Amulet of Health
Wondrous item, rare (requires attunement)
Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution score is already 19 or higher without it.
[1,1]: 2604
Amulet of Truth Shielding
Wondrous item, rare
This amulet has 3 charges. While wearing this amulet, you can use an action to gain advantage on Deception checks for 1 hour.
Additionally while wearing this amulet, your mind cannot be read, and your alignment cannot be detected.
[2,3]: 17310
Amulet of Wind Walking
Wondrous item, rare
While wearing this amulet, your movement speed increases by 15 feet. Once per day, you can double your movement speed for 1 hour. After which, your speed becomes 15 until you complete a long rest.
This effect refreshes at dawn.
[1,1]: 4890
Ancient Elven Chain
Wondrous item, rare
A fine shirt of interlocked mythril rings, crafted together by Elves and Dwarves long ago. It can be worn under armor and provides a +2 AC.
[1,1]: 2184
Bangle of Invisible Sight
Wondrous item, uncommon
While wearing this bangle, you see invisible creatures and objects as if they were visible.
[2,1]: 2958
Bat'leth of Kahless
Weapon (greataxe), legendary
Martial weapon, melee weapon
1d12 piercing - heavy, two-handed
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While wielding this weapon in combat, you slowly build a war fervor that cannot be contained. At the start of your 4th turn and each turn after, double your proficiency bonus to attack and add twice your proficiency to this weapons damage rolls.
[1,1]: 2002692
Blade-Flight Bastard Sword
Weapon (longsword), common
Martial weapon, melee weapon
1d8 slashing - versatile (1d12), heavy, thrown (20/60 ft.)
This sword is incredibly heavy which allows it certain additional properties.
[1,1]: 198
Blink Dagger
Weapon (dagger), legendary
Simple weapon, melee weapon
2d4 piercing - finesse, light, thrown (20/60 ft.)
When you land the killing blow on a creature with this weapon, their escaping soul is shackled and contained within the blade. While a soul is trapped within the blade, you gain the following benefits based on the creatures alignment:
- Lawful: You will be easily forgiven by minor transgressions. If a creature would to attack you for your actions, they instead only feel apathy and disappointment.
- Neutral: Creatures are more receptive to your wisdom as long as it doesn't appear that you are taking another creature's side in a dispute.
- Chaotic: Creatures are more willing to participate in activities that they might not have otherwise considered with you. What someone might have balked at, they now see the fun in it.
- Good: You gain advantage on Persuasion, Performance, and Survival checks that you make.
- Neutral: You gain advantage on Arcana, Insight, and Investigation checks.
- Evil: You gain advantage on Deception, Intimidation, and Sleight of Hands checks.
The soul remains trapped in the blade for up to 1 week. After which, it is able to escape its confines and fly free. You may end this imprisonment early and release the soul as a free action.
[9,1]: 2978562
Bottle of Smoke
Wondrous item, rare
Smoke leaks from the lead-stoppered mouth of this iron bottle. When you use a bonus action to remove the stopper, a cloud of thick smoke pours out in a 5-foot radius from the bottle. The cloud's area is heavily obscured. The bottle continues to pour out smoke at the start of each of your turns. If you start within smoke cloud, it increases the radius of the cloud by 5 feet to a maximum of 30-foot radius, otherwise it creates a new 5-foot radius cloud from its new position.
The clouds disperses after 1 minute if the bottle is not within its radius and open. A moderate wind (11 to 20 miles per hour) can also disperse the smoke after 1 minute, and a strong wind (21 or more miles per hour) can do so after 1 round.
[2,1]: 3504
Brass Knuckles
Wondrous item, uncommon
You have a +2 bonus to damage rolls made with your unarmed strikes.
[1,1]: 204
Broad-Blade Greataxe
Weapon (greataxe), uncommon
Martial weapon, melee weapon
1d12 piercing - heavy, two-handed
You have a +1 bonus to AC, attack, and damage rolls made with this magic weapon.
[1,1]: 864
Cumulonimbus Ioun Stone
Wondrous item, very rare (requires attunement)
When you use an action to toss this stone into the air, the stone orbits your head at a distance of 1 foot and confers a benefit to you. Thereafter, another creature must use an action to grasp or net the stone to separate it from you, either by making a successful attack roll against AC 24 or a successful DC 24 Dexterity (Acrobatics) check. You can use an action to seize and stow the stone, ending its effect.
A stone has AC 24, 10 hit points, and resistance to all damage. It is considered to be an object that is being worn while it orbits your head.
This stone is an opaque blue and purple covellite sphere, 3 inches in diameter. While active, it emits a small dark cloud that surrounds it and occasionally flickers with lightning. Whenever a creature within 10 feet of you hits you with an attack, a bolt of lightning lashes out at that creature, dealing it 2d8 lightning damage.
[4,1]: 36762
Deeds' Duty
Weapon (pistol), rare (requires attunement, complete 3 deeds)
martial weapon, ranged weapon
special - light, loading, range (30/90 ft.)
Once attuned, you can fire this pistol at a creature. On a hit, the creature must make a Constitution, Intelligence, and Wisdom saving throw (save 21). If failed, the creature gains the following affects associated to the save failed:
- Constitution. The creature is blinded for 1 minute.
- Intelligence. The creature cannot speak for 1 minute.
- Wisdom. The creature uses its movement and actions to move as far away from you as possible for 1 minute.
You must sacrifice 10 of your hit points to reload this pistol.
[3,1]: 2106
Defender Zweihänder
Weapon (zweihänder), legendary
Martial weapon, melee weapon
1d12 slashing - versatile (2d12)
You gain a +3 bonus to attack and damage rolls made with this magic weapon.
The first time you attack with the sword on each of your turns, you can transfer some or all of the sword's bonus to your Armor Class, instead of using the bonus on any attacks that turn. For example, you could reduce the bonus to your attack and damage rolls to +1 and gain a +2 bonus to AC. The adjusted bonuses remain in effect until the start of your next turn, although you must hold the sword to gain a bonus to AC from it.
[1,1]: 161128
Disguise Bangle
Wondrous item, uncommon
While wearing this item, you can put a drop of humanoid blood onto it to cast Disguise Self. You then take the appearance of the one whose blood you used.
[1,1]: 1650
Dust Clasp
Wondrous item, rare (requires attunement)
A piece of fine jewelry that clasps around a horn or wrist. As an Action you can activate the clasp and cast Gaseous Form on yourself without concentration for up to an hour. You can also activate this item as a reaction to being grappled, damaged, or otherwise kidnapped.
You can use a bonus action to end this effect early. Once you use this item, you cant do so again until the end of a long rest.
[3,1]: 5970
Familiar Longsword
Weapon (longsword), legendary (requires attunement by a vampire)
Martial weapon, melee weapon
1d8 slashing - versatile (1d10)
While you are attuned to this sword, you gain proficiency with it. You may also use an action to activate one of the following:
- You add a +5 bonus to the next attack and damage roll made with this weapon.
- For the next hour, whenever you damage a creature with this sword, you regain HP equal to your proficiency modifier.
- For the next hour, your sword begins to float. It has 10 hit points, 15 AC, and 30-foot fly speed. It takes its turn immediately after your, it can take the attack action using itself as the weapon (1d10), dash, and disengage.
You can use an action to end any of the effects early. You regain the ability to activate these features again at midnight.
[1,1]: 210492
Fist of the Forge
Wondrous item, rare
This over sized leather and steel glove protects you fists while adding weight to your punches. Your unarmed strikes deal siege damage while wearing this glove.
[1,1]: 2034
Flashbulb Candle
Wand, uncommon
This glass tube wrapped by a cooper coil is a wand that has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the Blindness spell (save DC 15) from it. For 1 charge, you cast the 2nd-level version of the spell. You can increase the spell slot level by one for each additional charge you expend.
The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand’s last charge, roll a d20. On a 1, the glass tube shatters and the copper coil heats up and snaps apart, losing its magical power.
[2,7]: 366
Goggles of Night
Wondrous item, uncommon
While wearing these dark lenses, you have darkvision out to a range of 60 feet. If you already have darkvision, wearing the goggles increases its range by 60 feet.
[2,1]: 1958
Horn of Melthael
Wondrous item, artifact (requires attunement, gain permission from Melthael)
There is an inscription written in an unknown language on the haft of the horn that resists touch. It feels like its radiating a terrible power.
“For those that hear it, the horn of the heavens means different things. For the host, it signals victory through song. For all else, it is the signal to flee, for Melthael, Archangel of the Aethersong draws near…”
[Null,Null]: Null
Infiltrator's Armor
Light armor (leather), rare
AC 11 + Dex
While you wear this armor, creatures have disadvantage on Perception checks that involve hearing you.
Additionally, if you are in an area of dim light or darker, you have advantage on stealth checks.
[2,1]: 7866
Khen-Rhetora Curved Sword
Weapon (greatsword), uncommon
Martial weapon, melee weapon
1d10 slashing - heavy, two-handed
You have a +1 bonus to attack and damage rolls made with this magic weapon.
[1,1]: 324
Kuraasuroz Kadrel, the Flameless Forge
Weapon (hammer), rare
Simple weapon, melee weapon
1d6 bludgeoning - light, thrown (20/60 ft.)
When you make an attack with this weapon, you may change the damage type to Fire.
Additionally, this weapon counts as Blacksmithing Tools and gives a +2 bonus to all Blacksmithing checks you make using this hammer.
[1,1]: 2124
Lesser Pendant of Protection
Wondrous item, uncommon
You gain 6 temporary hit points while wearing this pendant which replenish after a Long Rest.
This red pendant has an inscription in dwarvish. "For my sweet girl, may this ruby keep you safe."
[1,1]: 234
Maelstrom Chakram
Weapon (chakram), uncommon
Simple weapon, ranged weapon
1d4 cold + 1d4 lightning - light, thrown (30/90 ft.)
If this weapon hits an enemy within 30 feet, it immediately returns to your hand.
[1,1]: 354
Malabrung, the Turning Tide
Weapon (longsword), very rare (requires attunement, slay 5 enemies in a single fight)
Martial weapon, melee weapon
2d8 slashing - versatile (2d10)
You have a +2 bonus to attack and damage rolls made with this magic weapon.
While attuned, you can mark an enemy within 30 feet for death. The marked creature takes psychic damage equal to half the damage dealt to any unmarked creature you hit with this sword.
The mark lasts until the target dies or you designate a new target. You can use this ability twice per Long Rest.
[1,2]: 22848
Malediction Ring of the Onyx Alpha
Ring, legendary (requires attunement, dominate the beast within)
Equipping the ring starts a battle of wills between the wearer and the wolf spirit inside the ring. If the creature that equips the ring fails a DC 25 Constitution saving throw, they become possessed by the wolf spirit inside, taking on its characteristics and essentially becoming the embodiment of the wolf spirit. While possessed, the creature will follow the most basic instincts of the wolf spirit, seeking to hunt for food or a mate. The possessed creature gains the attacks listed above.
While wearing and attuned to this ring, you gain proficiency in Athletics, Insight, Intimidation, Nature, Perception, and Survival. If you are already proficient in any of these, you double your proficiency bonus to that skill instead. You also gain Keen Hearing and Keen Smell.
Additionally, once per day as an action you may draw power from the spirit of the dire wolf within, becoming more animalistic in appearance. Thick white fur sprouts from all over your body, your teeth elongate and your fingers sprout razor sharp claws. You gain the following abilities:
- Unarmed Strike. Melee weapon attack: (Your proficiency bonus + 5) to hit, reach 5 ft., one target. Hit: 12 (1d12 + 5) Slashing damage.
- Bite. Melee Weapon Attack: (Your proficiency bonus + 5) to hit, reach 5 ft., one target. Hit: 10 (1d8 + 5) Piercing damage.
This transformation lasts for 1 minute, after which you must complete a long rest before you are able to use it again.
Sentience. The Onyx Alpha is a sentient chaotic neutral item with an Intelligence of 14, a Wisdom of 14, and a Charisma of 17. The ring communicates by transmitting emotion to the creature carrying or wielding it, and it has hearing and normal vision out to a range of 60 feet.
[1,1]: 2007174
Ring of Banded Message
Ring, very rare
Your can cast Sending twice from this ring however, the recipient can only respond with 10 words.
You regain this rings uses after a Long Rest.
[3,2]: 23262
Ring of Hard Counter
Ring, rare
If a creature within you line of sight hits you with a ranged attack while you are wearing this ring, you can use your reaction to expend 1 charge to instantly teleport within 5 feet of the creature that attacked you.
This ring has 3 charges. You regain 1d4-1 charges at dawn.
[2,3]: 8994
Salt-Iron Flanged Mace
Weapon (mace), uncommon
Simple weapon, melee weapon
1d6 bludgeoning
When you land a critical strike against a creature with this weapon, they become blinded and pained until the end of your next turn. This has no effect against constructs and undead.
[1,1]: 270
Sanguinomicon
Wondrous item, rare (requires attunement by a Wizard)
While you are holding this dark blue book locked by chains and a small dial, you can use it as a spellcasting focus for your wizard spells, and you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your wizard spells.
The book requires a drop of the holders blood to open, at which point you can use this book as a spellbook. When you write spells into this book, you can use an action to use your blood instead of magical inks. You can write in the book this way three times per day. In addition, when you use your Arcane Recovery feature, you can increase the number of spell slot levels you regain by 1.
[2,1]: 2256 (vampires blood)
Secret Servants Bell
Wondrous item, very rare
A hand held iron bell that when rung summons up to three unseen servants. This summons lasts for up to 1 hour and does not require concentration although all other unseen servant restrictions still apply.
The bell has 5 charges which refresh daily at Dawn.
[3,5]: 30810
Sentinel Shield
Armor (shield), uncommon
AC +2
While holding this shield, you have advantage on initiative rolls and Wisdom (Perception) checks. The shield is emblazoned with a symbol of an eye.
[1,1]: 408
Shortsword of Ailments
Weapon (shortsword), very rare (requires attunement, 3 days and succeed one of the ailments)
Martial weapon, melee weapon
2d6 piercing + 1d6 necrotic - finesse, light
Whenever you critically strike with this weapon, your target makes a Constitution saving throw (save character level + ability modifier used for the attack). If they fail, they receive an effect based on a d6:
-
- Blinded
-
- Silenced
-
- Poisoned
-
- Stunned
-
- Slowed
-
- Pained
The condition lasts for 1 minute. If the target is immune to the affected ailments, they instead take additional piercing damage equal to 1d8 times your proficiency modifier.
[3,1]: 26550
So-Setsu-Kon of Thunder
Weapon (flail), common
Martial weapon, melee weapon
1d8 bludgeoning
When you land a critical hit with this weapon, you deal an additional 1d12 thunder damage.
[1,1]: 174
Spike Helmet
Wondrous item, common
You have a +1 bonus to damage rolls made with your unarmed strikes.
[1,1]: 84
Sword of Life Stealing
Weapon (longsword), rare (requires attunement)
Martial weapon, melee weapon
1d10 slashing + 3d6 necrotic - versatile (1d12)
When you land a critical hit on a creature with this weapon, you deal an additional 3d6 necrotic damage and gain temporary hit points equal to the additional necrotic damage.
Undead and contstructs are immune to this effect.
[1,1]: 2322
Temptresses Scent
Potion, rare
This small vial contains magic perfume, enough for one use. You can use an action to apply the perfume, and its effect lasts 1 hour. For the duration, you have an alluring scent that changes to attract the one smelling it, you have advantage on all Charisma checks directed at humanoids who can smell you.
Those subjected to the perfume's effect are not aware that they've been influenced by magic. Targets that are immune to the charm condition are also immune to this affect.
[2,1]: 1455
Vampiric Nightstalker Mantle
Wondrous item, very rare
This cloak seems to be woven from strands of night itself. While worn, you gain +2 to Dextarity (stealth) checks while in dim light or darkness.
Additionally, if you are a vampire, you are unaffected by sunlight and immune to radiant damage. Your vampiric nature cannot be discerned through magical means.
[1,1]: 20232
Vorpal Khopesh
Weapon (kopesh), legendary (requires attunement, slay 15 creatures in 1 day)
Martial weapon, melee weapon
2d12 slashing - heavy, two-handed
You gain a +3 bonus to attack and damage rolls made with this magic weapon. In addition, the weapon ignores resistance to slashing damage.
If you critically hit a creature with this weapon, the creature immediately dies.
[6,1]: 4036002
Wakizashi no Kage
Weapon (shortsword), very rare
Martial weapon, melee weapon
1d6 slashing/necrotic/force - finesse, light
This sword starts with 0 charges and gains 1d8 charges at midnight.
When you cast a spell that deals damage while holding this weapon, you can expend a charge to change the spells damage type to necrotic.
Apon taking necrotic damage from a non-friendly source, you can expend a charge to make Constitution saving throw (save equal to damage taken). On a success, you reduce the damage by half and it heals you instead. You can use this ability only once per round.
[1,1]: 20778
Xiao Lantern
Wand, rare
This small hand held lantern that weighs one pound and emits a feint blue glow, this lantern has 3 charges. While holding it, you can use an action and expend 1 charge to speak its command phrase, "I wish for it to rain." Which then casts Call Lightning at 3rd-level (save DC 25). The effect ends if you lose concentration or stop holding the wand.
The wand regains 1 expended charge After a Long Rest.
[3,3]: 10290
Zhanmadao
Weapon (Glaive), very rare
Martial weapon, melee weapon
1d12 slashing - heavy, two-handed, reach
You have a +3 bonus to attack and damage rolls made with this magic weapon against creatures size large or lerger.
[1,1]: 41058
Amulet
Wondrous item, rare
This item.