ends in the exit door. Any creature that enters the hallway is exposed to eldritch forces and must make a Wisdom saving throw DC 14 or take 8d6 psychic damage, or half damage on a success. Warlocks of the Great Old One are immune to this effect. The hallway remains for 1 minute, after which both doors, including the knocker, crumble to dust and any creatures that are still inside are expelled out of a randomly determined door. The knocker reappears near the creature it is attuned to after 1d8 hours. From [Tavern_of_Trinkets](https://www.reddit.com/user/Tavern_of_Trinkets/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/dhqbgc/knocker_of_aberrant_passage_an_illustrated_magic/ "Knocker of Aberrant Passage | An illustrated Magic Item for cutting through Cthulhu's yard") \pagebreakNum ####
Land Lantern Wondrous item, very rare (requires attunement by a circle of the land druid) This wooden item functions as a hooded lantern that requires no oil. You may cast *druidcraft* to light or snuff out this lantern. While attuned, the inside of the lantern fills with a terrarium that represents the land you chose from your Circle Spells druid feature. Whenever you cast a spell from your Circle Spells list, your spell DC and spell attack bonus increase by 2 for that spell. You may cast all your Circle Spells as if they had the ritual tag, and none of them require material components. Additionally, when cast a cantrip that makes an attack you may add your Wisdom modifier to one damage roll it deals on a hit. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Lesser Decanter of Endless Water Wondrous item, common This stoppered flask appears to be a *decanter of endless water* when inspected, but an *identify* correctly determines that it has not nearly the same power as its brother. You can use an action to remove the stopper and speak the command word "Trickle," causing a small amount of water to leak from the flask. The water stops pouring out at the start of your next turn, and produces one quart of fresh or salt water, your choice. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Ley-Lined Branch Weapon (club or quarterstaff), uncommon This thick branch was carefully harvested from a tree that grew directly upon one of the ley lines of the world and it contains a fragment of that living potential. When the *shillelagh* cantrip is cast upon this weapon, the spell receives the following additional bonuses: - The weapon's damage die becomes a d10, instead of a d8. - You gain a +1 bonus to attack and damage rolls made with the weapon. - The duration of the spell increases to 8 hours. - The spell ends early if you cast *shillelagh* again or if the weapon leaves your possession; you may let go of the weapon and not end the spell. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Life Tether Ankh Wondrous item, uncommon While wearing this necklace, you can choose to succeed on a death saving throw you would have otherwise failed (no action required). Once the ankh has been used to succeed on a death saving throw, it shatters and is destroyed. If you use the ankh when you would normally suffer two failed death saving throws, you instead gain one success and one failure. If this would cause you to have 3 successful death saving throws as well as 3 failed ones, roll a final death saving throw. On a success, you stabilize. On a failure, you die. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/e0314y/the_griffons_saddlebag_life_tether_ankh_wondrous/ "{The Griffon's Saddlebag} Life Tether Ankh | Wondrous item") ####
Lifeblood Carapace Armor (leather), legendary (requires attunement by a druid) This armor was made from an unknown beast of primordial origin. Harder than steel and as pliant as leather, the essence of the material is steeped in ancient magic derived from the land itself. Although the carapace seems cold and hard to the touch, the interior is warm and welcoming, providing a protective and snug embrace. You gain a +3 bonus to AC while wearing this armor. While attuned, this armor protects you from excessive harm. If you would take an amount of damage greater than half your maximum hit points, you gain resistance to that damage. Once this feature occurs, it cannot occur again until you finish a short rest. When you use Wild Shape your form has twice the hit points it normally has. When you would be reduced to 0 hit points while in Wild Shape, you are instead reduced to 1 hit point. Once this feature occurs, it cannot occur again until you expend another use of Wild Shape. Additionally, when you cast a spell of 1st level or higher that restores hit points and does not target you, you regain hit points equal to 4 + that spell’s level. If you expend hit dice during a short rest, you may treat each die as if you had rolled the highest possible number. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Lucky Seven Weapon (any), rare (requires attunement) This finely made weapon is embossed with golden four leafed clovers on its hilt. There is a strange weighting in the weapon’s handle that will occasionally make a mediocre attack strike true, almost as if the weapon had a mind of its own. This weapon scores a critical hit on a roll of 7 or 20. From [stormgiantgames](https://www.reddit.com/user/stormgiantgames/ "reddit profile link") found on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/e5mjq9/lucky_seven_weapon_any/ "Lucky Seven | Weapon (Any)") ####
Luna Moth Cape Wondrous item, uncommon (requires attunement) This beautiful elven cape is fashioned after the wings of a luna moth. While wearing the cape, you can move an extra 10 feet when you take the Dash action. In addition, while wearing this cape, you can speak its command word as a bonus action when you jump to cause it to unfurl and flap downwards, sending you 10 feet into the air when you reach the height of your jump. You can't use this property again until you land on solid ground. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eys6i7/the_griffons_saddlebag_luna_moth_cape_wondrous/ "{The Griffon's Saddlebag} Luna Moth Cape | Wondrous item") ####
Lupine Mask Wondrous item, uncommon While wearing this dark ceramic mask, you have advantage on Wisdom (Perception) checks relying on hearing and smell, as well as on Animal Handling checks made to interact with wolves and other dogs. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eq29hn/the_griffons_saddlebag_lupine_mask_wondrous_item/ "{The Griffon's Saddlebag} Lupine Mask | Wondrous item") \pagebreakNum ####
Macco's Razor Weapon (any slashing), rare This weapon enchantment was invented by a wizard who wanted to explain a philosophical principle to a simpleminded colleague. Whenever you roll initiative, this weapon gains a +1 bonus to attack and damage rolls and deals an additional 1d6 force damage on a hit. The weapon loses these properties after 1 minute, or if you ever take an action other than the Attack action or a reaction other than to make an opportunity attack. From [Humboldt98](https://www.reddit.com/user/Humboldt98/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f63oun/just_a_fun_idea_to_bring_philosophy_to_dd/ "Just a fun idea to bring philosophy to D&D.") ####
Mantle of Unfamiliarity Wondrous item, uncommon (requires attunement) This enchanted mantle alters the perceptions of nearby creatures in a subtle, but insidious, manner. While you wear this mantle with the hood up, creatures that can see you do not recognize you with their passive Perception. Even if you are wearing unique equipment or identifying markers, creatures that are not paying direct attention will not recognize you. This effect ends and the hood falls when you call a lot of attention to yourself, like when attacking, casting a spell with verbal components, yelling, or the like. In addition, the effect is suppressed for some creatures when you call attention to yourself in minor ways. For example, a creature that you talk to will recognize you normally, but other creatures nearby may not. Pulling the hood up or down requires an action. From [CyanideLock](https://www.reddit.com/user/CyanideLock/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ehqr9g/lets_build_100_minor_but_beneficial_magical_item/ "[Let’s Build] 100 minor but beneficial magical item properties") ####
Mark of the Druid Wondrous item, common This bark badge decorated with green and brown pigments form a stylish yet rustic design that reminds you of a leaf. This item functions as a druidic spellcasting focus. Whenever you cast a spell from the druid spell list you may cause one of the following effects to happen: - Harmless ground tremors shake the area around you and the destination of your spell. - A burst of wind swirls around you, magically manifesting temporary leaves along with it. - Magical chimes clink in the area around you and the destination of your spell. - The area around you darkens instantly, a thunder clap sounds, and illusory lightning flashes but then suddenly clears. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Marlin Lunger Weapon (rapier), uncommon (requires attunement) This rapier allows you to sail through the water to pierce your foes. You gain a +1 bonus to attack and damage rolls made with this weapon, and you do not suffer the negative effects of underwater fighting when you make an attack with it. Once on each of your turns when you attack with this rapier while underwater, you can glide up to 15 feet through the water, as part of that action, immediately before or after the attack. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f3c7il/the_griffons_saddlebag_marlin_lunger_weapon_rapier/ "{The Griffon's Saddlebag} Marlin Lunger | Weapon (rapier)") ####
Meta Medallion Wondrous Item, very rare (requires attunement by a sorcerer) This small medallion is 1-inch tall and made of a strange metal that contains a mote of pure magic. While wearing the medallion, your understanding of Metamagic expands, granting you one additional Metamagic option of your choice. As long as you continue to wear the medallion, you can change this option when you finish a long rest. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ei4pk8/the_griffons_saddlebag_meta_medallion_wondrous/ "{The Griffon's Saddlebag} Meta Medallion | Wondrous item") ####
Mutable Chain Wondrous item, rare (requires attunement by a warlock with the Pact of the Chain feature) When curled, this chain looks to be hundreds of feet long, but upon unraveling it is only 5 feet. While attuned to this item, your familiar granted by your Pact of the Chain feature gains the Shapechanger subtype and may use a bonus action on its turn to change its form completely. Choose another familiar you have access to with your Pact of the Chain feature, such as a raven or an imp. Your familiar's appearance and all game statistics instantly change to reflect this new form. Any damage or conditions remain, which may cause your familiar to immediately be reduced to 0 hit points if the damage they have received exceeds their new hit point maximum. In addition, you may choose for your familiar to assume the form of a faerie dragon of any color. Once it assumes this special form, it cannot do so again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Nebulous Ring Wondrous item, very rare (requires attunement by a great old one warlock) You can catch a glimpse of the eyes of your patron floating in the opaque reflection of this ring. Your Thought Shield warlock feature gains the following additional benefits: * While within 10 feet of you, your allies thoughts cannot be read by telepathy or other means unless you allow it. * If a creature attempts to read your mind, you may force the creature to make an Intelligence saving throw against your spell save DC. On a failure you deceive them with thoughts that are not your own. * Your invasive presence causes interference in the minds of other creatures. As a bonus action, you may force all creatures concentrating within 30 feet of you to make a DC 10 Constitution saving throw to maintain their concentration. Additionally, you may cast the *shield* spell a number of times equal to your Charisma modifier. If the creature misses you because of the *shield* you may push them up to 15 feet away from you. You regain expended uses of this feature at midnight. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Necklace of Reflection
Wondrous item, uncommon The symmetric loops of this fine necklace bring tranquility to any wearer. You gain a +3 bonus to Insight checks.
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If you are an oath of redemption paladin and your presence is augmented by your Emissary of Peace, a *calm emotions* spell you cast affects any creature in its area, not just humanoids, and humanoids make their saving throw against it with disadvantage. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms")
####
Necklace of Swigs Wondrous item, uncommon or rare This is a number of steel vials attached to a steel chain. The vials do not have corks or stoppers. The number of vials hanging from the necklace determines this magic item's rarity. A necklace with one vial is uncommon, and a necklace with two or three vials is rare. You may pour a potion, elixir, or drink into a vial of the necklace. As you do so, the steel vial turns transparent to show the contents within. The contents will not pour out unless you do so to drink it. As a reaction after taking damage or making a saving throw and resolving its effects, or as a bonus action on your turn, you may quickly imbibe one of the potions stored in the necklace. The vial that contained the potion returns to its normal steel appearance. Once a potion is used from the necklace, its vial cannot be refilled until after the next dawn. From [TheAmethystDragon](https://www.reddit.com/user/TheAmethystDragon/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/eewqhf/necklace_of_three_swigs/ "Necklace of Three Swigs") ####
Netting Shield Armor (shield), uncommon (requires attunement by a druid) This wooden shield is wreathed in vines which never wilt. When you cast *entangle* the saving throw DC increases by 1, the area of effect increases to a 40-foot square, and you may choose which creatures in the area the vines attempt to restrain. You may cast *entangle* from the shield without expending a spell slot, and you may do so again after dawn of the next day. Additionally, you are unaffected by the difficult terrain caused by any *entangle* spell. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Nettled Band Ring, uncommon This ring holds a green emerald encased in a thorny vine. You must have the Channel Divinity class feature to benefit from this ring. Whenever a creature you have turned is no longer turned, such as when it takes damage or the duration expires, that creature is grappled for 1 minute as spectral vines coil around their form. The DC to escape this grapple is equal to your spell save DC or 13, whichever is higher. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Nightlight Raven Wondrous item, common This sculpted wooden raven has two preserved, molted black feathers for wings and white opals for eyes. When you whisper the name of any lullaby you know to this raven in Druidic, it will sing that song in a soft female voice and its eyes will shine with bright light in a 10-foot cone and dim light for an additional 10 feet. \columnbreak You may speak the command word "Goodnight" in Common to have it repeat the last song it sang. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
No Stones Wondrous item, uncommon This engraved geode has been split apart into two equal halves. A labyrinth is carved into the rock's rough exterior and glows with a faint light. While holding one of the halves, you can use an action to speak the geode's command word, "unturned," and turn it over so the flat, gem-encrusted side is pressed against a solid stone, natural metal (such as iron or silver), or earthen surface such as a floor or wall. When you do, the geode becomes magically fixed in place against the surface and projects a 3-foot-spherical map above it, showing the area within 120 feet of it. The map shows all walls, floors, and other surfaces made of either stone, natural metal, or earth within range as translucent outlines and shapes. The map is entirely monochromatic, but shows the general location of any trap or gemstone within its range with a shapeless red glow. The geode remains fixed in place until you speak its command word again using a bonus action, its surface moves, or it's forced to hold more than 100 pounds. A creature can use an action to make a DC 15 Strength check, moving the geode and causing the map to vanish. Once a half has been used in this way, that half can't be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ese6jp/the_griffons_saddlebag_nostones_wondrous_item/ "{The Griffon's Saddlebag} No-Stones | Wondrous item") ####
Nullmage's Necklace Wondrous item, very rare (requires attunement) While wearing this necklace, you automatically know the name and level of any spell you see that is being cast. In addition, you have advantage on checks you make to determine if *counterspell* or *dispel magic* is successful. From [Blue_Bit](https://www.reddit.com/user/Blue_Bit/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f4d8bf/nullmages_necklace_shutdown_enemy_mages_with_this/ "Nullmage's Necklace - Shutdown enemy mages with this magic necklace") ####
Oathkeeper's Resolve
Armor (shield), very rare (requires attunement by a paladin) This star-shaped mithral buckler weighs 2 pounds and bolsters your sense of holy purpose. While holding this shield, you have a +2 bonus to AC. This bonus is in addition to the shield's normal bonus to AC. The center of the shield is ornamented with a durable, glassy lens that can project your holy radiance. As a bonus action while holding the shield, you may cause it to emit bright light in a 15-foot radius and dim light for an additional 15 feet. The light lasts until you use a bonus action to extinguish it or until you fall to 0 hit points. **Radiant Aura.** As an action, you may speak the shield's command word and choose to throw it to a friendly creature (if it has a free hand to catch it) or an unoccupied space within 30 feet of you that you can see, causing the shield to radiate with your holy resolve and light. The shield's light becomes suffused with divine intention, casting bright light in a 30-foot radius and dim light for an additional 30 feet instead of its normal radius. This holy light lasts for 1 minute.
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Any allies within the bright light gain the effects of your paladin auras. Completely covering the affected shield with an opaque object blocks the light. Once the holy light fades, this property can't be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ecv8zw/the_griffons_saddlebag_oathkeepers_resolve_armor/ "{The Griffon's Saddlebag} Oathkeeper's Resolve | Armor (shield)")
####
Opossums Pigment Wondrous item, common This small clay jar contains a pale yellow-green paste that stinks of rot. It has 10 uses. As an action, you can rub the pigment onto your skin to take on the appearance of a deceased version of yourself for 8 hours. During that time you have advantage on Deception checks to appear dead. From [DMerald](https://www.reddit.com/user/DMerald/ "reddit profile") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f6nyh8/opossums_pigment_an_item_by_dmerald/ "Opossum's Pigment - An Item by DMerald") ####
Oven Ring Ring, common This ring was enchanted by an enterprising cook who lead a life of adventure far away from any kitchen. If a container holding food or drink is held in the hand bearing this ring, the container will slowly heat up. Within a minute it will be boiling, but the container will still be safe to hold by the ring's wearer. Safety measures have been put into place to prevent direct damage to creatures, although any other creature touching the ring for an extended period feels it as uncomfortably hot. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Party Hat Wondrous item, common This colorful cone-shaped hat has a paw print pom-pom attached. While you wear this item, when deciding on a new form to adopt, such as with Wild Shape or a *polymorph* spell, you may also describe a hat to go along with your new form. The hat is illusory and always remains on top of your head while in the new form. You do not gain this benefit when you change form against your will, such as when a hostile mage casts *polymorph* on you. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Patron's Bargain Wondrous item, rare When a warlock meets a patron other than their own, they may receive a small inkling of power to temp them away from their current patron. When a warlock signs this magical document they gain access to the spells of another warlock patron, and they may claim such a spell for themselves at a price. Each *patron's bargain* is from a different warlock patron, with the most common consisting of lengthy leather scrolls written in blood from a fiendish patron. If you are a warlock and sign a *patron's bargain* from a patron other than your own, you add the spells from their expanded spell list to the warlock spell list for you. When you learn one of these additional spells, you lose access to the two spells of the same spell level on your own patron’s expanded list of spells. If you have already know a spell from your patron's expanded spell list when you lose access to it, you forget it and must choose a new warlock spell to learn in its place of the same level or lower. Depending on your patron’s motives this can have serious consequences, up to and including having all of your warlock class features revoked. > For example, an archfey warlock that receives a Patron's Bargain from a powerful fiend may choose to learn **fireball**, but **blink** and **plant growth** from their archfey patron's expanded spell list will no longer be on the warlock spell list for them. > > If they already know the **blink** spell when they learn **fireball**, they forget **blink** and must choose another spell of 3rd level or lower from their warlock spell list to replace it with. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Phoenix Note Necklace Wondrous item, uncommon Crafted with the feather of a phoenix by Rhogar Thartak, his music became the most talked about in Tarxa after he wore this necklace and started to perform. You have advantage on all Performance checks involving music, as harmless flames escape the necklace and dance about you in time with your rhythm. They take on shapes and colors you desire and remain in your space while you perform. They return to the necklace once you finish performing. From [3STmotivation](https://www.reddit.com/user/3STmotivation/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f6uwfw/ever_wanted_to_see_the_notes_you_are_playing_ever/ "Ever wanted to see the notes you are playing? Ever wanted to be a low-key firebender? Then this is the necklace for you. It was crafted with the feather of a phoenix and a small phoenix can still be seen flying inside the glass on top of the necklace. The dream of any performer. @dnd.content.ideas") ####
Pocket Protector Wondrous item, uncommon This silk handkerchief is embroidered with a toothy maw on one side. While within a pocket, any creature other than the wearer that attempts to access that pocket's contents, such as by pickpocketing or looting, gets bitten and takes 1d4+1 piercing damage instead of succeeding. If the pocket is part of a garment that is not being worn, it bites anyone who tries to access the pocket's contents regardless of who placed it there. This protection applies only to the pocket the *pocket protector* is in, not to any other pockets or containers. Creatures immune to piercing damage ignore this handkerchief's protections. A creature not wearing the garment can access its contents, including the *pocket protector* itself, if they destroy the pocket or use applicable magic (such as the *mage hand* legerdemain feature from the Arcane Trickster). Inspired by [Norwejew](https://www.reddit.com/user/Norwejew/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Potion of Fire Breathing Potion, common You can breathe normally in fire for 1 hour after drinking this potion. From [eCyanic](https://www.reddit.com/user/eCyanic/ "reddit profile") on [reddit](https://www.reddit.com/r/dndmemes/comments/cvlz0q/i_failed_to_realize_how_important_that_ing_was/ "I failed to realize how important that 'ing' was") \pagebreakNum ####
Potion of Water Breath Potion, uncommon After drinking this potion, you may use a bonus action to exhale water at a target within 30 feet of you. They must succeed on a Strength saving throw DC 13 or take 2d6 bludgeoning damage and be pushed back 15 feet, or half damage and not be pushed on a success. The effect ends after you exhale water three times or when 1 hour has passed. From [eCyanic](https://www.reddit.com/user/eCyanic/ "reddit profile") on [reddit](https://www.reddit.com/r/dndmemes/comments/cvlz0q/i_failed_to_realize_how_important_that_ing_was/ "I failed to realize how important that 'ing' was") ####
Pouch of Holding Wondrous item, common This unremarkable pouch is slightly larger on the inside than its outside dimensions suggest. Its mouth can open up to 1 foot in diameter, it can hold up 50 pounds, and it offers one square foot of volume in an extradimensional space. The pouch weighs 3 pounds, regardless of its contents. It is otherwise identical to a *bag of holding*. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Prayer Plate Armor (plate), very rare (requires attunement by a creature with Channel Divinity) This armor offers a direct conduit to a wearer's deity, and the patterns etched into the pauldrons flare with light when its wearer upholds the tenents of their faith. You have a +1 bonus to AC while wearing this armor. As an action, you may offer a short, verbal prayer to your deity to regain an expended use of your Channel Divinity feature. You cannot use this ability again until the next dawn. If you are an oath of redemption paladin, whenever you use Rebuke the Violent the creature that was damaged by the targeted attacker gains resistance to all damage until the end of their next turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Prism Glasses Wondrous item, common This pair of magical glasses fits snugly against your face without needing to rest over your ears. The lenses are made using miniscule prisms that amplify color in dim conditions. If you have darkvision while wearing these glasses, you perceive color for the first 15 feet you see in darkness, instead of shades of gray. In addition, a color blind creature wearing these glasses can perceive color normally. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/esv1vr/the_griffons_saddlebag_prism_glasses_wondrous_item/ "{The Griffon's Saddlebag} Prism Glasses | Wondrous item") ####
Projection Globe Wondrous item, common This small orb sits upon a wooden stand. You may cast *druidcraft* into the orb and choose one of the spell’s effects. The chosen effect gains a 15 foot range centered on the orb. For example, if the effect predicts the weather illusory sunshine would appear brightly within a 15 foot range. Once an effect is placed in the orb it lasts until a new effect is added. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Radiant Shield Armor (shield), very rare (requires attunement by an oath of devotion paladin) This electrum shield fills you with peace and tranquility. You gain a +1 bonus to AC while wielding this shield, in addition to the shield's normal bonus to AC. Any creatures of your choice within your Aura of Devotion have advantage on saving throws to end the charmed condition. Additionally, when you first cast a spell from your Oath Spells list and target only yourself, you may also apply that spell to any creatures of your choice within your Aura of Devotion. You regain the use of this feature at dawn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Rainbow Weapon Weapon (any bludgeoning), rare The striking end of this weapon shifts from one brilliant hue to the next following the colors of the rainbow. You gain a +1 bonus to attack and damage rolls with this weapon, and it sheds 15 feet of bright light and an additional 15 feet of dim light that changes color to match the weapon. Whenever you hit with this weapon it deals additional damage equal to one of the weapon's damage dice of a damage type determined by rolling a d10 and consulting the following table: | d10 | Damage Type | |:---:|:-----------:| | 1 | Bludgeoning | | 2 | Acid | | 3 | Cold | | 4 | Fire | | 5 | Force | | 6 | Lightning | | 7 | Poison | | 8 | Radiant | | 9 | Thunder | | 10 | Choose one option listed | From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Reliquary of Holy Memories
Rod, rarity varies (requires attunement by a cleric or paladin) This scepter holds the bones of a powerful martyred saint and are said to contain the echoes of their memories. The rod can also be used as a magic mace. While attuned to this rod, you can prepare one additional spell for each bone held within the rod, up to a maximum of 5. The rarity of the reliquary is determined by the number of bones inside. Use the table below to determine the number of extra spells you can prepare while attuned to a *reliquary of holy memories*.
\pagebreakNum
| Number of Bones and Extra Prepared Spells | Rarity | |:---:|:-----------:| | 1-2 | Uncommon | | 3 | Rare | | 4 | Very Rare | | 5 | Legendary | From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/epla9k/the_griffons_saddlebag_reliquary_of_holy_memories/ "{The Griffon's Saddlebag} Reliquary of Holy Memories | Rod")
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Righteous Medallion Wondrous item, uncommon This gold and silver medallion is shaped like a pointed star with a spherical crystal in its center. Whenever a fiend or undead comes within 120 feet of you it hums a low tone audible only to its wearer, and whenever they come within 60 feet it glows with a soft light. If you have the Channel Divinity feature, while a fiend or undead is turned by you they take radiant damage equal to your Charisma modifier at the start of each of their turns. The damage caused by this medallion does not end the turned condition. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Ring of Speak with Animals Ring, uncommon (requires attunement) This hard wooden ring has a beast's footprint embossed on the band. Attuning to this ring only takes 1 minute, and while wearing it you benefit as if you were affected by *speak with animals*. **Curse.** This ring is cursed, and becoming attuned to it extends this curse to you. Removing the ring fails to end the curse. As long as you remain cursed, animals dislike you and are always being obnoxious towards you. You suffer disadvantage on Animal Handling checks and on all Charisma checks made against beasts. In addition, whenever you succeed on an ability check to get information out of a beast you can speak with roll a d20. Only on a 19 or 20 will the beast provide the true information you are after. Beasts instinctively know when you are wearing this ring or are otherwise under the effects of a *speak with animals* spell, even if you fain not to be. Pets will loudly complain that they aren't being fed enough even when they are; once beautiful bird calls have been replace by shouts of "come get some," "get off my property," and "oh gods! Intruders;" random animals will accuse you of ease dropping on them; and you could barely imagine what you'll hear from animals in heat. Some beasts may feel inclined to hinder you to the best of their ability, such as by pooping on your gear or blocking your path forward. Any beast influenced by this curse will not become hostile and attack you unless you provoke them to violence, such as by attacking them first, or if they would already be hostile towards you, such as when you encounter a starving predator. This curse does not affect other creature's ability to interact with beasts, though beasts near you will complain about you verbosely to any creature that can understand it. From [SensitiveOrcBrbrn](https://www.reddit.com/user/SensitiveOrcBrbrn/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f4ga2g/ring_of_speak_with_animals_a_cursed_item_for_the/ "Ring of Speak with Animals, a cursed item for the character who wants every magic item and the DM ready to roleplay some rude critters") \columnbreak ####
Ring of Spell Amplification Ring, rare (requires attunement by a spellcaster) The blue pearl atop this silver ring pulsates with a soft glow while you channel magic. It has 5 charges and regains 1d4+1 charges at dawn. When you cast a spell using a spell slot, you may expend 1 charge to raise the the level of the spell by one without expending the higher level spell slot. From [Tavern_of_Trinkets](https://www.reddit.com/user/Tavern_of_Trinkets/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/eem4gg/falls_fervour_an_ever_so_slightly_out_of_season/ "Fall's Fervour | An ever so slightly out of season illustrated Magic Item for some (violent) autumn spirit") ####
Ring of the Hexecutioner Ring, uncommon (requires attunement by a hexblade warlock) The red glowing gems in this dark band give this ring an ominous presence. The target of your Hexblade's Curse warlock feature is always visible to you, as if you have blindsight against them. If the cursed target dies, your speed is doubled until the end of your next turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Ritual Bookmark Wondrous item, rare This stylish bookmark is a gift given to exemplary warlock servants, and is emblazoned with an image chosen by their patron. To all appearances, this is simply a magical bookmark that is resistant to mundane wear and tear. A successful Arcana or History check DC 15 reveals that the image it bears is related to a warlock patron. However, its true magical potential is unlocked once it is in the possession of a warlock with the Pact of the Tome feature for more than 1 minute, providing these benefits: **Mysteries of the Tome.** While this bookmark is on your person, you gain access to the Book of Ancient Secrets invocation, which does not count against your total invocations known. If you already know this invocation, then the *ritual bookmark* instead grants you one invocation of your choice that you meet the prerequisites for. Your choice of invocation gained is permanent; if you lose the bookmark and later retrieve it, it provides you with the same invocation you chose the first time you came into possession of it, regardless of your currently known invocations. **Fleeting Secrets.** You may study the pages of your Book of Ancient Secrets to unlock temporary access to ritual spells. At the end of a long rest, choose any ritual spell of up to 3rd level that is not known by you or already in your Book of Ancient Secrets. You find that spell squirreled away in your book and may cast it as a ritual. The spell remains available until the next dawn, when you lose the page and access to the spell. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Robe of the Apprentice
Wondrous item, rare (requires attunement by a sorcerer, warlock, or wizard) This exceptional garment is made from 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 cannot attune to a *robe of the apprentice* that does not correspond to your alignment.
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You gain the following benefits while wearing this robe: - If you are not wearing armor, your base AC is 13 + your Dexterity modifier. - You add half your proficiency bonus (rounded down) to any Intelligence, Wisdom, or Charisma saving throw you make that does not already include your proficiency bonus. - You have a +1 bonus to spell attack rolls and your spell save DC increases by 1. From [TheArenaGuy](https://www.reddit.com/user/TheArenaGuy/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f7arm1/archmages_apprentice_items_3_midlevel_items_for/ "Archmage's Apprentice Items | 3 mid-level items for the Archmagi-in-training!")
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Rope Caster Weapon (hand crossbow), common This magic weapon is a favorite among infiltrators. Its firing mechanism has no string, unlike other crossbows. Instead, this weapon can only be loaded with rope. As a bonus action, you can load a length of rope into the crossbow. When you do, individual strands from the rope magically latch onto the weapon's limbs and pull the mechanism taut. You can make a ranged attack with the crossbow to fire the rope at a willing creature or an object within range that isn't being worn or carried. If it hits, the target takes no damage from the attack but is bound by the rope. If the rope is long enough, it magically wraps around the target in a single loop and securely ties itself, leaving the remaining rope to hang from the knot. If the target is a willing creature, the rope ties itself around the creature's chest or waist as a harness but does not restrain them. If the attack hits an unwilling creature, the rope falls harmlessly to the ground without being tied. A creature can use its action to make a DC 10 Strength or Dexterity check, releasing a bound object within its reach on a success. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/e8sg4b/the_griffons_saddlebag_rope_caster_weapon/ "{The Griffon's Saddlebag} Rope Caster | Weapon (crossbow, hand)") ####
Sash of Sorcerous Synergy 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 are 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 cannot be anything but a one-shouldered robe. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f5asx0/the_griffons_saddlebag_sash_of_sorcerous_synergy/ "{The Griffon's Saddlebag} Sash of Sorcerous Synergy | Wondrous item") \columnbreak ####
Scabbard of Light Wondrous item, rare (requires attunement by an oath of devotion paladin) A light shines faintly from within this ornate scabbard. Choose one slashing melee weapon in your possession when you attune to this scabbard or at the end of a short or long rest. The scabbard morphs to fit the form of that weapon and imbues it with radiant potential. When you use your Sacred Weapon feature on the weapon imbued with radiant potential you add your Charisma modifier damage rolls with that weapon (with a minimum bonus of +1). In addition, any creature within the bright light shed by the Sacred Weapon cannot be invisible. A shapechanger that enters the bright light or starts its turn there must make a Constitution saving throw against your spell save DC or revert to its original form. You also gain access to the *daylight* spell and consider it one of your oath spells. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Scarlet Slippers Wondrous item, rare (requires attunement) These red-tinted glass slippers keep your feet warm despite the cool material they are made from. You gain proficiency in Performance, and if you are already proficient your proficiency bonus is doubled for Performance checks. As a bonus action, you may perform a short flamenco dance and teleport up to 30 feet away. When you teleport, you turn invisible as if you had casted the *invisibility* spell on yourself and leave an illusion of yourself continuing to dance in the space you left. The illusion exists and dances as long as you are still invisible. Physical interaction with the illusion reveals it to be just an image, because things can pass through it. A creature can use its action to determine it is an illusion with a successful Investigation check DC 16. If a creature discerns the illusion for what it is, the creature can see through the image and any noise it makes sounds hollow. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Dancer-Bard-and-Rogue-Archetype-D1D61BCVB "Dancer: Bard and Rogue Archetype") ####
Scorned Heart Breastplate Armor (breastplate), rare (requires attunement) This brass breastplate is torn apart in its center by a crimson gemstone. You gain a +1 bonus to AC for every two allies within 10 feet of you (up to a maximum of +2) while you wear this armor. In addition, while wearing this armor, you may cast *hellish rebuke* (save DC 15) as a 3rd-level spell from it, using your reaction. Once the armor has been used to cast this spell, it can't do so again until the next dawn. **Curse.** This armor is cursed. Attuning to the armor curses you until you are targeted by the remove curse spell or similar magic; removing the armor fails to end the curse. While cursed, you have disadvantage on saving throws to resist becoming charmed, and you have disadvantage on Charisma checks to interact with any creature you find attractive. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f2tck8/the_griffons_saddlebag_scorned_heart_breastplate/ "{The Griffon's Saddlebag} Scorned Heart Breastplate | Armor (breastplate)") \pagebreakNum ####
Scroll of Burning Scroll, common This appears to be a magical scroll with a spell written on it. However, when it is opened and someone begins to read it, it suddenly bursts into harmless flame and is quickly reduced to ash. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Shatter Star Sword Weapon (longsword), very rare This blade is made from a translucent quartz-like crystal that seems quite fragile. You have a +3 bonus to attack and damage rolls with this weapon in its longsword form. Whenever you hit with this weapon in its longsword form, roll an Athletics check DC 18 to shatter the blade, deal an additional 2d8 piercing damage, and it becomes a shortsword. You have a +2 bonus to attack and damage rolls with this weapon in its shortsword form. Whenever you hit with this weapon in its shortsword form, roll an Athletics check DC 16 to shatter the blade, deal an additional 2d6 piercing damage, and it becomes a dagger. You have a +1 bonus to attack and damage rolls with this weapon in its dagger form. Whenever you hit with this weapon in its dagger form, roll an Athletics check DC 14 to shatter the blade, deal an additional 2d4 piercing damage, and only the handle remains. The blade grows to a previous form after a long rest, such as from dagger form to shortsword form. From [Mr.Bakudan](https://www.reddit.com/user/MrBakudan/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/dhqbgc/knocker_of_aberrant_passage_an_illustrated_magic/ "Shatter Star Sword- The fragile crystal weapon that repairs itself") ####
Sherrock Gnolmes Wondrous item, rare Professor Gnolmes is a garden gnome that gains temporary sentience upon speaking the command word "Elementary!" He contains the soul of an incredible investigator, a sleuth famed for his powers of observation. By spending one unbroken hour playing spot the difference, solving grouping logic puzzles, and blowing smoke rings with him, you gain proficiency in Investigation until the end of your next long rest. If you are already proficient, you instead add double your proficiency bonus to any Investigation check. Professor Gnolmes may only be activated once each day, recharging at dawn. Should you train with Professor Gnolmes for 60 days, you permanently gain proficiency in Investigation if you do not already have it. From [HumperdinkTheWarlock](https://www.reddit.com/user/HumperdinkTheWarlock/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnD/comments/emtqoo/the_abject_chronometer_art/ "Professor Sherrock Gnolmes - A garden gnome with incredible powers of observation (but actually investigation) - Rare Wondrous Item - Hump's Wares") \columnbreak ####
Shifter's Shine Potion, common or uncommon The typical *shifter's shine*, a common potion, is a specialty alcoholic beverage that causes your face to appear more glamorous. It is a rich honey color and swirls lazily around, regardless of how it's handled. It can be found in any sort of vessel, though it is usually found in glass jars. The eye of a shapeshifter drifts along the potion's bottom, making it a daunting beverage for the average taverngoer to order. It has an extremely strong alcoholic taste with a hint of caramel. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. For 1 hour after drinking this potion, your skin's complexion clears, appears healthier, and grows more taut. Your face, while largely unchanged, is distinctly more attractive and exudes a weak aura of enchantment magic. When you make a Charisma check while under the effects of this potion, you can choose to forgo rolling the d20 to get a 10 on the die. Once you use this property, you can't use it again for the remainder of the potion's duration. The following *shifter's shine* is an uncommon variant with additional properties. It also tastes better. When you drink this potion, you gain the effects of the *alter self* spell for 1 hour (no concentration required) or until you end the effect as a bonus action. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ehntwj/the_griffons_saddlebag_shifters_shine_potion/ "{The Griffon's Saddlebag} Shifter's Shine | Potion") ####
Shifting Handlewrap
Wondrous item, rare (requires attunement by a warlock with the Pact of the Blade feature) This string is lighter than air and glows with an ethereal, pale light. You may perform a special ritual while holding your pact weapon to attach the *shifting handlewrap*, allowing you to change its form in battle instantaneously. You perform this ritual over the course of 1 hour, which can be done during a short rest, where you tie the *shifting handlewrap* physically and magically to your pact weapon. Upon completion, the string is wrapped about your pact weapon and remains with it at all times. When your pact weapon disappears, so does the *shifting handlewrap*, and when you summon your pact weapon it appears wrapped in the *shifting handlewrap.* With just a thought before an attack you make with your pact weapon, you may change the form of your pact weapon to be any weapon you could create with your Pact of the Blade feature. For example, you may attack one foe with a longsword and another with a mace if you have the Thirsting Blade invocation or Extra Attack class feature. Or, when holding a longbow (granted by the Improved Pact Weapon invocation), you may change its form to that of a greataxe before making an opportunity attack. If you performed the ritual to transform a magic weapon into your pact weapon, any other form your pact weapon takes does not have the enchantments or abilities the magic weapon provides. All of the weapon's magical benefits are suppressed while it is in another form. For example, a +1 longsword changed into a battleaxe does not grant a +1 bonus to attack and damage rolls, and a flaming short sword changed into a longbow cannot be set alight and cause 2d6 additional fire damage on a hit.
\pagebreakNum
Only you or your patron may remove the *shifting handlewrap* from your pact weapon. Anytime a magic weapon ceases to be your pact weapon, the string instantly unattaches from that weapon, but remains attached to your pact weapons summoned later. However, if you die or otherwise unattune to this item, the string instantly unattaches from your pact weapon and falls to the ground in your space. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms")
####
Silver Eagle Studded Cuirass Armor (studded leather), uncommon (requires attunement) This studded leather armor is worn by an elite guard of a longstanding alliance between elves and humans. While you're wearing it, any critical hit against you becomes a normal hit. In addition, when a creature you can see hits you with a melee attack while you're wearing this armor, you can use your reaction to speak its command word. When you do, a pair of ghostly eagle wings appear from the back of the armor. The wings beat the air around you and push you back up to 10 feet away from the attacking creature, without provoking attacks of opportunity. In addition, the sudden movement takes you out of harm's way, reducing the damage you take from the attack by 2d6. Once this property of the armor has been used, it can't be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eijv39/the_griffons_saddlebag_silver_eagle_studded/ "{The Griffon's Saddlebag} Silver Eagle Studded Cuirass | Armor (studded leather)") ####
Siphoning Rod Rod, uncommon or rare (requires attunement by a celestial warlock) This rod is a ornamented fragment of a celestial’s sacred weapon. While holding this rod, you can absorb a fraction of the healing power radiating from others. When a creature within 60 feet of you uses a spell or ability that restores hit points to a single target, you may regain a number of dice for your Healing Light warlock feature equal to half the dice rolled for that spell or ability (minimum of 1). You may use this ability a number of times equal to your Charisma modifier and you regain expended uses at dawn each day. Some *siphoning rods* are a rare magic item and have these additional benefits: While holding this rod, you ignore the maximum dice limit of your Healing Light warlock feature, and the amount of hit points you restore increases by an amount equal to the number of dice you rolled. In addition, you may touch a creature with this rod as an action to cast the *spare the dying* cantrip on them. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Sleeping Tome Wondrous item, uncommon This unwieldy tome of ancient human genealogy has a peculiar curse upon it. Any creature reading its contents for 10 minutes becomes unnaturally placid and drowsy. They must succeed a Wisdom saving throw of DC 15 or fall into a deep 8 hours of sleep they cannot be easily roused from. Anything that would normally wake a sleeping creature, such as a sudden loud noise, getting shaken or slapped, or receiving damage, allows the sleeping creature to make another Wisdom saving throw to wake up. In addition, a creature casting *identify* on this tome falls into a normal slumber before learning this tome's magical effects, as its contents are just too boring to focus on for long. Undead, creatures immune to being charmed, and creatures that do not sleep are immune to the effects of a *sleeping tome*. Inspired by [BadArtsRedditor](https://www.reddit.com/user/BadArtsRedditor/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Sling Bulette Weapon (bullet), rare This smooth stone sphere looks like normal ammunition for a sling. Owners who know of its power often mark it with paint in some way. Once launched with an attack it transmutes mid-air into a Large, living landshark. It is rather angry about being magically freeze-dried and stored in a pouch filled with rocks, is hostile to all creatures, and immediately uses its *Deadly Leap* action against the target of your attack. It is advisable to leave the area before it is done taking out the target, as it still has more anger to give. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Slippers of the Strider Wondrous item, uncommon The magic of these woven slippers functions only when worn by a circle of the land druid. When worn, your Land's Stride druid feature gains this additional benefit: moving through magical difficult terrain costs you no extra movement. Additionally, if a friendly creature starts their turn within 10 feet of you they benefit from your Land's Stride feature until the end of their turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Smellbook Wondrous item, common Although it appears to be a magical spellbook, its pages are filled with the descriptions and scents of various ingredients, objects, or wildlife. It comes in four versions: 1. **Essence of the Chef.** Contains the smells of various cooking ingredients, such as parsley, garlic, and saffron. 2. **Mage's Fragrance.** Contains the smells of common spellcasting material components, such as bat guano, cured leather, and gum arabic. 3. **Tracker's Companion.** Contains the smells of wild animals and plants, such as crocodiles, honeysuckle, and skunks. 4. **Smell of Treasure.** Contains the smells of precious metals and alchemical components, such as gold, phosphorus, and sulfur. Inspired by [Nesurame](https://www.reddit.com/user/Nesurame/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") \pagebreakNum ####
Solace, Mantle of Balance Wondrous item, legendary (requires attunement by a circle of the land druid) This travel cloak appears muddy and worn. While attuned, it transforms to embody the land of its druidic wielder. For an arctic druid, the cloak may resemble a pure white mantle with a fur collar, or for a coast druid, the fluid rippling of a wave. While you wear this cloak nature will never hamper nor harm you. You are immune to non-magical environmental hazards (at the DM’s discretion). You are unaffected by intense cold or heat. Rain, fog, snow, or sand will not limit your sight. Rushing water will not impede your movement. Wildfire will not burn you. Lightning will never strike you. Additionally, *Solace* grants you an ability based on the land you chose for your Circle Spells feature, located in the table below. The save DC of these abilities equals your spell save DC. You may use this ability a number of times equal to your Wisdom modifier, regaining expended uses after completing a long rest. | Land | Ability | |:-----:|:-------:| | Arctic |
As a reaction when you take damage, you entomb yourself in ice which melts away at the start of your next turn. You gain 10 temporary hit points per druid level, which take as much of the triggering damage as possible. You lose all temporary hit points given by this feature when the ice melts.
| | Coast |
As a bonus action, you create a wave of water to ride upon. You may move up to 40 feet, sliding up or down hazardous and difficult terrain without effort. Creatures caught in this path must make a Strength saving throw or be pushed back 10 feet and knocked prone. On a success, they are pushed back 5 feet and not knocked prone.
| | Desert |
As a bonus action, you summon an intense sandstorm. It engulfs a 10 foot square starting from a point you choose within 30 feet. You and your allies are heavily obscured to enemies, but they are not obscured from you or your allies. The intense tremors from the storm obscure you and your allies to creatures with tremorsense and blindsense. The sandstorm lasts for 1 minute, and you may have only one storm active at a time.
| | Forest |
As an action, you may call upon your connection to the forest to create an armor made of an iron-like bark for 10 minutes. Your AC cannot be reduced below 20, regardless of what kind of armor you are wearing.
| | Grassland |
As a bonus action, you teleport up to 20 feet away, disappearing in a flourish of flower petals. You then gain the effects of *haste* until the start of your next turn. You may use the extra action to cast a cantrip, and when the effect ends you are not hit with a wave of lethargy.
| | Land | Ability | |:-----:|:-------:| | Mountain |
As a reaction when you or an ally within 30 feet are targeted by an attack, you can call forth a pillar of stone to rise in an unoccupied square within 5 feet of the target as a temporary shield. The target gains a +2 bonus to AC while within 5 feet of the pillar and gain temporary hit points equal to your druid level. The pillar disappears at the start of your next turn.
| | Swamp |
As a bonus action, you secrete a potent gas from the cloak. The gas spreads to fill a 15 foot cone originating from you. Creatures caught in the cone must make a Constitution saving throw or become poisoned for 1 minute. While poisoned in this way, they are frightened of you and their speed is reduced to 5 feet. The poisoned condition ends early if the affected creature take damage.
| | Underdark |
As an action, you may meld into a creature's shadow. You vanish from sight and occupy that creature's space. If the creature is an ally you grant them resistance to all damage. If the creature is an enemy they must make a Wisdom saving throw or become blinded until the start of your next turn. You cannot be targeted nor take damage while melded, and at the start of your next turn you appear in an unoccupied space within 10 feet of the creature.
| From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Soul-Searing Scythe Weapon (halberd), legendary (requires attunement) This brass weapon was forged in the heart of the Elemental Plane of Fire. You gain a +2 bonus to attack and damage rolls made with this magic weapon. While holding the scythe, you can use a bonus action to speak its command word, causing soul-rending flames to erupt from the holes in the blade. These flames are harmless to you and shed bright light in a 40-foot radius and dim light for an additional 40 feet. While the scythe is ablaze, it deals an extra 3d4 fire damage to any target it hits. This damage ignores fire resistance and immunity, and it becomes necrotic damage when it hits a creature with the Fire Absorption trait. In addition, when you score a critical hit with this weapon against a creature that is not a construct or undead, the target must make a DC 17 Constitution saving throw. On a failed save, a creature takes 3d4 necrotic damage and is stunned until the start of your next turn. On a successful save, a creature takes half as much necrotic damage and isn't stunned. When you reduce a creature to 0 hit points with this weapon, its body and soul are immolated and destroyed unless it is a construct or undead. A creature whose body and soul have been destroyed by the soul-searing scythe can be restored to life only by a *wish* spell or divine intervention. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ezuhpq/the_griffons_saddlebag_soulsearing_scythe_weapon/ "{The Griffon's Saddlebag} Soul-Searing Scythe | Weapon (halberd)") \pagebreakNum ####
Soulbinding Loop Wondrous item, rare (requires attunement by a hexblade warlock) This leather belt comes with a faintly glowing jar attached by a chain. The specters created by your Accursed Specter warlock feature receive the following additional benefits: * They do not have Sunlight Sensitivity. * The Constitution saving throw for their Life Drain action now equals your spell save DC instead of 10. * They gain a bonus to damage rolls equal to your Charisma modifier. * Whenever the specter dies, you regain a number of hit points equal to your warlock level. In addition, you may use your reaction when a humanoid is slain within 60 feet of you to cause its spirit to rise as a specter as if you had slain it yourself. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Spark Gauntlets Wondrous item, rare (requires attunement by a fiendish warlock) While wearing these gloves, you can produce a small flame by snapping your fingers. You gain access to the *firebolt* cantrip, which counts as a warlock cantrip for you and doesn't count against your number of cantrips known. You may use a bonus action to cast *firebolt* once, which recharges after you finish a short or long rest. Whenever you cast a spell that deals fire damage and requires a saving throw, you may use your Dark One's Own Luck to subtract 1d10 from the saving throw of one creature you can see affected by your spell. Additionally, whenever a creature hits you with a melee attack they take fire damage equal to your Charisma modifier. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Spear of the Earthen Queen Weapon (spear), very rare (requires attunement by a druid) This spear is constructed from numerous slabs of cylindrical stone that twist and shift on their own. You gain a +2 bonus to attack and damage rolls with this weapon. While attuned, you may use Wisdom instead of Strength or Dexterity for the attack and damage rolls with this spear. You may cast *stoneskin* from the spear without requiring the material component or concentration, as it lasts for its full duration, and cannot do so again until you finish a long rest. Additionally, when you hit a creature with this spear you may cause the spear to bind itself to that creature in addition to dealing damage. The spear's stone components separate and extend into tall stone columns, restraining the creature. The creature can attempt to escape by using an action to make an Athletics or Acrobatics check with a DC equal to your spell save DC. On a success, the creature escapes and is no longer restrained. While a creature is restrained by the spear, you may not use the spear to make weapon attacks. Once the creature escapes or 10 minutes elapse, the stone columns return to their normal size, reform into a spear, and the spear returns to you. If you do not have a free hand to accept it when this occurs, it falls to the ground in your space. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Spell Reagents Wondrous item, uncommon These are magically charged or especially capable materials that improve or modify the effect of a small number of spells. These reagents replace the normal material component for the spells they can influence, or are added as a material component to spells that normally do not have any material components. Each *spell reagent* comes with a number of times it can be used to improve a spell before the reagent is consumed; the focusing crystal cracks, the elemental escapes and returns to its native plane, or the magical rune loses the last of its power. You may only use one reagent when casting a spell. Spells cast from magic items, such as staffs, wands, and scrolls, cannot be used together with reagents. A Sorcerer may use a reagent on a spell influenced by their Metamagic. If a reagent changes the damage die used for the spell, it also similarly changes any extra damage dice gained by casting the spell with a higher level spell lot. ##### Amber Salts (3 uses) Harvested from areas with a close connection to the plane of fire, the orange salts shimmer wildly in just the faintest bit of light and are always hot to the touch. Casters making frequent use of amber salts take care to keep them separate from any flammable materials. - **Aganazzar's Scorcher.** You fire two 20 foot lines, both emanating from you. - **Burning Hands.** You may emit two cones of flame from yourself that cannot overlap, and the range of both cones are increased to 20 feet. Alternatively, you may cast just one cone and increase the range to 30 feet. - **Elemental Weapon.** When choosing fire damage, the spell does not require concentration. - **Searing Smite.** The spell no longer requires concentration. Additionally, when a creature succeeds on their saving throw, the reoccurring damage does not go away entirely, but is instead reduced to 1d4 fire damage. Succeeding on the saving throw again extinguishes the fire completely. ##### Amethyst Prism (10 uses) Typically crafted by gnomish illusionists, this purple prism helps to stretch the boundaries of what illusions can accomplish. - **Blur.** The spell has a range of touch. - **Disguise Self.** Removes the limb restriction, and allows your illusion to be of a creature up to 10 feet tall. It is still purely visual, however. - **Mirror Image.** When you first cast the spell, or as a bonus action at any point during the spell's duration, you may move your remaining illusionary duplicates up to 60 feet to unoccupied spaces you choose. The illusions stay in place after reaching their destination, moving enough to appear lifelike but saying nothing. If attacked they have an AC of 10 and will fail all saving throws. Upon taking any damage a duplicate is destroyed. - **Silent Image, Major Image**. The duration of the spell changes to 24 hours and you do not need to maintain concentration on it, but you lose the ability to influence the illusion in any way after it has been cast. \pagebreakNum
##### Arcane Anchor (10 uses) This reagent most commonly takes the form of a piece of enchanted adamantine shaped into a small anchor. - **Arcane Lock.** You can target a medium or smaller sized object that isn't being worn or carried and magically fix it in place. The object does not move, even if it is defying gravity. The object can hold up to 4,000 pounds of weight, with any more weight causing the spell to end on the object. A creature can use its action to make a strength check to move the object, the DC of which is your spell DC + 5. On a success the spell ends on the object. When you cast the spell this way you cannot designate a password to suppress the spell, but a Knock spell will still suppress the spell for 10 minutes. - **Hold Person.** Regardless if the target succeeds on their save or not, the air in a 10 foot radius around the target turns thick with arcane energies. This area is difficult terrain for all creatures except you as long as you maintain concentration on the spell. ##### Arcane Rune (3 uses) A rune perfectly crafted and calculated in resonance with the weave, allowing a mage to reinforce the arcane barriers that protect them with their mind alone. - **Mage Armor.** The target's AC becomes 13 + your Intelligence modifier. Dexterity does not add to your AC while this spell is active. ##### Azure Pearl (10 uses) A rare and highly sought after pearl amongst mages for its enhanced abilities in identification of magical items. - **Detect Magic.** While the spell lasts, you can use an action while touching an item to cast *identify* on it. Doing so ends the spell. - **Identify.** The casting time changes to an action and the range to 60 feet. You can target an item another creature is wearing. If the creature wearing the item is a spellcaster, they can use their reaction to force a contested ability check using their respective spellcasting ability modifiers. If you lose the contest the spell fails and the targeted item can't be identified in this way for a week. On a success, you learn the item's properties as if you had cast the identify spell on it. ##### Beast Totem (5 or 10 uses) Crafted by druids and fey to aid in their dealings with beasts. Usually a larger totem is crafted that with a wider range of uses, but it's not uncommon to find cheaper but more specialized totems. - **Animal Friendship.** If the spell successfully charms a beast, you can also send a telepathic 25 word message to the beast with the same spell. The *beast totem* only expends one use if a beast is successfully charmed by the spell. - **Animal Messenger.** Choose one of the following options: - Double the length of the message. - Target two additional beasts that can travel to the same or different locations. - **Beast Bond.** The spell no longer requires concentration. - **Beast Sense.** The duration of the spell changes to 24 hours and does not require concentration. You do not share senses with the beast for the duration, but as an action at any point during the duration you can activate the spell, after which you will share senses with the beast for 1 hour. During this 1 hour you must maintain concentration on the spell. The spell ends after this hour has run its course, or if you dismiss the spell as an action. - **Hold Person.** You can target a beast instead of a humanoid. - **Speak with Animals.** The spell's range is touch. Additionally, for the duration of the spell you can use a bonus action to make an Intimidation check against any beast that can hear you, which a beast contests with an Insight check. If you succeed, the beast is frightened of you until the end of its next turn. ##### Blessed Idol (5 uses) If a proper vessel is created, a deity might imbue it with a lingering blessing that can be used to augment a number of divine spells. - **Cure Wounds.** When cast on a creature, that creature regains hit points at the end of its next turn equal to half the number of hit points that was initially healed with the spell (minimum of 1). - **Lesser Restoration.** The spell's duration changes to 8 hours, and if the target becomes diseased, blinded, deafened, paralyzed or poisoned during that duration the spell ends and the condition is removed. - **Prayer of Healing.** When you roll a 1 or 2 on any of the d8s rolled for the spell, you can reroll the die and must use the new result. ##### Blessed Salts (10 uses) Frequently sought after by priests and acolytes for use in their tributes and consecrations, these salts can only be made on certain holy days by experienced priests. - **Bless.** The spell no longer requires concentration, but the spell ends for a creature if they ever roll a 1 on their d4. A blessed creature chooses when to use its d4 on rolls. - **Healing Word.** The target also gains the benefits of the *bless* spell for 1 minute, not requiring your concentration. If the target rolls a 1 on its d4 the *bless* ends. - **Heroism.** The target of the spell also gains the benefits of the *bless* spell for the duration of *heroism*. ##### Blood Chalk (3 uses) Said to have been originally developed by a baron for the training of his magical blood hounds, blood chalk is now mostly used by hunters looking to subtly track their prey over long distances. - **Hunter's Mark.** The spell loses the ability to deal extra damage or be transfered to a new target, but it doesn't require concentration, has no verbal component, and lasts for 7 days. For the duration you see a faint red mist trail wherever the target has been, which allows for Survival checks to track the creature even across areas that might not normally leave tracks.
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##### Blue Slime Vial (5 uses) The remains of a blue slime are initially slippery and slightly acidic, but if exposed to air for about a day it develops a very sweet taste often used in baking sweets. Resourceful wizards have managed to figure out another use for the unripe slime. - **Grease.** Instead of covering a 10-foot square area in grease, you may cover the ground of up to six 5-foot squares within range. ##### Boiling Stone (10 uses) Often used by mages from the aquatic races, adventuring spellcasters frequently seek one of these stones ahead of an undersea journey. - **Any spell that deals fire damage.** If the spell used with the boiling stone is cast underwater, it instantly turns the water in the area it affects scalding hot. Creatures damaged by the spell do not have resistance to its fire damage as a result of being underwater #####
Bound Air Elemental (3 uses) With the right materials, location, and date, a skilled mage can trap an elemental spirit in a suitable vessel and bind it to serve the wielders of its prison. Though difficult to procure and easy to break, the power these elementals can lend a spellcaster can be formidable. Whenever you attempt expend a use of the reagent roll a d6. On a 1, the reagent is destroyed before your spell is cast as the bound elemental escapes to closest space that can contain it. The elemental is hostile to all creatures and remains for 1 minute or until reduced to 0 hit points. - **Call Lightning.** Strong Wind occurs under the cylinder of the summoned cloud for the spell's duration. - **Fireball.** You imbue your fireball with primordial air, changing it into a burst of forceful wind. Creatures in the area of the spell must succeed on a Strength saving throw or take 3d8 bludgeoning damage and be pushed 20 feet away from the center of the spell's area and knocked prone. If a creature is pushed into an immovable object, such as a wall or floor, it takes an additional 2d6 bludgeoning damage. If a creature is pushed into another creature, that creature must succeed on a Dexterity saving throw or take the same additional 2d6 bludgeoning damage and be knocked prone. On a successful saving throw, the target takes half damage and is not pushed or knocked prone. - **Fire Shield.** You create a shield charged with static. The shield grants lightning resistance, and deals lightning damage to those that hit you. - **Fly.** Once during the spell's duration you may expend another one use of this reagent to cast one of the following spells: *call lightning*, *dust devil*, *gust of wind*, *warding wind*, *wind wall*, or *zephyr strike*. The chosen spell does not require concentration and lasts as long as the *fly* spell does. - **Gust of Wind.** The line may change direction any number of times along its 60 foot length, as long as any space is not covered by this spell more than once. As an action you may attempt to shove a Large or smaller creature in the area with the wind. The creature must make a Strength saving throw or be either knocked prone or pushed 15 feet in the direction of the wind, your choice. If they fail their saving throw by 5 or more you push them 15 feet and knock them prone. - **Lightning Bolt.** The line of lightning can change direction three times during its path. - **Storm Sphere.** When you make an attack with the sphere you may also move it 20 feet in any direction. - **Warding Wind.** The spell is changed in the following ways: - When a Large or smaller creature moves into the area of the spell, you may use your reaction to rebuff them. The creature must make a Strength saving throw or take 1d8 bludgeoning damage and be pushed 10 feet away. If they fail by 5 or more they are also knocked prone. - As an action on your turn you may shove a Large or smaller creature inside the spell's area with your wind. The creature must make a Strength saving throw or be either knocked prone or pushed 10 feet away from you, your choice. If they fail their save by 5 or more you push them 10 feet away from you and knock them prone. - You may also use your reaction to catch ranged weapon projectiles fired into the spell's area and throw them at a nearby target. Make a ranged spell attack against a target within 60 feet, dealing 1d8 damage of the projectile's type and triggering any additional on-hit features of the ammunition, such as an applied poison. - **Wall of Water.** When you first summon the wall, or as a bonus action on subsequent turns, you may channel elemental air into the water to freeze it solid. When you do, the entire wall instantly freezes and the AC of each section is 12 instead of 5. - **Wind Wall.** You may use a bonus action to move the wall 60 feet. The wall slithers like a snake, moving one end of itself first and the rest following along behind it. - **Zephyr Strike.** A use of the reagent is not expended when you first cast the spell. For the duration, on your turn you may expend one use of the reagent to give yourself advantage on another weapon attack roll and receive the extra benefits provided by the spell again. ##### Bound Earth Elemental (3 uses) See: *
bound air elemental
* - **Earthbind.** A target that fails the saving throw while within 60 feet of the ground does not descend safely. The spell has a duration of only one turn and ends when the target hits the ground. - **Earth Tremor.** The damage die for the spell becomes a d10 and you choose one of the following areas for the spell: - A 25-foot cube. - A 50-foot line, 10 feet wide. - A 15-foot radius sphere.
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- **Erupting Earth.** A large rock protrusion, roughly in the shape of a 10-foot cube, erupts from the ground in the center of the spell's area. The cube is an object with AC 15 and 25 hit points, immunity to poison and psychic damage, and it crumbles to the ground if reduced to 0 hit points. Creatures in the 10-foot cube that failed their Dexterity saving throw against the spell are pushed to the nearest unoccupied space either on top of the cube or adjacent to it, chosen by you. On a successful saving throw the creature chooses which available space it is pushed to. If a creature would become pinned against a solid surface, such as a wall or roof, it takes 2d6 bludgeoning damage and is moved to the nearest unoccupied space. - **Flaming Sphere.** Fusing elemental earth into your sphere, your transform it into a ball of roiling magma. The ball can only deal damage by being rammed into a target, but it deals an extra 1d8 bludgeoning damage when you do so. The ball also deals double damage against objects. - **Longstrider.** The duration becomes 8 hours, and you ignore difficult terrain caused by rough or uneven stone and earth. - **Maximilan's Earthen Grasp.** You imbue the hand with a semblance of sentience. The hand will automatically crush any creature it is holding at the start of your turn. You cannot use an action to direct the hand to crush the same creature again during a turn it has already been crushed in this way. If you direct the hand elsewhere with your action, it can both move to an unoccupied space and force another creature to make a saving throw against the spell as part of the same action. - **Meld into Stone.** The duration changes to 10 minutes, during which you gain a burrowing speed equal to half your walking speed. You may use this movement to move through nonmagical, unworked earth and stone. While doing so, you do not disturb the material you burrow through. The normal perception rules of the spell apply while you are burrowed, but leaving the earth does not end the spell early. - **Stone Shape.** The section of shaped stone can be up to 15 feet in any dimension. - **Stoneskin.** You harden the skin of your target enough that it becomes as hard as iron. The spell now protects the target against any bludgeoning, piercing, and slashing damage, but they also become more susceptible to electricity. The target has disadvantage against saving throws from spells and abilities that deal lighting damage, and whenever they take lightning damage they take an additional 5 lightning damage. - **Wall of Water.** You imbue the wall with elemental earth, turning it into a wall of ooze. The wall is nearly invisible until touched, requiring a Perception check against your spell save DC to notice its presence. If a creature enters a space of the wall, it must succeed on a Dexterity saving throw or be restrained by the wall, and it has disadvantage if it is unware of the wall. A creature caught in the wall may use its action to attempt to escape, requiring as successful Athletics check against your spell save DC. Any creature within 5 feet of a trapped creature may use an action to attempt the same check to push or pull the restrained creature out of the wall. - **Watery Sphere.** Your summon a sphere of ooze. The sphere is nearly invisible while it remains still, requiring a Perception check against your spell save DC to notice its presence. Each time a creature fails its saving throw against the spell, it takes 3d6 acid damage, or half damage on a success. A Huge or larger creature can be affected by this acid damage and does not automatically succeed on their saving throw, but they cannot be restrained by the spell. ##### Bound Fire Elemental (3 uses) See: *
bound air elemental
* - **Aganazzar's Scorcher.** The damage dice of the spell becomes d10s, and you may choose a space within 30 feet as the origin of the spell's line. - **Burning Hands.** The damage dice of the spell becomes d8s and the size of the cone increases to 30 feet. When you cast the spell using a spell slot of 2nd level or higher, you also increase the size of the cone by 5 feet per slot level above 1st. - **Erupting Earth.** The spell deals an additional 1d12 fire damage. The difficult terrain created by the spell is filled with streaks of scorching hot lava for 1 minute, and when a creature moves into or within the area it takes 1d4 fire damage for every 5 feet it travels. - **Flame Blade.** The spell does not require concentration and the fiery blade counts as a simple melee weapon with the Finesse and Light properties you are proficient with, allowing you to make opportunity attacks with it. - **Flaming Sphere.** A creature only takes 1d6 fire damage on a failed save, but it is also set ablaze. For the duration of the spell, the creature takes 1d6 fire damage at the start of each of its turns. The creature or any creature within 5 feet of it can take an action to douse the fire. - **Flame Arrows.** Choose one of the following options: - The spell does not require concentration. - The enchanted arrows set a target ablaze on a hit. They take 1d4 fire damage at the start of each of their turns, and the target or any creature within 5 feet of them may use an action to attempt a DC 10 Dexterity check to extinguish the flames. - **Fireball.** You gain resistance to fire damage and detonate the fireball centered on yourself. You gain temporary hit points equal to the damage you take from the spell. As long as you have these temporary hit points, you have resistance to fire and a creature that hits you with a melee attack while within 5 feet of you takes 1d10 fire damage. Temporary hit points gained from the spell disappear after 1 minute. - **Gaseous Form.** The spell transforms the target into a fiery form. The flying speed in this form changes to 30 feet. The first time the target enters a creature's space on a turn, or when a creature ends their turn in the target's space, that creature must make a Dexterity saving throw or take 1d10 fire damage and catch fire. They take 1d10 fire damage at the start of each of its turns and they, or a creature within 5 feet of them, may use an action to douse the flames. The target of the spell also gains Water Susceptibility; for every gallon of water splashed on it, it takes 1 cold damage.
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- **Melf's Minute Meteors.** At any point while concentrating on the spell you may take an action to regain expended meteors. You regain one expended meteor for every additional use of the reagent you expend. - **Pyrotechnics.** You may target magical fire with the spell, and when you do so the area of the fireworks and smoke effects are doubled. It is as if you had cast *dispel magic* at the same level spell slot you casted *pyrotechnics* at; on a success you extinguish a 5-foot section of magical fire within range. If you succeed in extinguishing magical fire created by spell that is being concentrated on, the caster must succeed on a Constitution saving throw against your spell save DC to maintain concentration of the spell. Alternatively, you may extinguish nonmagical fire within a 40-foot cube area without causing a fireworks or smoke effect. - **Wall of Fire.** The height, length, and diameter of the wall may be up to twice as large. When you cast the spell you may choose to have the wall be translucent. ##### Bound Water Elemental (3 uses) See: *
bound air elemental
* - **Call Lighting.** Heavy precipitation falls under the cylinder of the summoned cloud for the spell's duration. - **Create and Destroy Water.** Choose one of the following options: - *Rain Ward.* The duration of the spell changes to 24 hours, the range changes to self, and the spell may be cast as a ritual. For the duration, a water repelling ward extends out in a 20-foot radius from you. Any rain the falls within that area is destroyed. The inside of the ward is dry and comfortable, but it has no effect on liquids that aren't rain. - *Summon Rain.* The duration of the spell changes to 1 hour, the casting time changes to 1 minute, the range changes to self, and the spell may be cast as a ritual. A 20-foot radius raincloud forms 120 feet above you, follows you for the duration, and drenches you with heavy precipitation. - **Control Water.** The spell has the following additional effects: - *Flood.* Huge or smaller creatures in the area of flooding water must succeed on a Strength saving throw or be knocked prone. - *Part Water.* You are more precise in the shape of the trench, being able to shape multiple passages within the affected area. - *Redirect Flow.* Creatures in the flow must make a Strength saving throw at the start of their turn or be pushed 15 feet in its direction. Moving against the flow counts as difficult terrain, while moving with the flow allows you to move 2 feet for every 1 foot of movement spent. - *Whirlpool.* You may create a whirlpool in an area that is half as big than the normal requirement. - **Erupting Earth.** The difficult terrain area created by the spell becomes a deep, mud filled trench. Any creature that takes an action that is not dash or disengage while within the mud, or ends their turn there, must succeed on a Strength saving throw or sink into the mud, becoming restrained. They may use an action to attempt to escape, requiring an Athletics check against your spell save DC. Any creature within 5 feet of a restrained creature may use an action to attempt the same check to pull them out. - **Fire Shield.** A mass of water swirls around you for the duration. You have resistance to fire damage, but deal no damage when you are hit with a melee attack. Whenever you take damage you may use your reaction to bring the water between yourself and the source of damage, giving you resistance to that damage. If you use this ability against fire damage, make a saving throw with your spellcasting ability with a DC equal to the amount of fire damage you would take after resistance. On a success, you are immune to that fire damage. On a failure the spell ends, your water shield evaporates into steam, and you reduce the fire damage by an amount equal to the result of your saving throw. - **Fog Cloud.** The cloud becomes saturated with water. It extinguishes unprotected nonmagical flames and all creatures inside the cloud have resistance to fire damage. - **Gaseous Form.** The target of the spell changes into a liquid water form. It provides no fly speed, but grants a walk and swim speed of 30 feet. Liquid is no longer treated as a solid surface for the target, they can breathe underwater, and while fully immersed in water they are invisible. - **Tidal Wave.** The summoned wave takes the shape of a Large water elemental, which immediately moves up to 30 feet along the ground however you wish like a crashing wave. Every creature that the elemental enters the space of suffers the effect of the spell. The spell does not actually summon an elemental; the spell's effect just looks and moves like one. - **Watery Sphere.** You may split the sphere into four 5-foot diameter spheres of water. Each sphere can only trap one Medium or smaller sized creature. You may use an action to move all four spheres, or a bonus action to move only two of them, once each turn. Alternatively, you may increase the diameter of the sphere to 15 feet. It may restrain up to 1 Huge creature, 2 Large creatures, 1 Large creature and 5 smaller creatures, or 9 Medium or smaller creatures. - **Wall of Water.** You may use a bonus action to move the wall up to 30 feet. The wall slithers like a snake, moving one end of itself first and the rest following behind it. - **Water Walk.** A target affected by the spell may use a bonus action to lose the ability to walk on water and gain a swim speed of 30 feet, or lose this swim speed and regain the ability to walk on water. ##### Brie's Zircon Dust (3 uses) Developed by a famed wizard and chef, only a handful of people are said to know the secret recipe behind its creation. - **Expeditious Retreat.** When cast, every creature within 20 feet of the caster that caries a pinch of this reagent on them also comes under the effect of the spell. Every pinch of dust used in a casting is required to come from the same zircon for this effect to function.
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##### Cackle Contagion (3 uses) The origins behind the process to capture a contagion of Cackle Fever in a suitable vessel is shrouded in mystery and debate. The knowledge of its creation is very illegal, as is the contagion itself. - **Tasha's Hideous Laughter.** A creature who fails the saving throw against the spell must also make a Constitution saving throw or be infected with Cackle Fever. ##### Cimer's Sending Booster (3 uses) For those that can afford it, a sending booster helps mages stay better connected with their distant friends. - **Sending.** Choose one of the following changes: - The message can contain up to 50 words. - The message can be sent to up to three different creatures. - You can delay the relaying of the message by up to 1 day. ##### Cloud in a Bottle (10 uses) How one can fit so much cloud in such a small bottle is usually the first question people trying to replicate this reagent ask themselves. Not only useful for mages, but pretty to look at too. - **Fog Cloud.** The cloud may be moved up to 20 feet in any direction as a bonus action on your turn. - **Jump.** For the duration of the spell, whenever you jump you may immediately jump again at the end of the first jump. The distance traveled with this second jump does not count against your movement for the turn. - **Feather Fall.** When you cast the spell a soft cloud appears beneath the falling targets and stops their fall without dealing any fall damage. Each cloud is solid enough to support up to 500 pounds of weight, but will disappear after 1 round. - **Sky Write.** The message you write may be up to 50 words long, and you may also create simple shapes and images in the sky. ##### Crimson Fangs (5 uses) Fangs of a vampire that have been subjected to a lengthy ritual which colors them red, they are often worn as jewelry when not in use. - **Vampiric Touch.** Your attacks with the spell have a reach of 15 feet. Additionally, you may reroll any 1s and 2s rolled for damage roll, but must keep the new results. - **Gaseous Form.** While in the space of another creature while in your gaseous form, you may make the spell attack roll of the *vampiric touch* spell. ##### Crystalized Umber Eye (3 uses) The eye of an umber hulk, contained in an enchanted crystal chamber. It usually comes attached on a string so it can be easily worn around the neck.
- **Confusion.** The range changes to self. Your eyes begin to shift and swirl in strange patterns, confusing those that look at you. At the end of your turn, choose a creature you can see. At the start of that creature's turns, it must decide if it will look at you or not. A surprised creature cannot look away from you. - If it looks at you while within 30 feet of you and can see you, it must make the charisma save of the confusion spell. If it fails the spell only lasts until the start of its next turn. A creature that looks away from you cannot see you until the start of its next turn. If the creature looks at you in the meantime, it must immediately make the Charisma save of the confusion spell. - As a reaction at any time during another creatures turn, you can decide to look at that creature instead. That creature then chooses whether to look at you or not.
##### Cursed Troglodyte Blood (3 uses) For reasons that are a bit unclear, troglodyte blood seems to retain curses much better than other materials. A property vengeful spellcasters like to make good use off. - **Bane.** The spell no longer requires concentration, but if an affected creature rolls a 1 on its d4 the spell ends for them. - **Inflict Wounds.** A creature hit by the spell must make a Charisma saving throw or suffer from the effects of *bane* for 1 minute. It does not require concentration, but if the affected creature rolls a 1 on its d4 the spell ends. - **Ray of Enfeeblement.** A target that's hit by the spell also suffers the effects of *bane* until the spell ends. - **Bestow Curse.** You may attempt to cast the spell against a creature within 30 feet of you by making a ranged spell attack against them. On a hit, the target must make a Wisdom saving throw against the spell as normal. ##### Dimensional Jewel (10 uses) This gem has a tendency to go missing, only for it to later be found in a place you could have sworn you had already looked for it in. - **Blink.** When casting the spell with this reagent you only need to roll a 9 or higher to teleport at the end of your turn, and you can reappear in a spot within 20 feet of the space you vanished from. Lastly, you may use an action to flip the order of the spell, starting your turn on the ethereal plane and disappearing to the material plane at the end of your turn. Another action can be spent to return the order back to normal. - **Dimension Door.** You can bring more creatures with you when you teleport. For each creature beyond the first that you want to take with you, you must expend an additional use of this reagent, up to a maximum number of additional creatures equal to the level of spell slot used. When you spend 3 or more uses of this reagent at once, you sacrifice the accuracy of the spell. The spell's destination is off target by 1d100 x 5 feet in a random direction determined by rolling a d8. - **Rope Trick.** Multiple rope tricks cast within the same hour with this reagent can connect to the same pocket dimension, as long as they are within one mile of each other. Casting the spell with this reagent resets the duration of all your rope trick dimensions within a mile of you.
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##### Divine Proclamation (3 uses) A divine proclamation can take many forms, from a holy scripture to an alder leaf bearing a clear omen of nature's will. However it looks, the divine energies contained within usually makes it hard to mistake for anything else. - **Command.** Allows you to combine two of the example command words into the same spell. Some combinations will not work together. ##### Divining Rod (10 uses) Often not too dissimilar in shape from divining rods used for prospecting, the function is still very different. - **Clairvoyance.** You may use both sight and hearing at the same time. - **Detect Evil and Good.** Choose one creature type when you cast the spell, such as beast, humanoid, or fiend. The spell now detects creatures of that type. - **Locate Creature, Locate Object.** The duration of the spell changes to instantaneous and the maximum range of the detection changes to 5 miles. - **Mind Spike.** You do not have to see a creature to target it. ##### Dreamer's Sand (3 uses) A sprinkle of this yellow sand into one's eyes ensures they will have a good night's sleep with vivid but soothing dreams. Those that use it too frequently, however, will quickly begin to find it hard, if not impossible, to fall asleep without a pinch of this sand on hand. - **Sleep.** The die you roll increases to d12. - **Catnap.** Targets can reroll any spent hit dice, but must keep the new result. ##### Dried Fey Carrot (3 uses) Fey carrot is the common term for a purple tuber plant that grows natively in the Feywild. Thought to be a delicacy among elves, human mages often seek it out for its magical enhancements to vision. - **Darkvision.** The spell can be cast as a ritual and targets up to 6 creatures when you do so. - Alternatively, you may target only one creature and grant it darkvision out to a range of 120 feet. This darkvision allows targets to see both darkness and dim light as if it were bright light. ##### Duelist's Gauntlet (5 uses) Made in many different forms and styles to suit a wide range of challengers, they all carry the same enchantment to help focus their foes' attention on themselves. - **Compelled Duel.** The range of the spell is increased to 60 feet and you have advantage on Constitution saving throws to maintain concentration on this spell. Each time the target attempts to cast a spell or uses an ability that does not target you or include you in its area of effect, it must succeed a Wisdom saving throw or it cannot use that spell or ability on its turn. ##### Dryad's Bark (10 uses) Bark taken from a dryad's bonded tree can have a many magical uses, but only if the bark is removed by the dryad herself. - **Barkskin.** The spell no longer requires concentration. - **Entangle.** Any creature restrained by your entangle spell has disadvantage on saving throws against your spells that attempt to charm them, and they do not gain advantage on their saving throw if you or your allies are currently fighting them. - **Charm Person.** The duration changes to 8 hours and you may target beasts as well. - **Speak with Plants.** You may cast the spell without having it prepared, though it must still be on your class's spell list. You also speak to beasts for the same duration as if affected by *speak with animals*. ##### Ebon Slaad Tooth (10 uses) Not every Slaad has one, and it's unclear what causes them to appear. They are nonetheless highly coveted by a particular brand of sorcerers. - **Chaos Bolt.** The spell will leap to another target as long as the two d8s rolled are within 2 of each other. The new target will be randomly selected from the closest four creatures within range of the target, and attack rolls made after the spell leaps the first time are rolled with advantage. ##### Enduring Mark (3 uses) This reagent comes in the form of war paint that's to be smeared on the face of the spell's recipient. A healing potion is mixed into the mixture before it's applied, and it's said that some variants of this reagent are unable to handle the more powerful healing potions. - **Death Ward.** One healing potion is mixed into the reagent when the spell is cast. When the target drops to 0 hit points, it regains hit points as if it had just drank that potion. ##### Enfeebling Fork (10 uses) Wasting precious energy only for a target to resist your spell is a frustrating occurrence. This fork seeks to mitigate the inherent risk in one particular spell. - **Ray of Enfeeblement.** You may make an attack roll against up to three different targets when casting the spell. Regardless of how many attacks hit, you choose only one of the hit targets be affected by the spell. ##### Eldritch Rune (3 uses) A rune imbued with power by a warlock patron, allowing a mage to will a foes' strikes to miss them through the pure force of their resolve. - **Mage Armor.** The target's AC becomes 13 + your Charisma modifier. Dexterity does not add to your AC while this spell is active. ##### Elemental Scourge (1 use) A carefully crafted mixture that's most commonly made by druids in opposition to cults of elemental evil, although since its inception it has spread far and wide to be used by many different spellcasters. - **Any spell with an instantaneous duration that deals acid, cold, fire, lightning, or thunder damage.** The spell ignores resistance to damage it deals.
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- **Elemental Bane.** A creature affected by the spell treats immunity to the chosen damage type as resistance. Alternatively, you may choose two different damage types and have the target make a saving throw against each one separately. They only take an extra 1d6 damage when they take damage of that type, instead of 2d6. ##### Ethereal Residue (3 uses) A strange translucent material that can sometimes be found in areas with a connection to the ethereal plane, or in places that's been haunted by a ghost for a long time. - **Blink.** You cross over to the Ethereal Plane when you first cast the spell and remain there for the spell's duration. You may return to the Material Plane as an action, but doing so ends the spell. - **Otiluke's Resilient Sphere.** The sphere is conjured on the Ethereal Plane when you cast it. A creature trapped in the sphere while on the Ethereal Plane is prevented from crossing over to the Material Plane for the spell's duration. ##### Eye of Hadar (special) Brought into the world through mysterious circumstances, an *eye of hadar* allows the infamous Elder Evil to peer into other realms. Hadar is grateful for the chance to gaze upon new lands, which it shows by sparing holders of its eye from their wrath. A most useful aid to those that call on Hadar's power in battle, but one must take care to ignore the disconcerting truths Hadar likes to whisper. Hadar may communicate through its eye if it so chooses to. At any point within 24 hours of using the *eye of hadar*, the DM may have you make a Wisdom saving throw. The DC equals 8 + 1 for each time you've used the eye in the last week. On a failure, you suffer a form of Short Term Madness as described in Chapter 8 of the Dungeon Master's Guide and the eye is consumed. - **Arms of Hadar.** You choose which targets are effected by the dark tendrils. The damage dice of the spell are also increased to d8s, and the spell ignores resistance to necrotic damage. Lastly, even if a target succeeds on the saving throw against the spell it will have disadvantage on opportunity attacks against you until the end of your current turn. - **Hunger of Hadar.** You can see through the dark void created by the spell, and are not blinded by entering the area. You also do not take any damage from being in the spell's area. Creatures other than you also take 2d6 cold damage when they enter the area for the first time during their turn. ##### Fate-Touched Tokens (5 uses) Imbued with potent divination magic, these tokens can be used without risking a misreading of the fates for the day. - **Augary, Divination.**: Casting the spell with this reagent does not count against the number of times you can cast the spell before risking a false or random reading. If you cast it with *augary*, the reagent cannot be used again for 24 hours. If you cast it with *divination*, it cannot be used again for one week. \columnbreak ##### Frost Fragment (10 uses) A pale blue stone hailing from the Frostfell or areas with a close connection to it, this stone is always frigid to the touch. - **Ice Knife.** You may have the projectile originate from anywhere within range, and fling it at a target within 60 feet of that point. Doing this allows you to potentially circumvent cover. Additionally, the initial damage changes to 1d12 piercing and the later damage to 2d8 cold. Finally, the range of the explosion is increased to 10 feet. - **Ice Storm.** You split the area of effect of the spell into four 10-foot radius cylinders, that you place within the spell's range. - **Sleet Storm.** You may move the storm 15 feet in any direction as a bonus action on your turn. ##### Galen's Iron Crown (10 uses) Named after its creator, said to have made the first iron crown to seek vengeance on a fey that took his child in an unfair deal. You only expend a use of this reagent if the target fails the initial saving throw against the spell it improves.
- **Crown of Madness.** When the spell ends, the target of the spell must make a Wisdom saving throw with a DC equal to 8 + 1 for each full round that the spell was active on the target. On a failure, the creature suffers a form of Short Term Madness, as described in Chapter 8 of the Dungeon Master's Guide. - The spell may be augmented further. Choose as many of the options listed below as you like, but for each selected option you must expend one additional use of the reagent. - The spell no longer requires a verbal component. - You do not need to use your action to maintain control over the target, but if you do not spend that action on your turn the target spends its turn staying in place and only defending itself. - In addition to humanoids, you may also target beasts, fey, or giants. - You add your proficiency bonus to the DC against suffering from a Short Term Madness.
##### Gulthias Branch (10 uses) The branch of a Gulthias tree can be a means for a devoted servant to spread corruption elsewhere in the world, or a way for a reckless mage to cause chaos on the battlefield. - **Blight.** The spell has no effect on needle, twig, or vine blights. If this spell kills a plant creature, a number of twig blights sprout from the corpse; 1 blight from a small sized creature, 3 from a medium creature, 6 from a large creature, 12 from a huge creature, or 20 from a gargantuan creature. If this spell kills a shambling mound, it instead creates 4 vine blights. These blights are hostile to all creatures except themselves. ##### Maddening Ink (3 uses) Made from the blood of aberrations, some mages find it a convenient way to punish those that snoop through their tomes without permission.
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- **Illusionary Script.** Any creature that attempts to read the script must make an Intelligence saving throw or suffer from a Short Term Madness, as described in chapter 8 of the Dungeon Master's Guide. The script always appears unintelligible, and unless you cast the spell with a 5th level spell slot or higher you cannot designate creatures to be immune to the writing. A creature that succeeds on the saving throw can read the true message if there is one, and one that fails cannot make another attempt to do so for the next 24 hours. ##### Mesmeric Paint (5 uses) A scintillating dye that's often favored by arcane pranksters. - **Hypnotic Pattern.** The casting time changes to 10 minutes, during which you paint a mystical image on a suitable surface. The painting remains potent for 1 day for each expended use of reagent you spend on it. Creatures that look at this painting while within 30 feet of it are targeted by the spell as if you had cast it on them, coming under its effects for 1 minute. Once a creature has been affected by the painting, it is immune to its effects for the next hour. - **Suggestion.** The casting time changes to 1 minute, during which you write your suggestion with the reagent on a suitable surface. The first creature that reads your suggestion is targeted by the spell as if you had cast it on them. For every use of reagent beyond the first that you expend, the text can affect one additional creature. ##### Nature's Gift (10 uses) Found in remote places of unspoiled nature, this reagent can manifest in many different forms. It's rarely hard to identify for those that can make proper use of it, however. - **Speak with Plants** You may attempt to charm a plant creature that you speak to for at least 1 minute. The creature must make a Wisdom saving throw or be charmed by you for 1 hour. The charmed condition ends if you or your allies do anything harmful to it. On a successful save, the plant creature does not realizes you tried to influence it through magic. - **Plant Growth.** You may target a plant creature. For 1 minute, the creature gains 4d12 temporary hit points, has advantage on Strength and Constitution saving throws and ability checks, and adds 1d4 to any damage roll it makes based on Strength. - **Guardian of Nature.** You mix aspects of both the Primal Beast and the Great Tree into one potent form. Choose any 5 benefits from either form to affect you for the duration of the spell. ##### Necrotic Device (10 uses) An arcane tool crafted by necromancers in aid of their dark arts, or to poach undead servants from their rivals. - **Animate Dead.** When you cast this spell to reassert control over undead, you may target any zombie or skeleton even if they are not currently under your control. - **Blight.** You may make a ranged spell attack roll against the target, instead of having the target make a saving throw. - **False Life.** The spell has a range of touch. - **Life Transference.** When rolling for damage, you may reroll any 1s, 2s, 7s, or 8s you roll, but must keep the new result. ##### Opossum's Ring (5 uses) In the right circumstances, faking one's own death can be very useful. Problem usually is that one rarely sees that situation coming ahead of time. Once you use this reagent, you may not use it again for one week. - **Feign Death.** The spell can be cast as a reaction on yourself when reaching 0 hit points, requiring no verbal or somatic components. You become stable and remain unconscious for the duration of the spell. ##### Pale Rose Petals (3 uses) Highly sought after by enchanters that wish to be more discrete in their arcane manipulation, these white rose petals can be identified by the pink streaks in them that swirl and shimmer even years after being picked. - **Charm Person.** The spell may be cast with no verbal or somatic components, and use of reagent is discrete enough to not be noticeable to most. When you cast the spell, you make a spellcasting ability check, contested by the passive perception of all creatures besides the target that have a clear view of your eyes. If you roll below their passive perception, they notice that your eyes momentarily shimmer with an unnatural pink light. The spell has no effect if the target cannot see your eyes. - **Calm Emotions.** The spell may be cast with no verbal or somatic components, and use of reagent is discrete enough to not be noticeable to most. When you cast the spell, you make a spellcasting ability check, contested by the passive perception of the all creatures that have a clear view of your eyes. If you roll below their passive perception, they notice that your eyes momentarily shimmer with an unnatural pink light. The spell has no effect on a target if they cannot see your eyes. - **Suggestion.** The spell may be cast to discretely enough to not be noticeable to most. When you cast the spell and verbalize your suggestion, you make a spellcasting ability check, contested by the passive perception of all creatures besides the target that have a clear view of your eyes. If you roll below their passive perception, they notice that your eyes momentarily shimmer with an unnatural pink light. The spell has no effect if the target cannot see your eyes. ##### Permanency Salts (3 uses) These glowing salts offer an easy and convenient method to make some spells more permanent. When you cast a spell that can be made permanent by consecutive castings of the spell, casting the spell together with these salts counts as 10 days worth of spells being cast on the same object or location. - **Cordon of Arrows, Snare.** The spell lasts until dispelled or activated. - **Darkness, Daylight, Alarm** The spell does not require concentration and lasts until dispelled, or until the object it is cast on is moved more than 5 feet from where it was cast. - **Illusionary Script, Silence, Silent Image.** The spell does not require concentration and lasts until dispelled.
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##### Pixie Dust (3 uses) Few substances have as many uses a pixie dust, and one of those many uses is to empower invisibility spells. - **Greater Invisibility.** The spell may be cast with only a 2nd level spell slot. - **Invisibility.** The spell's duration changes to 8 hours. ##### Polygenus Putty (1 use) A malleable handful of herb-infused clay, which grants the ability to cast spells limited to one creature type and affect another type entirely. - **Beast Bond, Beast Sense.** You target a monstrosity with the spell. - **Charm Person, Hold Person.** You target a giant with the spell. - **Conjure Animals.** You conjure monstrosities with an Intelligence of 4 or less, rather than beasts. - **Dominate Beast.** You target a monstrosity with an Intelligence of 4 or less, rather than a beast. - **Plant Growth.** If you cast the spell over 8 hours, it enriches beasts instead of plants within the area. Beasts provide twice the normal amount of food, such as by laying eggs, making milk, or providing meat when slain. - **Summon Lesser Demon, Summon Greater Demon** You summon monstrosities with an evil alignment, rather than demons. ##### Primal Rune (3 uses) A rune bearing primordial powers of nature and the elements, which grants a mage the foresight to predict strikes before they happen. - **Mage Armor.** The target's AC becomes 13 + your Wisdom modifier. Dexterity does not add to your AC while this spell is active. A cleric or druid holding the rune may cast Mage Armor by expending a 1st level spell slot and using this reagent, despite not having it prepared or it being on their class's spell list. ##### Prismatic Sand (5 uses) Even just an individual grain of this sand shifts from one color to another periodically, and when placed together they somehow synchronize their changes. - **Absorb Elements.** When you cast the spell, you may immediately discharge the stored energy in a 5-foot radius around you rather than deal extra damage on your next melee attack. Each creature in the area must make a Dexterity saving throw or take the damage that could have been stored for your next melee attack, or half damage on a success. - **Color Spray.** The dice rolled increases to 7d12, and each spell slot above 1st used to cast the spell increases the number of dice rolled by 3d12 instead of 2d10. You may also choose to modify the area of the spell: a 30-foot cone, a 15-foot square, or a 10-foot radius sphere centered on you. - **Chromatic Orb.** Instead of making an attack roll, you hurl the orb to a point within range where it detonates. Each creature within 10 feet of that point must make a Dexterity saving throw or take the damage of the spell, or half damage on a success. \columnbreak ##### Quartz Lens (10 uses) Most commonly used used by bounty hunting mages seeking ethereal or invisible monsters, the lens itself usually comes in the form of a monocle or pair of glasses. - **See Invisibility.** For the duration of the spell you may use a bonus action to momentarily create a shining outline on an invisible creature you can see within 60 feet of you. Until the start of your next turn that creature is no longer invisible to other creatures. This effect ends early if you are blinded, if the creature moves behind total cover from you, or if it moves further away than 60 feet from you. This effect can also be applied to creatures on the Ethereal Plane, in which case they can be damaged by creatures on the Material Plane. A creature on the Ethereal Plane has resistance to all damage originating from the Material Plane in this way. ##### Razor Rose (10 uses) On rare occasions, a primordial nature spirit can inhabit a razorvine sapling. The hearty bush that grows from the union sprouts vibrant roses, which can be used as potent reagents. - **Entangle.** Creatures restrained by the vines take 1d6 piercing damage at the start of each of their turns. - **Grasping Vine.** When a creature fails a save against the vine they also take 3d4 piercing damage. - **Hail of Thorns.** The spell does not require concentration, the damage die is increased to a d12, and the area of effect is increased to 10 feet. - **Spike Growth.** The range of the spell changes to self, the area becomes a 10-foot radius aura that remains centered on you, and you ignore the effects of the spell. When you move, the dangerous spike growths become visible to everyone that can see into the spells area. ##### Ricochet Rod (10 uses) Usually crafted by gnome artificers, these rods aim to get the most use out of a single casting of their spell. - **Catapult.** After the object first strikes a creature or a solid surface, it can be ricocheted in another direction of your choice. The object continues along its new trajectory as long as it has not flown its total of 90 feet before falling to the ground. If the object was destroyed by the damage dealt by the initial impact, the shards and splinters of the object are ricocheted instead, and any new target in the path that fails their saving throw takes piercing damage instead of bludgeoning damage. ##### Sapphire Ring (3 uses) Slipping out of the kraken's clutches might not mean much if the rest of your party can't escape before they get swallowed. This ring will at least give everyone another chance at escape. - **Freedom of Movement.** When you first cast the spell, or as a bonus action at any point during its duration, you can end the spell early and detonate it in a pulse. You and all creatures within 30 feet of you cease to be paralyzed and may use their reaction to automatically escape restraints and grapples, requiring no saving throw or ability check.
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##### Seal of the Oathbreaker (10 uses) Originally developed by blackguards and oathbreakers to help them fight their former colleagues. Ironically, some paladin orders now make use of similar seals when they hunt oathbreakers, as a way to keep them from bolstering whatever minions they might have swayed to their side. - **Aura of Life.** The resistance granted by the spell can be changed from necrotic damage to radiant damage. Additionally, a creature in the aura cannot have more hit points than its normal hit point maximum would allow; spells and effects such as *aid* are suppressed on creatures while they are in the aura. - **Aura of Purity.** Instead of the aura's normal effects, the area of this spell suppresses the effects of other auras caused by spells, abilities, or class features in spaces they both affect. The creature generating an aura is immune to this effect and will continue to receive their aura's benefits, but no other creature will be affected by their aura while also within the area of this spell. - **Aura of Vitality.** The spell changes into a draining aura. As a bonus action you may instead target a willing ally within the aura. That ally takes 2d6 necrotic damage, and you regain a number of hit points equal to twice the damage that they take. - **Crusader's Mantle** Allies in the aura that are wielding nonmagical weapons gain a +1 bonus to their attack rolls. When you cast this spell, you may choose to change the extra radiant damage granted by the spell into extra necrotic damage instead. ##### Seeking Arrowhead (10 uses) For when an attack really needs to hit, some divine servants prefer the reliability of a seeking bolt. - **Guiding Bolt.** The spell loses the ability to cover a hit target in a dim light that grants advantage on the next attack roll. It instead gains the ability to arc around obstacles; cover provides no benefit against this spell as long as there is a clear path to the target for the bolt to take within the spell's range. The spell's attack roll is made with advantage, and a prone or unseen target does not confer disadvantage on the attack roll. ##### Shadowfell Blossom (special) Native to the Shadowfell, this curious flower has found a way to be nauseating even to the most hardy of undead creatures. You may use this reagent any number of times, but it spoils and rots away one month after being picked. - **Ray of Sickness.** The damage type changes to necrotic. Undead creatures that are immune to the poisoned condition can still become poisoned by this spell. ##### Shadowbeetle Toxin (3 uses) Found in the Shadowfell, as well as in other remote and barren locations awash with negative energy, most creatures do not realize they've been bitten by a shadowbeetle until it is already too late. - **Purify Food and Drink.** You ignore the verbal component requirement of the spell. The spell only suppresses any poison and disease in the affected food and drink for 1 minute, after which it returns. Food and drink ingested during this duration have no adverse effects, but once the spell ends any poison or disease returns as it was before the spell was cast. ##### Shadow Fleece (5 uses) Provided an illusionist can find a place out of sight, shadow fleece provides them a means to conceal their shadowy arts. - **Any illusion spell.**: You ignore the verbal component requirement of the spell. ##### Shambling Root Stem (10 uses) The central root stem of a shambling mound is the driving force behind the ravenous plant creatures. Provided that a druid can acquire one, they can pull on the same magic that once animated its body. - **Entangle.** You may cast the spell using a 2nd level or higher spell slot, causing the vines of the spell to be given enhanced animation. As a bonus action you may command the vines to slither up to 10 feet in any direction. Any creature restrained by the vines are moved along with them. You may also use your action to have all creatures not restrained by the vines in the spell's area make a Strength saving throw or be restrained by the spell. Creatures already restrained by the vines when you take this action receive 1d8 bludgeoning damage and the vines constrict around them. ##### Shapeshifter's Brew (1 use, special) Made by transmuters seeking to enhance their craft, drinking this concoction before being exposed to transmutation magic allows one to push the limits of what a spell is capable off. Any creature may drink this foul brew as an action. Until the end of a short or long rest, when that creature is targeted by one of the spells below, the caster gains the benefit of using the reagent. - **Alter Self.** You may choose two of the options for the spell to be active for the duration. - **Barkskin.** The target's AC cannot be less than 20. - **Darkvision.** You gain darkvision with no range limit. - **Dragon's Breath.** The spell does not require concentration and lasts for its full duration. - **Enhance Ability.** You may choose two of the six effects to have active for the duration. - **Enlarge/Reduce.** You may cast the spell using a 3rd level spell slot, which allows the target to increase or decrease in size by up to two size categories. A Medium target could become Huge or Tiny in size. An enlarged creature's dimensions quadruple in size, it's weight is multiplied by 64, and it deals 3d4 extra damage with weapon attacks. A reduced creature's sized is quartered in all dimensions, its weight is reduced to one-sixty-fourth of normal, and they deal 3d4 less damage with their weapon attacks.
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##### Sparkstone (5 uses) This small and smooth stone discharges small static bolts when touched, and has proven a potent conduit to imbue spells with electricity. - **Arcane Lock.** When a target attempts to break down an object or pick a lock affected by the spell, it takes 1d8 lightning damage on a failure. - **Blink.** Whenever you cross between planes with the spell, all creatures within 5 feet of you take 1d6 lightning damage. - **Sleep.** Creatures that attempting to awaken a target put to sleep by this spell take 3d4 lightning damage upon touching the target. - **Thunder Step.** Creatures within 10 feet of your destination must make a Dexterity saving throw or take 2d8 lightning damage, or half damage on a success. ##### Silencing Rune (10 uses) A handy rune that constantly projects a silencing aura in a very tiny radius around it. - **Knock.** The spell makes no sound and requires somatic components instead of verbal components. - **Silence.** You may shape the area of the spell however you wish, choosing which spaces are affected, as long as all silenced spaces are within range and fit within a 40-foot cube. - **Thunder Step.** You may forgo creating a thunderous blast when you cast the spell. ##### Summoner's Mix (3 uses) The mix itself can be made in many different ways, with the name referring to the bolstering effect these mixes all share. - **Conjure Animals, Conjure Minor Elementals, Conjure Woodland Beings, Find Steed, Summon Lesser Demons.** Choose one of creatures you summon when you cast the spell. That creature is summoned with the maximum possible hit points for its hit dice. ##### Tenser's Clay Figurine (10 uses) A magical servant already lies contained in this small statuette, which can be drawn out into a longer lasting attendant if enough magical energy is channeled through it. - **Unseen servant.** The duration changes to 24 hours. This reagent cannot be used again while the servant created by the spell still exists. ##### Tentacle Totem (10 uses) Usually made from strange materials by those that have received strange insights from aberrant or maddening sources. - **Evard's Black Tentacles.** An ebony, tentacled monster rises out of the void in an unoccupied space within range. The monster has the statistics of a giant octopus, is an aberration and not a beast, has the maximum possible hit points for its hit dice, and has a walking speed of 30 feet. The spell does not require concentration, lasting for its full duration, and the area of the spell is centered on the monster as a aura reaching 10 feet from it. Roll initiative for the monster, which takes its own turns. It is hostile to all creatures and the spell ends if it is reduced to 0 hit points. Creatures restrained by the spell move with the monster when it moves. - **Dominate Beast.** When you target an octopus or other beast with tentacles, you empower it with eldritch energies for the duration of the spell. Its AC cannot be lower than 16, it gains temporary hit points equal to 5 times the level of the spell slot used to cast this spell, and it adds 1d6 to each of its attack rolls, damage rolls, saving throws, and ability checks. You may also target an aberration with this spell, but it does not receive these extra bonuses, even if it has tentacles. ##### Thermal Crystal (10 uses) By use of this crystal one can fuel their fire spells by drawing heat from the nearby environment, and the freezing air left behind can in turn be molded to further enhance one's spells. - **Burning Hands** You may emit two cones from yourself; one deals fire damage, the other deals cold damage, and both have their damage dicee increased to d8s. Any area that is overlapped by both cones is unaffected by the spell. - **Fire Shield.** You may have both the warm and chill shields active at once, granting you resistance to both cold and fire damage. The damage a creature within 5 feet of you takes when they hit you with a melee attack changes to 1d10 cold and 1d10 fire. - **Flaming Sphere.** When the sphere moves, it turns the air frigid behind it. The ground the sphere moves across becomes difficult terrain until the start of your next turn. The first time a creature enters that area on a turn, or when it starts its turn there, it must make a Constitution saving throw or take 2d6 cold damage, or half damage on a success. - **Scorching Ray.** On a hit, each ray deals 1d8 cold damage and 1d8 fire damage. ##### Terrifying Aspect (10 uses) A captured remnant of some frightening spectral undead within a suitable vessel, whose lingering power can be called upon. - **Mordenkainen’s Faithful Hound.** As an action you may have the hound emit a terrifying howl. Creatures than can hear the howl within 30 feet of it must succeed on a Wisdom saving throw or be frightened of it for 1 minute. A creature repeats the saving throw to end the effect at the end of each of its turns, and a creature that succeeds on the saving throw is immune to being frightened by any hound for the next 24 hours. - **Fear.** You may designate a point within 30 feet of you as the source of the cone of this spell. This point also counts as the source of the frightened condition.
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- **Phantasmal Killer.** When the target makes its initial saving throw against the spell it takes 4d8 psychic damage on a failure, and half damage on a success. ##### Thunderstone (5 uses) These pebbles can sometimes be seen falling from the sky during thunderstorms. If cracked, it will unleash a thunderous boom. - **Alarm.** The audible alarm is modified to produce a single thunderous boom that can be heard up to 300 feet away. - **Blindness/Deafness.** When choosing the deafness option, the target also takes 2d8 thunder damage on a failed saving throw, or half damage on a success. - **Shatter.** Creatures that fail their saving throw against this spell become deafened for 1 minute. While deafened in this way, they have disadvantage on Dexterity saving throws. A creature repeats the saving throw to end the effect on itself at the end of each of its turns. - **Thunderous Smite.** You strike your weapon into the ground, causing every creature within 5 feet of you to make the Strength saving throw or take 2d6 thunder damage, or half damage on a success. - **Thunderwave.** Choose one of the following ways to alter the spell: - The area changes to a 5-foot radius centered on yourself, and you are not affected by the spell. - The area changes to a 45-foot line that is 5 feet wide. - You throw the reagent to a space up to 60 feet away, and the spell affects all creatures within 15 feet of that space. ##### Twilight Blossom (special) This magical plant naturally evokes unsettling thoughts in nearby undead, a trait that mages can harness for their spells. This reagent may be used an unlimited number of times, but spoils and rots one month after being picked. - **Cause Fear.** The spell may also target undead. - **Any spell of 6th level or lower which can heal a target.** You may target undead with the spell, and they must make a Wisdom saving throw or take radiant damage equal to the amount of hit points you would have healed. On a successful saving throw, they take half damage. When used on the *heal* spell, the reagent is completely consumed. ##### Vanquisher's Vessel (10 uses) Usually crafted by paladin orders to aid their knights, many independent paladins also covet these reagents for the versatility they grant. - **Any spell with "Smite" in its name.** You may concentrate on the spell while you also concentrate on another spell without "Smite" in its name. When you make Constitution saving throws to maintain concentration, you make one saving throw for each spell you are concentrating on. ##### Warding Seal (5 uses) Though it is difficult to forge a suitable vessel for this protective seal, it is highly coveted by abjurers and others that practice protective magic. - **Mage Armor.** The spell may be cast as a reaction at the start of another creature's turn, targeting only yourself. - **Shield.** You may cast the spell on another creature within 15 feet of you when they are hit by an attack. - **Protection from Energy.** You may choose two damage types to have resistance against, instead of just one. - **Protection from Evil and Good.** The spell has a range of 30 feet, and you may cast the spell as a reaction to seeing a creature within range being targeted by an ability, attack, or spell. You must use this reaction before an attack roll or saving throw is made. - **Shield of Faith.** When an attack misses because of the AC bonus granted by the spell, the protective field releases a burst of radiant light. The attacker must succeed on a Dexterity saving throw or be covered in a shimmering light, granting advantage to the next attack roll made against it before the start of its next turn. - **Sanctuary.** As a bonus action for the duration of the spell, you may change which creature the spell affects to a different target within range. ##### Warning Bell (10 uses) This enchanted electrum bell contains a benign spirit, which can be coaxed into alerting a mage of nearby dangers. - **Alarm.** Creatures that hear the audible alarm created by the spell are no longer surprised and cannot be surprised for one minute. Sleeping creatures automatically wake up and can use their reaction to stand up from being prone. - **Arcane Eye.** You imbue a the eye with a limited intelligence. You do not see through the eye yourself, but you can give the eye orders to carry out. You communicate telepathically with the eye, and when prompted it will relay what it has seen to you. - **Find Traps.** The spell's duration changes to 1 hour. For the duration, you may use your action to detect traps as described by the spell and also gain a +5 bonus to Perception and Investigation checks made to spot traps. - **Guardian of Faith.** The guardian is tasked with keeping watch for its duration. If it spots anything suspicious, it will telepathically notify you and creatures you designate when you cast the spell, waking any sleeping creatures. The guardian has darkvision out to a range of 60 feet and a passive perception of 17. ##### Witch's Wand (10 uses) A wand made up of several branches from an assortment of different tree species that have been struck by lightning. It is capable of turning an otherwise mediocre spell into a potent force. - **Witch Bolt.** The spell can be changed in whichever of the following ways you choose, but each choice expends one use from the reagent. - If the target tries to move outside the range of the spell it must make a contested Strength check versus your spellcasting ability modifier. On a failure, the target's speed is reduced to 0 until the start of their next turn. - The attack roll has advantage against targets that are wearing armor made of metal, or that are of the plant creature type. - You add your spellcasting ability modifier to all damage rolls of the spell.
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- If any creatures are between you and the target when you deal automatic damage to it, they must make a Dexterity saving throw or take the same amount of damage, or half damage on a success. - The target having total cover from you no longer ends the spell, but you must make a Constitution saving throw DC 10 to maintain concentration if you start your turn with your target in total cover. The DC increases by 1 each time you succeed on this save for the duration. - The automatic damage of the spell becomes 3d4 lightning, and increases by 1d4 each time you deal automatic damage. - The range of the spell is increased to 60 feet. - The spell no longer ends if you do not spend an action to repeat the automatic damage.
From [TheAppleMan](https://www.reddit.com/user/TheAppleMan/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/ekcgke/spell_reagents_a_way_to_empower_and_modify_spells/ "Spell Reagents - A way to empower and modify spells using rare material components") ####
Spirit Gloves Wondrous item, uncommon (requires attunement by a circle of the shepherd druid) These lightweight leather gloves spark with intricate designs while you are commanding a summoned creature. When you cast a spell with a range of touch, a creature summoned by you may deliver the spell as if it had cast it. Your summoned creature must be within the aura of your Sprit Totem, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll. Additionally, you may use a bonus action to teleport yourself to an unoccupied space within the aura of your Spirit Totem. Once you use this ability you cannot do so again until you finish a short or long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Spirit Sheath Weapon (scimitar), rare (requires attunement by a creature with a Wisdom score of 13 or higher) This scimitar and its sheath are bound by a spiritual force that resonates with you when you attune to it. The sheath collects and incubates spiritual energy before it's focused and radiated by its blade. You gain a +1 bonus to attack and damage rolls made with this magic weapon, and you are proficient with this scimitar while you're attuned to it. When you make an attack with this weapon, you may use your Wisdom modifier, instead of Strength or Dexterity, for the attack and damage rolls. While holding the sword, you may use a bonus action to cast the *spiritual weapon* spell from it (spell attack bonus +7, +4 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 cannot be used again until the next dawn. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ezbov9/the_griffons_saddlebag_spirit_sheath_weapon/ "{The Griffon's Saddlebag} Spirit Sheath | Weapon (scimitar)") ####
Staff of Elken Transformation Staff, common This gnarled yew staff functions surprisingly well as a walking cane and magical quarterstaff. When you speak the command phrase "You are an elk" as an action, this staff transforms into an elk with the following statistics: ___ > ## Elk > *Large beast, unaligned* > ___ > - **Armor Class** 13 > - **Hit Points** 3 > - **Speed** 50 ft. >___ >|STR|DEX|CON|INT|WIS|CHA| >|:---:|:---:|:---:|:---:|:---:|:---:| >|10 (+0)|16 (+3)|10 (+0)|3 (-4)|16 (+3)|3 (-4)| >___ > - **Senses** passive Perception 13 > ___ > ### Actions >
***Hooves.*** +3 to hit, melee, one target. *Hit:* 3 piercing damage.
Choose an unoccupied space within 5 feet of you for the elk to appear in. It does not transform if there is no room for it to appear. The elk follows your verbal commands and lasts for 1 hour, or a number of hours equal to half your total class levels in druid, ranger, nature cleric, and oath of the ancients paladin combined, whichever is larger. It reverts to staff form at the end of this duration or when it is reduced to 0 hit points. You regain the ability to transform the staff into an elk after a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Staff of Manriwa Staff, legendary (requires attunement) A quarterstaff carved from a branch of an ancient Feywild tree, this weapon is legendary among the monasteries of the world. Only the most dedicated monk is able to master the intricacies of this weapon. You gain a +3 bonus to attack and damage rolls with this weapon and it deals double damage to objects. In addition, if you are a monk you gain the following benefits while wielding the staff: - When you roll a 20 on a melee attack roll with the staff, you may attempt a stunning strike without spending a ki point. - If you have the Purity of Body feature, you may make a melee weapon attack with this staff in place of an unarmed strike. - If you have the Timeless Body feature and hit a creature with this staff, you deal an additional 1d4 force damage on future melee weapon attacks with this staff until the start of your next turn. Once you gain this benefit, you cannot gain it again until the start of your next turn. - If you have the Perfect Self feature, you regain 4 more ki points when you roll for initiative and have no ki points remaining. Created by DiceGolem \pagebreakNum ####
Staff of the Apprentice Staff, 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. **Arcane Strike.** Once per turn when you hit 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. **Spells.** The staff has 10 charges and regains 2d4+1 expended charges each dawn. If you expend the last charge, roll a d20. On a 20, the staff regains 1d4 charges. While holding this staff, you may 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* (3rd level version, 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 may also use an action to cast one of the following spells from the staff without using any charges: *comprehend languages*, *dancing lights*, *mage hand*. From [TheArenaGuy](https://www.reddit.com/user/TheArenaGuy/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f7arm1/archmages_apprentice_items_3_midlevel_items_for/ "Archmage's Apprentice Items | 3 mid-level items for the Archmagi-in-training!") ####
Stalwart Staff Staff, common A carved staff with a handle wrapped in worn leather, this weapon gives you better endurance. While you use this staff as a walking stick while traveling on foot, you have advantage on the first save you make to endure a forced march. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/f2abhu/the_griffons_saddlebag_stalwart_staff_staff/ "{The Griffon's Saddlebag} Stalwart Staff | Staff") ####
Stein of the Dwarf Wondrous item, uncommon This rough hewn stone mug is carved with an artist's rendition of three dwarves cheering with foaming mugs in hand. Any beer drunk from the stein is cleansed of poisons and mundane diseases. Any water poured into the stein turns into a palatable beer after ten minutes. Any wine poured into the stein turns to vinegar after ten minutes, and disables the stein until the next sunset. Inspired by [EmpedoclesTheWizard](https://www.reddit.com/user/EmpedoclesTheWizard/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Subjugating Blade Weapon (any slashing), uncommon (requires attunement by an oath of conquest paladin) This weapon is too heavy and unwieldy to be properly utilized by anyone other than a paladin sworn to conquest. If you are not attuned to this weapon and are not an oath of conquest paladin, you consider it an improvised melee weapon when attacking with it. Most characters would not add their proficiency bonus to attacks with this weapon, and it deals only 1d4 slashing damage on a hit. While attuned, you may take full advantage of the weapon's capabilities and gain a +1 bonus to attack and damage rolls with it. Additionally, whenever you use your Guided Strike feature to gain a +10 bonus on your attack roll, you also gain a +10 bonus to all other attack rolls you make until the end of your turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Summoner's Crook Staff, rare (requires attunement by a circle of the shepherd druid) The charm hanging from this shepherd's crook flickers between many different animals at a whim. You gain access to the following additional spirits whenever you use your Spirit Totem feature: **Cat Spirit.** The cat spirit grants you and your allies agility and grace. If a creature would be hit by an attack while in the aura, you may use a reaction to force the attacker to re-roll their attack with disadvantage. In addition, you and your allies gain advantage on Dexterity saving throws while in the aura. **Snake Spirit.** The snake spirit restricts your enemies. Creatures of your choice that move more than 15 feet inside the aura must make a Dexterity saving throw against your spell save DC or become grappled (Escape DC equal to your spell save DC). In addition, you and your allies gain advantage on Constitution saving throws while in the aura. **Wolf Spirit.** The wolf spirit allows you and your allies to move and kill as a pack. You have advantage on attack rolls against a creature in the aura if at least one of your allies is within 5 feet of the creature and the ally isn’t incapacitated. In addition, you can use your bonus action to rally one creature within your aura, which may move up to half its speed without provoking opportunity attacks. **Boar Spirit.** The boar spirit represents power and savagery. You and your allies in the aura can take a bonus action to use the Dash action. In addition, when you or an ally hits with a weapon attack while inside the aura they gain an additional +2 bonus to the damage roll for that attack. **Spider Spirit.** The spider spirit grants you debilitating webs and venomous strikes. Creatures of your choice within the aura treat the area as difficult terrain. In addition, when you hit a creature inside the aura with a weapon attack they must make a Constitution saving throw against your spell save DC or take 1d6 + your Wisdom modifier poison damage and are poisoned until the end of their next turn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Circle-Heirlooms-Q5Q71CB7O "Druid Circle Heirlooms") ####
Swift Stalkers Wondrous item, uncommon The tread of these boots are muffled when you stalk the wicked, granting you a +3 bonus on Stealth checks that rely on moving silently. If you are an oath of vengeance paladin, you may dash as a bonus action if you are more than 15 feet away from the target of your Vow of Enmity, as long as you end your movement closer to the target than you started. You may not dash in this way if you do not currently have a Vow of Enmity target. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") \pagebreakNum ####
Sylvan Staff Staff, uncommon (requires attunement) This oaken staff resembles a long tree branch curled at the top. You gain a +1 bonus to attack and damage rolls with this weapon. Within the staff is the remnant of a dryad spirit, which will speak in druidic to the wielder. The staff has 5 charges, recharging 1d4+1 charges at dawn. You may tap the staff to the ground and expend 1 charge to learn the location of every beast, magical plant, elemental, or fey within a mile radius. You do not learn any specifics about them; you learn their current location and what type of creature they are. Additionally, if the wielder can speak druidic, they may ask the dryad spirit to cast *speak with animals* or *speak with plants* by expending 1 charge. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Symbiotic Charms Wondrous item, uncommon or rare (requires attunement by a spellcaster) These magical bracers come in two linked pairs, one sized for a Small or Medium creature and one sized for a Tiny creature. You must wear the larger two bracers, while your familiar or homunculus wears the tiny two bracers, for these magic items to have any effect. Both sets of bracers shift in size and shape to best fit you and your magical servant when you put them on. As an action, you may call upon your own vitality to empower your magical servant. You may spend up to 3 hit dice to grant your linked familiar or homunculus temporary hit points equal to the amount rolled. While they have these temporary hit points, they gain a bonus to their attack rolls and AC equal to the number of hit dice spent and their attacks count as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. More powerful versions of *symbiotic charms* exist that are rare magic items, which have the following additional property: While your magical servant has these temporary hit points, they also gain a +2 bonus to their weapon damage rolls and increase the saving throw DC of their spells and abilities by 2. This increase does not apply to the spells you cast through your familiar; they use your spell save DC. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Tamed Cloak Mimic Wondrous Item, very rare (requires attunement) During attunement to this item, you must offer it a little food, occasional pets, and plenty of encouragement. **Alert** The cloak can grow and rearrange its eyes at will. It has darkvision out to 60 ft. and will attempt to alert you if it spots hazards, granting advantage on Perception checks that rely on sight. **Protective.** This living cloak wants to avoid getting hit as much as its wearer. While wearing it, the cloak pushes and pulls you out of harms way, granting a +2 bonus to AC and resistance to acid damage. **Shapechanger.** You can use a bonus action to alter the cut, color, and style of this cloak to your whim. **Clingy.** While attuned to the cloak, it requires a DC 18 Strength check to remove, and the cloak will do everything it can to reattach itself unless restrained. **Hungry.** The cloak must feed from its wearer to sustain itself and its abilities. Immediately after finishing a long rest, you must sacrifice half your remaining hit dice (a minimum of 1) to the cloak or take 1 level of exhaustion. Inspired by [SuetyFiddle](https://www.reddit.com/user/SuetyFiddle/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnD/comments/f1gb02/oc_cloak_mimic/ "[OC] Cloak Mimic") ####
Tarrasque Plate Armor (plate), legendary (requires attunement) This impenetrable armor is made from refined fragments of a tarrasque's armored hide and retains some of its original properties. You have resistance to damage from spells and a +1 bonus to AC while wearing this armor. In addition, whenever you're targeted by a magic missile spell, a line spell, or a spell that requires a ranged attack roll, roll a d6. On a 6, you are unaffected by the spell, and the effect is reflected back at the caster as though it originated from you, turning the caster into the target. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/eceogi/the_griffons_saddlebag_tarrasque_plate_armor_plate/ "{The Griffon's Saddlebag} Tarrasque Plate | Armor (plate)") ####
Teapot of Tea Time Wondrous item, uncommon This porcelain teapot is tastefully decorated with painted flowers. Every day at precisely 4 o'clock, regardless of the teapot's location and orientation, it whistles loudly and fills with piping hot tea. The only way to prevent this is to have the teapot inside of an *antimagic field* when 4 o'clock strikes, or to be on a plane of existence where time is meaningless. It produces a good quality tea in enough quantity to fill 10 cups. Any creature that consumes at least one cup of tea over the course of a short rest gains 1d4+1 temporary hit points. The teapot may also be used to brew tea normally, but the brewed tea does not offer the same magical benefits. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Temperature Spike
Rod, rare This stone rod appears brittle and crumbling, but is eerily durable and comes to a blunt point at one end. You may speak this item's command word as a bonus action to cause nearby natural debris to be attracted to to the rod. Depending on the current climate around the wielder, the rod assembles the natural debris into a molten, frozen, or charged weapon. Choose whether the rod creates a spear, javelin, bolt, or arrow, which is enchanted with the appropriate following benefit: - **Molten.** When you hit a creature with this weapon they must succeed a DC 15 Dexterity saving throw or take 6d6 fire damage and be knocked prone. On a success they instead take half damage and are not knocked prone. - **Frozen.** When you hit a creature with this weapon they must succeed a DC 15 Constitution saving throw or take 4d6 cold damage, their speed becomes 0, and they are blinded until the end of their next turn. - **Charged.** When you hit a creature with this weapon they must succeed a DC 15 Dexterity saving throw or take 6d6 lightning damage and are deafened until the end of their next turn. On a success they instead take half damage and are not deafened.
\pagebreakNum
Once an attack with a weapon created by this rod is resolved, hit or miss, the material of the weapon returns to natural debris and falls to the ground inert. It also crumbles 1 hour after its creation. You can only create a weapon using this rod once and regain the ability to do so after the next dawn. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Geomancer-Ranger-Conclave-G2G01AQHQ "Geomancer: Ranger Conclave")
####
Terror Mask Wondrous item, uncommon Through this mask, you feast on the fears of your enemies. As a bonus action, you may contort the neutral expression of this mask into a menacing glower. At the start of each of your turns for the next minute, you gain temporary hit points equal to the number of creatures frightened of you. You may use this ability a number of times equal to your Charisma modifier, and regain expended uses at midnight. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Paladin-Oath-Heirlooms-P5P31G09E "Paladin Oath Heirlooms") ####
Third Eye Wondrous item, very rare (requires attunement by a warlock) The eye at the center of this crown opens with an arcane flourish when utilizing this crown's power. When you finish a long rest while attuned to this item, you may choose either the Visions of Distant Realms or Witch Sight Eldritch Invocation; you gain access to the chosen invocation and it does not count against your total invocations known. You lost access to the invocation when you next complete a long rest. Additionally, you may cast *commune* without expending a spell slot or requiring material components. When cast in this way it can only be used to contact your patron. Once you use this feature you cannot do so again for three days. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Heirlooms-X8X11E326 "Warlock Heirlooms") ####
Thirst of the Seelie/Unseelie Court Wondrous item, uncommon This tea set can be found crafted after one of the three Fey alignments - either lawful, neutral, or chaotic - and stubbornly refuses to serve guests that do not share it's alignment. Creatures that are able to drink from the teapot gain 1d4 temporary hit points, recover from 1 level of exhaustion, and must make a DC 13 Charisma saving throw. On a failed save, the creature's spoken language is heard as Sylvan for the next hour. Creatures can only benefit from drinking from the teapot once, and regain the ability to do so after a long rest. From [DrunkenSpee-ider](https://www.reddit.com/user/DrunkenSpee-ider/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f5zsz9/thirst_of_the_seelieunseelie_court/ "Thirst of the Seelie/Unseelie Court") ####
Titan's Tooth Claymore Weapon (greatsword), very rare You must have a Strength score of 17 or higher to wield this titanic bladed fang. Harvested from a tarrasque—either living or dead—and given a makeshift handle, these blades are renowned for their sheer destructive force. You gain a +2 bonus to attack and damage rolls made with this magic weapon, and it deals an extra 2d6 bludgeoning damage to any object or structure it hits. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/ebxr61/the_griffons_saddlebag_titans_tooth_claymore/ "{The Griffon's Saddlebag} Titan's Tooth Claymore | Weapon (greatsword)") \columnbreak ####
Tome of Fauna Wondrous item, very rare This book contains drawings of beast and land, with vivid descriptions of history, personality, and lifestyle. The words within this tome are charged with magic. If you spend 48 hours over a period of 6 days or fewer studying the book’s contents you will know every beast on the Material Plane and beyond. You have advantage on Nature checks to remember information about beasts, and you may Wild Shape into any beast even if you have not seen it in person. After being read, the book loses its magic for one hundred years. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Tome of the Apprentice Wondrous item, rare (requires attunement by a warlock with the Pact of the Tome feature or a wizard) 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 the following benefits while attuned to this tome: - As a bonus action you may summon the spellbook, causing to teleport instantly to your hand. - You 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. From [TheArenaGuy](https://www.reddit.com/user/TheArenaGuy/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f7arm1/archmages_apprentice_items_3_midlevel_items_for/ "Archmage's Apprentice Items | 3 mid-level items for the Archmagi-in-training!") ####
Toothy Maw
Wondrous item, rare (requires attunement) These macabre sections of skull and jawbone have been shaped loosely into a half mask of sorts. There are no straps or visible ways of holding the mask in place, yet once affixed it takes quite the effort to remove. When worn, the wearer's actual mouth is still visible, but the overlaid sections of bone move seamlessly with their jaw, as if this item is another row of teeth. Upon close inspection, the metal teeth within the jaw are engraved with deeply carved runes that hint to an origin both foul and dark. This mask must be worn to be attuned to, and removing it ends your attunement to it. The *toothy maw* has a number of charges equal to your proficiency bonus, and regains expended charges at midnight. **Beastial Glare.** You may use a bonus action to expend 1 charge and gain advantage on your next Intimidation check made within the next minute. **Bite.** You may use an action to expend 1 charge and make a melee attack with the jaws. You are proficient with this attack, and deal 2d6 acid damage on a successful hit. **Gnaw the Bone.** When presented with a deceased organic creature, the wearer may choose to use an aciton to expend 1 charge and messily devour a large portion of the corpse to gain the following benefits: - The wearer regains 1d8 + their Constitution modifier (minimum of +1) hit points.
\pagebreakNum
- The wearer gains proficiency in up to 2 of the creature's proficient skills for the next minute. If the wearer already has proficiency, they instead add double their proficiency to checks with that skill. This ability may only used on a deceased creature once before expending that corpse's use. **Hold Breath.** You may use a bonus action to expend 1 charge to be able to hold your breath for up to 15 minutes. From [SensitiveOrcBrbrn](https://www.reddit.com/user/SensitiveOrcBrbrn/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnDHomebrew/comments/f4ga2g/ring_of_speak_with_animals_a_cursed_item_for_the/ "Ring of Speak with Animals, a cursed item for the character who wants every magic item and the DM ready to roleplay some rude critters")
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Traveler's Flask Wondrous item, common This double-sided iron flask adjusts the temperature of liquids poured from it. Any liquid poured from the blue-capped side becomes refreshingly cool. Any liquid poured from the red-capped side becomes soothingly warm. From [Blue_Bit](https://www.reddit.com/user/Blue_Bit/ "reddit profile link") found on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/excd8j/travelers_flask_a_simple_wondrous_item_great_for/ "Traveler's Flask - A simple wondrous item, great for low level magical loot") ####
Tricky Twig Wand, uncommon Sometimes you’ll see a caterpillar crawling along this twig or munching on one of its leaves. This wand has 5 charges. While holding it, you can use an action to expend 1 of its charges and choose a creature within 60 feet of you. The target is assailed by a swarm of tiny creatures. Roll a d4 and consult the following table to see the effect. The saving throws for these effects are equal to your spell save DC unless otherwise specified. | d4 Roll | Wand's Effect | |:-------:|:-------------:| | 1 |
**Swarm of rats.** The target takes 1d6 piercing damage and must make a Constitution saving throw or become diseased for 1 minute. While diseased, once per turn when the creature moves it must make a Dexterity saving throw or fall prone.
| | 2 |
**Swarm of insects.** The target takes 1d6 acid damage and must make a Constitution saving throw or be blinded until the end of their next turn.
| | 3 |
**Swarm of spiders.** The target takes 1d6 poison damage and must make a Constitution saving throw or be poisoned for 1 minute. While poisoned the target makes a Constitution saving throw at the end of each of their turns to end the effect.
| | 4 |
**Swarm of Sprites.** The target takes 3d4 piercing damage and must make a DC 5 Constitution saving throw or fall unconscious for one minute, or until it takes damage or a creature takes an action to shake it awake.
| You may increase the damage dealt by 1d6 for each additional charge you expend. The wand regains 1d4+1 charges at dawn each day. Additionally, if you are an archfey warlock, whenever you use your Fey Presence warlock feature you may choose one of the four options from the table above. In addition to being charmed or frightened, all creatures that failed their saving throw are subjected to the effect you chose. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") \columnbreak ####
Universal Zero-Point Rod Rod, common This fantastical rod is adorned with all manner of brass, electrum, and steel parts tick and move as if constantly powered by clockwork. It is the culmination of an archmage's life's work, and the powerful magics barely contained within allow the wielder to anchor the rod unerringly to its position in the multiverse. It is the most powerful version of an *immovable rod* that has ever been created. You can use an action to press the button at the top of the rod, which causes the rod to become magically fixed in place. Until you or another creature uses an action to push the button again, the rod doesn't move, even if it is defying gravity. Unlike its predecessor, the *universal zero-point rod* cannot be moved by any amount of weight or force. Only by pressing the button again can the rod be unmoored from its location. **Curse.** This rod is good. Too good. An *identify* spell considers this rod a very rare magic item and fails to reveal that, when used, it is anchored so well to the fabric of the multiverse that it flies harmlessly off into the atmosphere at roughly 67,000 miles per hour (or 107,000 kilometers per hour), disintegrating almost immediately due to air resistance. Should you use this rod on a plane of existence that is somehow fixed in place within the multiverse, an exceedingly rare find indeed, the planar forces keeping that plane fixed in place render this rod inert. Pressing the button does nothing. From [MrClepto](https://www.reddit.com/user/MrClepto/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ekbm01/mr_herringtons_shop_of_wonderfully/ "Mr. Herrington’s Shop of Wonderfully (Somewhat-Kinda-Sorta-Shittyish, Maybe) Magical Items [D-100 Items list]") ####
Veil's Flourish Wondrous item, rare (requires attunement by an archfey warlock) This colorful cloak will occasionally flaunt itself for curious eyes. When you use your Misty Escape warlock feature you leave behind a powerful puff of sparkling dust and create an illusory duplicate of yourself which lasts for 1 minute. Immediately after you disappear, you may cast *faerie fire* without using an action or expending a spell slot, but the spell's area must include the space you previously occupied. Physical interaction with your illusory duplicate reveals it to be an illusion, because things can pass through it. A creature may use its action to examine the duplicate to determine it is an illusion by succeeding on an Investigation check against your spell DC. If a creature discerns the illusion for what it is, the creature can see through it and any noise it makes sounds hollow to the creature. As a bonus action on your turn you may move your illusory duplicate up to your speed or teleport and swap spaces with it. If you don’t issue any commands to it the duplicate mimics your mannerisms, but otherwise takes no actions. It uses your statistics and disappears early if it receives damage. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") ####
Void Draw
Weapon (dagger), very rare (requires attunement by a great old one warlock) As you hold this dagger you can feel the pull of an all-consuming nothingness. This dagger grants a +1 bonus to attack and damage rolls made with it, and while you hold it you gain a +1 bonus to spell attack rolls.
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While attuned, as long as you are conscious you are aware when a creature capable of thought carries ill will against you within one mile of you. You do not know the number of creatures nor their location, but the feeling is unshakable. In addition, you automatically detect the exact location of any creature with an Intelligence score of 6 or higher within 15 feet of you. These creatures gain no benefit for being lightly obscured, heavily obscured, or invisible, and they cannot be hidden from you. This special sense foils some illusions, such as *blur* or a *major image* in the form of an intelligent creature. Additionally, your Entropic Ward warlock feature allows you to invade the mind of the creature that targeted you. The target of your Entropic Ward is charmed by you for 1 minute. While charmed in this way, you may use a bonus action on your turn to force the target to make an Intelligence saving throw against your warlock spell save DC. On a failed save you force the target to use their reaction, if they have one remaining, to attack a creature of your choice. The target can move up to half its speed to reach the creature and will always take the safest route possible. The target will not move if they are at risk of taking an opportunity attack, and if they cannot get within range to attack the creature you chose they automatically succeed their saving throw. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms")
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Watchful Dog Statuette Wondrous item, uncommon This statuette is about 3 pounds of cast iron fashioned into the likeness of a sitting terrier of some kind with its mouth open. When a piece of meat weighing at least a quarter pound is placed in the dog's mouth as an action, it consumes the meat and activates. When it activates, each creature within 10 feet is remembered by the statuette. Until the next sunrise or sunset, any time a creature larger than a mouse enters within 10 feet of the *watchful dog statuette* that is not remembered by it causes it to bark loudly, automatically waking up every sleeping creature within 30 feet. This item deactivates early if it is placed within a darkened container, such as a backpack, chest, or sack. Inspired by [EmpedoclesTheWizard](https://www.reddit.com/user/EmpedoclesTheWizard/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards") ####
Weapon of Deflection Weapon (any melee), uncommon This weapon lunges into the path of incoming fire to protect its wielder. While wielding this weapon you gain a +1 bonus to AC against ranged weapon attacks. From [Izunundara](https://www.reddit.com/user/Izunundara/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ehqr9g/lets_build_100_minor_but_beneficial_magical_item/ "[Let’s Build] 100 minor but beneficial magical item properties") ####
Weapon of the Sun-Eater Weapon (any non-slashing melee), uncommon This wooden weapon was named by a druid with a flair for the dramatic. While its wielder is in sunlight, attacks with this weapon gain a +1 bonus to attack and damage rolls. From [frampfdoegud](https://www.reddit.com/user/frampfdoegud/ "reddit profile") on [reddit](https://www.reddit.com/r/d100/comments/ehqr9g/lets_build_100_minor_but_beneficial_magical_item/ "[Let’s Build] 100 minor but beneficial magical item properties") \columnbreak ####
Weapon of Verdict Weapon (any melee), uncommon (requires attunement by a good-aligned creature) These polished wooden weapons are traditionally used by the clerics and paladins of Sidiar order to punish evildoers and aid the needy. Each of these magic weapons are blessed by a powerful priest or celestial. It has 3 charges and regains 1d3 charges daily at dawn. You can use these charges to create the following effects: **Condemn.** When you hit a creature with this weapon, you can expend 1 charge to deal an extra 1d8 fire damage to the target. **Commend.** As an action, you can expend 1 charge to touch a creature other than yourself with this weapon to restore 1d8+2 hit points to that creature. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/egcydj/the_griffons_saddlebag_weapon_of_verdict_weapon/ "{The Griffon's Saddlebag} Weapon of Verdict | Weapon (any melee weapon)") ####
Weaver of Dreams Wondrous item, very rare (requires attunement) A wicker mask interwoven with scraps of multicolored fabric. The mask gives off a soporfic aroma that induces deep sleep and lucid dreams in those who wear it. The *weaver of dreams* allows you to cast a number of spells called *Dream Rituals.* These spells take 6 hours to cast, require no components, and you must remain in uninterrupted sleep for the duration of the casting. These spells take effect immediately when you wake up, and you can only benefit from the effects of one *Dream Ritual* spell at a time. **Insomnia (Duration: 16 hours).** You cannot be put to sleep by any means. In addition, having 0 hit points does not knock you unconscious. You must still make death saving throws, and you suffer the normal effects of taking damage while at 0 hit points. If you have 0 hit points when the spell ends, you fall unconscious. **Lucidity (Duration: Concentration, up to 8 hours).** You gain a flying speed of 60 feet for the duration. If the spell ends and you are still aloft, you begin to gently descend at a rate of 60 feet per round. If you are still aloft after 1 minute, you begin to fall normally. **Pavor Nocturnus (Duration: 24 hours).** Your worst fears manifest as four nightmarish creatures under your control. They use the statistics of an imp, except any damage they inflict is psychic damage. Roll initiative for the creatures as a group, which take their own turn. The attack any hostile creatures, but otherwise simply become invisible and take no actions. The creatures disappear if they drop to 0 hit points or when the spell ends. **Premonition (Duration: 24 hours).** You receive shadowy visions of your immediate future. You cannot be surprised, have advantage on saving throws, and other creatures have disadvantage on attack rolls against you. Once you have benefited from this effect three times, the spell ends. **Somniloquy (Duration: 16 hours).** You can telepathically communicate to any creature you can see within 30 feet of you. You do not need to share a language with the creature for it to understand your telepathic utterances, but the creature must be able to understand at least one language. From [ImplausibleKnight](https://www.reddit.com/user/ImplausibleKnight/ "reddit profile") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/e7fc44/weaver_of_dreams/ "Weaver of Dreams") \pagebreakNum ####
Weavesink Scroll Scroll, very rare or legendary (requires attunement by a spellcaster) The margins of this long scroll of parchment are covered in tiny arcane runes and writings. Although flimsy, it is quite durable, resisting wear and tear, fire and water damage, and other negative mundane effects. While attuned, when you are targeted by a spell of 5th level or lower you may use a reaction to invoke this scroll and attempt to trap that spell within it. You cast *counterspell* at 3rd level, ignoring its normal range and without expending a spell slot, against a spell that is targeting you or including you in its area. If you successfully counter the spell, its magic is diverted and written onto the *weavesink scroll*. Once you attempt to trap a spell you cannot do so again until you finish a long rest. Spells written onto the scroll may be later cast, following the normal rules for a spell scroll except that the *weavesink scroll* does not crumble to dust when it has been used. If a spell written onto the scroll is not on your class's spell list it is intelligible to you, you understand its effects, and you know which classes can cast it, but still cannot cast it yourself. The scroll has enough room for 10 levels of spells, and if you successfully trap a spell that the scroll does not have the room to store the spell is still countered, but not written onto the scroll. When you finish a long rest, you may choose to remove any number of spells written on the *weavesink scroll*, returning the magical energy harmlessly into the environment. A legendary version of the *weavesink scroll* exists, which has the following changes: you may attempt to trap a spell of up to 7th level, and the scroll has enough room for 20 levels of spells. Created by DiceGolem ####
Well of Radiance Wondrous item, rare (requires attunement by a celestial warlock) This simple clay bowl glows when its magic is active. When you use your Radiant Soul warlock feature to add your Charisma modifier to a radiant or fire damage roll, you may also choose one creature within 30 feet of you to gain temporary hit points equal to your Charisma modifier. Additionally, you may use an action when holding the bowl to cause the radiant power of your patron to flow from it. Every creature of your choice within 30 feet of you must make a Constitution saving throw against your spell save DC or take 1d8 radiant damage and be blinded until the start of your next turn. On a successful save, it takes half damage and is not blinded. You may expend a spell slot as part of this action to increase the radiant damage by 1d8 for each level. For example, expending a 3rd level spell slot increases the radiant damage by 3d8. Once you use this feature you cannot do so again until you finish a long rest. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Warlock-Patron-Heirlooms-O4O01D7BT "Warlock Patron Heirlooms") \columnbreak ####
Wetstone Wondrous item, uncommon This smooth river stone has a laughing face painted on it. You may use an action to put this stone in liquid, causing the stone to absorb it at a rate of 10 gallons per minute. The stone can hold up to 36 gallons of liquid. As long as the stone holds any amount of liquid, you may use an action to squeeze the stone, causing the liquid to pour from it, up to 2 gallons per minute. It appears to emerge from the mouth of the painted face. If the stone absorbs a liquid while already containing one or more liquids of a different type, they mix. Whenever the stone contains at least 1 gallon of an alcoholic beverage, whenever it is put on a flat surface it starts rolling in a random direction. From [Tavern of Trinkets](https://www.reddit.com/user/Tavern_of_Trinkets/ "reddit profile link") on [reddit](https://www.reddit.com/r/DnD/comments/ekv6qm/art_oc_the_wetstone_an_illustrated_magic_item/ "[ART] [OC] The Wetstone | An illustrated Magic Item inspired by a typo") ####
Wildforming Leathers Armor (leather), rare (requires attunement by a druid) This comfortable armor grants a +1 bonus to AC while worn, and a +2 bonus to AC for all Wild Shape forms. All Wild Shape forms last for an additional hour, and when you revert to your normal form roll a d4. On a 4, you regain an expended use of Wild Shape. From [Flail Snail's Mail](https://ko-fi.com/flailsnailsmail "Ko-fi profile") on [Ko-fi](https://ko-fi.com/post/Druid-Heirlooms-P5P21A0TP "Druid Heirlooms") ####
Wispy Sour Potion, common or uncommon This drink is smooth, sweet, and has a slight aftertaste of ash. A tiny, single light from the *dancing lights* spell is often cast within the drink when served. Due to its magical nature, the alcohol within this potion affects a creature twice as much as the alcohol within a nonmagical beverage. The typical *wispy sour*, a common potion, is a specialty alcoholic beverage that causes you to float harmlessly off the floor. When you drink this potion, you gain a flying speed of 10 feet for 1 minute, but can only hover 1 foot above the ground when doing so. The following wispy sour is an uncommon variant with additional properties. It also tastes better. For 1 minute after drinking this potion, you can regain 1d8+2 hit points once on each of your turns when you reduce a hostile creature to 0 hit points. If the creature is a construct or undead, you don't regain any hit points in this way. This variant contains a harmless will-o'-wisp fragment. Hazy visions of lost souls occasionally drift though the drink's cheery liquid. From [griff-mac](https://www.reddit.com/user/griff-mac/ "reddit profile link") found on [reddit](https://www.reddit.com/r/TheGriffonsSaddlebag/comments/etcdj3/the_griffons_saddlebag_wispy_sour_potion/ "{The Griffon's Saddlebag} Wispy Sour | Potion") ####
Wizard's Primer
Wondrous Item, uncommon This normal looking book is a guide for new wizards. It details a few spells that, according to it, "every wizard must know," as well as where to purchase or find the material components necessary to cast them. It is resistant to water damage and normal wear and tear, requiring a Strength check DC 13 to rip out one of its pages.
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It contains three 1st level wizard spells of the DM's choosing that a wizard may copy into their spellbook. The most common and best selling version of a *wizard's primer* contains the spells *detect magic*, *find familiar*, and *magic missile*. **Curse.** Cursed versions of this informational book exist, although rare. In them, one of the spells listed is not what it seems. When that spell is copied into a spellbook and successfully cast, it creates a harmless sensory effect instead of the spell's usual effects. A caster may find themselves in the center of a foul smelling cloud, be subject to a piercing goat's scream at a loud volume, find the bottom of their trousers soiled, or have the phrase "DUM-DUM" appear upon their forehead. Pick an effect that can be duplicated by the *prestidigitation* spell as long as it is humiliating and worthy of an immature prank. Inspired by [LonescomeCowboy32](https://www.reddit.com/user/LonescomeCowboy32/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards")
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Writ of Authority Wondrous item, uncommon This piece of arcane paper, when presented as proof of your right to exercise some minor authority, magically alters itself to appear as if a local ruler or superior has endorsed your behavior. You gain advantage on Persuasion checks made when presenting the writ to perform a task. You could convince guards you are allowed to be in an otherwise restricted area, or that you and your party have permission to escort a prisoner to another prison. Illusion magic of this sort only makes it more plausible that you have the authority you claim. If your behaviors are too suspicious or egregious the DM may rule you have disadvantage on the Persuasion check, or cannot make a check at all. For example, a *writ of authority* would not help when you get caught alone with the aristocrat's daughter. The writ has 5 charges that recharge at dawn, and you expend one of the charges when you present it to an individual or group. Inspired by [Coalesced](https://www.reddit.com/user/Coalesced/ "reddit profile link") on [reddit](https://www.reddit.com/r/d100/comments/ezboq2/d100_things_you_can_dobuy_in_a_magic_shop_mobile/ "d100 things you can do/buy in a magic shop (mobile carriage which is only at a place for one day) which is led by two quacksalver wizards"), and Dr. Who \pagebreakNum # Artifact Descriptions ####
Dreamcrystal Focus Wondrous Item, artifact (requires attunement by a spellcaster with a 9th level spell slot) At the dawn of the Material Plane's creation, powerful planar beings pulled dream-stuff from the crystal spheres of Ao and shaped it according to their desires. They created their own worlds and filled them with devoted celestials, cunning fiends, stoic constructs, and unfathomable aberrations. These ancient beings, now lost and forgotten, taught their most powerful and precious servants the methods of creation, who in turn taught their favored servants, and so on throughout time uncountable. The *Dreamcrystal Focus* is an artifact from this time, its last owner a deity now long forgotten and powerless. It resembles a sphere of translucent white crystal filled with a slow roiling mass of ever changing pastel energy. Shaking or moving the sphere does not upset the movement of this energy in any way. When a creature attunes to this artifact, it quickly shrinks or grows until it can be easily held by the creature's favored spellcasting appendage. **Knowledge of Creation.** When you attune to the *Dreamcrystal Focus*, your alignment shifts to True Neutral. For every one step of difference between True Neutral and your previous alignment, you take 8d10 psychic damage. If you later break your attunement, you slowly regain your original alignment over the course of one month. While attuned to the *Dreamcrystal Focus*, gain proficiency in Arcana, History, Nature, and Religion. If you already have proficiency with one of these skills, you instead gain expertise in that skill. **Spellcasting Focus.** While holding the *Dreamcrystal Focus* you may use it as a focus for your spells, regardless of your class or source of magic. You gain a +3 bonus to spell attack rolls and the saving throw DCs of your spells, and gain advantage on Constitution saving throws to maintain concentration on a spell. **Spellcasting Empowerment.** While attuned to the *Dreamcrystal Focus* your spellcasting ability score increases by 2, to a maximum of 24. This spellcasting ability score must be from a class that grants you a 9th level spell slot. For example, a 17th level bard/3rd level wizard would increase their Charisma score, not Intelligence. In addition, whenever you cast a spell that consumes material components while using the *Dreamcrystal Focus* as a spellcasting focus, you may choose to not consume those material components. **Destroying the Focus.** The *Dreamcrystal Focus* cannot be destroyed by anything that has been created, making it invulnerable to all damage and immune to most effects and conditions. While attuned to the focus, casting a *wish* spell while tossing it into a *sphere of annihilation* shunts it from the multiverse for 1d100 years. Inspired by [Catilus](https://www.reddit.com/user/Catilus/ "reddit profile link") on [reddit](https://www.reddit.com/r/UnearthedArcana/comments/f1puq6/oc_homebrew_skycrystal_focus_by_catilus/ "[OC] [HOMEBREW] Skycrystal Focus – by Catilus") ## (
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