Magical Items
Common Items
Sticky Boots
Wondrous item, common (requires attunement)
While wearing these boots, you can root yourself in place, even on a wall or the ceiling, as a bonus action. While rooted in place, your speed becomes 0, and you cannot be moved from your space, aside from a DC 20 Strength check, which can move you 5 feet. You can unroot yourself as an action.
Assembly Box
Wondrous item, common
This box's inside measures 3 feet wide by 2 feet tall by 3 feet deep. A creature can place the pieces of any broken, nonmagical item inside the box, close the lid, and speak the command word. After one minute, the item inside the box will be repaired. The box cannot repair objects with a break or tear greater than 1 foot in any dimension.
Bead of Wild Magic
Wondrous item, common
You can use an action to smash this bead or throw it at another creature. If you smash it, you roll on the Wild Magic table, and the effect occurs as normal. If you throw it at another creature, they roll on the Wild Magic Table, and the effect occurs as normal. The bead is then destroyed.
Spoonblade
Weapon (dagger), common
This dagger has a hidden button on the handle. You can press this button, while holding the handle, to turn the dagger into a spoon. You can revert this change by pressing the button again. The damage from this weapon is considered magical for the purposes of overcoming resistances and immunities.
Smoke Arrow
Weapon (arrow), common
When this arrow is fired and hits a target, it turns into a black smoke and dissipates after dealing damage, leaving no trace.
Self-Hanging Cloak
Wondrous item, common (requires attunement)
While attuned to this cloak, you can speak the cloak's command word and cause it to float in the air, mimicking your form. Any creature who sees this cloak must make a DC 10 Wisdom (Perception) check to realize that the cloak is empty.
Strong Jaw
Wondrous item, common
This set of dentures will change shape to fit the mouth of the nearest creature missing more than half of their teeth. When that creature places them in their mouth, these dentures replace the missing teeth, and modify any remaining teeth. After this, the creature can make a bite attack as an unarmed strike, dealing 1d4 + the creature's Strength modifier bludgeoning damage.
Chocker of Silence
Wondrous item, common
You can affix this chocker to yourself or another creature as an action. If the creature is unwilling, you must make a successful grapple against the creature.
Curse. This item prevents you from speaking while it is affixed to your throat. Furthermore, while it is on your throat, you cannot take it off, and another creature must remove it for you, using their action to do so.
Boots of Delayed Steps
Wondrous item, common
While wearing these boots, any sound you make, that results from your steps, is delayed by 1 round. The sound occurs where you were, rather than where you are now.
Instant Seed
Wondrous item, common
This seed will grow into a common flower in bloom, over the course of 6 seconds, after it has been planted and watered once.
Uncommon Items
Choker of the Clear Voice
Wondrous item, uncommon (requires attunement)
While you wear this choker around your neck, you are capable of speaking normally, even if you would not be able to normally, such as being in the area of a silence spell, or underwater, and other creatures can hear you as normal as well. This choker does not prevent suffocation, and will not enable you to speak while suffocating.
Gloves of the Mountebank
Wondrous item, uncommon
While wearing these silken gloves, you gain a + 5 bonus to Dexterity (Sleight of Hand) checks made to cheat.
Furthermore, these gloves have 3 charges, and regain 1d4 - 1 charges at midnight. You can expend one of these charges to roll 3 dice while making a Dexterity (Sleight of Hand) check, and choose the highest result.
Ring of Eldritch Power
Wondrous item, uncommon (requires attunement)
While attuned to the ring, daily at dawn, you gain the benefits of one Warlock Invocation that does not have a prerequisite. This benefit lasts until the following dawn. You choose the invocation, but it cannot be the same invocation you chose within the previous three days.
Rope of Unraveling
Wondrous item, uncommon
As an action, you can speak this rope's command word to use this rope as a whip with a range of 25 feet. The end of it will unravel into a net. Make a melee attack against a Large or smaller creature within 25 feet of you. On a hit, the creature is restrained, and you can pull the creature up to 25 feet closer to you. A creature can use its action to make a DC 10 Strength check to free itself or another creature restrained by the rope. Dealing 5 slashing damage to the rope (AC 10) also frees the creature without harming it, and reduces the length of the rope, and the range of its melee attack, by 5 feet. As an action, you can repeat the command word to cause the rope to rebind itself into a rope.
Talisman of Many Miracles
Wondrous item, uncommon
A creature holding this small medallion can cast prestidigitation, druidcraft, thaumaturgy, gust, control flames, mold earth, or shape water as action, requiring no components.
Ethereal Arrow
Weapon (arrow), uncommon
When fired, this arrow ignores cover, including full cover. If you cannot sense the target, you take a - 5 penalty to the roll. On a hit, the target takes an additional 1d10 force damage. Variations of this ammunition exist, such as Ethereal Bolts and Stones.
Blade of Rust
Weapon (any sword), uncommon
You gain a + 1 to attack and damage rolls while wielding this weapon. When you score a critical hit with this weapon, you rust one non-magical armor or shield that the target has that is made of metal. The affected piece of armor or shield takes a -1 penalty to their AC bonus. This penalty is permanent. If the item's bonus to AC reaches 0, or it procures a -5 penalty, the item is destroyed.
Folding Disk
Wondrous item, uncommon
This disk acts as the disk of force created by Tenser's floating disk. However, it can be folded and stored for later use. By speaking one command word, this disk will unfold and start floating behind the speaker. By speaking the second command word, the disk will drop and fold into a one inch cube.
Psychic Blowgun
Weapon (blowgun), uncommon (requires attunement)
This blowgun transforms ammunition into blasts of psychic energy. The damage dealt by this weapon is psychic, and leaves no visible trace.
This weapon has 5 charges, and regains 1d4 + 1 at dawn. When you hit a creature with this weapon, you can expend one charge to force the target to make a DC 14 Intelligence save. On a failure, the target cannot see more than 10 feet away for 1 minute. An affected target can make another save at the end of each of its turns, ending the effect on a success.
Alchemist's Hellfire
Wondrous item, uncommon
This sticky, adhesive fluid ignites when exposed to air. As an action, you can throw this flask up to 20 feet, shattering it on impact. Make a ranged attack against a creature or object, treating the alchemist's hellfire as an improvised weapon. On a hit, the target takes 3d8 fire damage at the start of each of its turns. A creature can end this damage by using an action to make a DC 14 Dexterity check to extinguish the flames.
Rare Items
Faithful Arrow
Weapon (arrow), rare
You can use an action to fire this arrow from a bow. It returns to you, hovering nearby, and for 1 minute afterwards, you can use a bonus action on each of your turns to repeat the initial attack, targeting a creature within range. After that, it falls to the ground next to you, and cannot be used again in this way until the next dawn. If you ever roll a 1 on an attack roll with this weapon, it hit the target, deals an extra 2d10 force damage, and snaps, becoming a broken, nonmagical arrow.
Needle of Binding
Wondrous item, rare (requires attunement by a creature proficient with weaver's tools)
You can dye up to 20 feet of thread with the as little as a single drop of blood from one humanoid, over the course of a minute, provided you have the blood and thread, while attuned to this needle. The blood must be no more than 1 minute old. During a long rest, you can use this needle and the dyed thread to weave a pattern into one garment.
While a creature is wearing this garment, and is within 100 feet of the creature whose blood was used as a dye, they can use a reaction to gain resistance to any damage they take, and the creature whose blood was used takes damage equal to the amount taken by the creature who wears the garment. Each time this reaction is used, 5 feet of dyed thread disappears from the garment.
Orb of Stars
Wondrous item, rare (requires attunement by a spellcaster)
You can use this orb as a magical implement. It has 1 charge, and regains 1 charge at dawn, and one charge at noon. While it still has its charge, the orb shows a single bright light at its center, which sheds bright light for 15 feet, and dim light for another 15 feet. As an action, you can expend a charge to grasp the bright light and cast magic missle as a 9th level spell. When the orb reaches 0 charges, roll a d20. On a 1, the orb shatters, unleashing a bright light, dealing 2d12 radiant damage and blinding creatures within 15 feet of it.
Ring of Attunement
Wondrous item, rare (requires attunement)
While attuned to this ring, you can attune to an additional two items.
Curse. Once attuned to the ring, you cannot remove it unless you are targeted by the remove curse spell or similar magic. While wearing this ring, spells that would help you identify magical items, such as detect magic or identify do not give you information about magical items you can attune to; you know that they are magical, but do not gain any other information about them. Whenever another creature attempts to explain what an item does, they sound like they are speaking gibberish to you. Illustrations and the like become random signs and scribbles. This curse can be broken by a successful casting of remove curse or similar magic, ending your attunement.
Giant's Whip
Weapon (whip), rare (requires attunement)
This whip's reach property grants you a 10 feet bonus to your reach when you attack with it on your turn. It requires two hands to use, deals 2d4 damage on a hit, and cannot be used without proficiency in whips. You have a + 1 to attack rolls and damage rolls made while using this weapon.
Battery of Magical Charges
Wondrous item, rare
This stone holds 3d10 charges inside it. As an action, a creature can touch this stone to another magical item that has a number of charges, and transfer charges from the stone into the magical item. The amount of charges transfered cannot cause the item to exceed its maximum. If 5 or more charges are transfered, roll a d20. On a 1, there is a magical surge, the charges are lost, without transferring to the new item, and creatures within 10 feet of the stone take 1d6 force damage for every charge that was being transfered.
Vicious Claws
Wondrous item, rare (requires attunement)
These metal claws come in a set of two, are attached to a ring, and have a red tinge to the tips. To attune to them, you must wear insert your middle fingers, or nearest alternative, into the rings and wear them for one hour, during which time, the claws begin to morph and burrow into your flesh, causing discomfort, but very little pain. You cannot remove the claws while they are burrowing into you. After you have finished attuning to these claws, they meld with your hands, and are only visible at the fingertips, where they replace your fingernails, or jut out slightly if you do not have any nails.
While attuned to these claws, you can make unarmed strikes with them, and are considered proficient with them. They deal 1d6 slashing damage on a hit, and these claws have the light and finesse properties. Any hit they make against an object is treated as a roll of 20 on the d20. When you roll a 20 on your attack roll with these claws, the target takes an extra 7 slashing damage.
Curse. When you roll a 1 on a weapon attack roll while attuned to these claws, you take 5 slashing damage. The remove curse spell, or similar magic, can end your attunement with these claws, causing them to detach from you and land within 5 feet of you.
Echo Orb
Wondrous item, rare
This glass orb shimmers and shakes when you hold it, and holds the power of recall. As an action, a creature can specify an event that occurred in their approximate vicinity, no more than 1000 years in the past, to throw this orb to the ground and smash it. When this orb breaks, it creates an illusion of the specified event, which will play out for the duration. Examples include "the ritual to bind the demon here" or "the theft of the diamond".
The illusions will recreate events up to 500 feet away from where the orb was smashed. These illusions are complete, including sights, sounds, smells, temperatures, and even light tactile sensations, but they are not solid, and cannot be interacted with. The orb will only recreate events that were relevant to the specified event, and will not recreate other events that occurred within range, but had no impact on the event. If the event lasted longer than 1 hour, the illusion will show one continuous hour of the event, based on the most relevant period of time, and the illusion ends.
Very Rare Items
Diamond of Power
Wondrous item, very rare (requires attunement from a spellcaster)
While this diamond is on your person, you can use an action to speak its Command word and regain one expended spell slot. If the expended slot is of 6th Level or higher, the new slot is 5th Level. Once you have used the diamond, it can't be used again until the next dawn.
Mask of Anger
Wondrous item, very rare (requires attunement)
This metal mask is in the form of an enraged humanoid. To attune to this mask, you must wear it for one hour, during which time leather-like tendrils grip and entwine with your face, preventing it from being removed during the attunement process. After becoming attuned, the tendrils recede and you can remove the mask at will, but you are unwilling to be more than 5 feet from the mask. While you wear this mask, you have advantage on Charisma (Intimidation) checks, and your Charisma score becomes 16, if it is not already higher. This mask has 3 charges, and regains them all daily at dawn. You can use an action and expend one of these charges to cry out in anger. Creatures of your choice that can hear you within 30 feet of you must make a DC 16 Wisdom save, or be frightened of you for 1 minute.
Curse. Whenever you expend a charge from this mask, or when you attempt to take off the mask while attuned to it, you must make a DC 16 Wisdom save. On a failure, you are affected by the crown of madness spell, attacking randomly, and you have a + 5 to all damage rolls you make while affected in this way. A remove curse spell, or similar magic, ends your attunement with this mask.
Book of Endless Knowledge
Wondrous item, very rare (requires attunement by a wizard)
This blank book appears to be only 100 pages long, but whenever you reach the final page and turn it, you find a new page. A creature attuned to this book can use it as a spellbook. While attuned to this book, the creature can prepare an additional number of spells equal to their proficiency bonus.
Frozen Marbles
Wondrous item, very rare
These tiny spheres are cold to the touch and come in a set of 2d4, stored within a fur lined bag. As an action a creature can take one of these spheres and throw it up to 65 feet, or launch it from a sling (up to 100 feet). The sphere then shatters on impact, unleashing a burst of cold in a 60-foot radius sphere. Each creature in the area must make a DC 15 Constitution save, or take 10 d 6 cold damage on a failure, half as much on a success. If the burst contains an area of water, or a liquid that is principally water (not including water-based creatures), it freezes the liquid to a depth of 6 inches over an area of 30 feet square. This ice lasts for 1 minute. Creatures that were swimming on the surface of frozen water are trapped in the ice. A trapped creature can use an action to make a DC 15 Strength check to break free.
Magic Shard
Wondrous item, very rare
This magical shard contains a random spell of 3rd-level or lower from the wizard, sorcerer, bard, or warlock spell list. During a long rest, you can focus on this shard, after which it is absorbed into you. You learn the spell that was within the shard, and can cast it at its lowest level, without expending a spell slot or using material components once per long rest. Your spellcasting ability for this spell is Charisma or Intelligence, your choice. If you find another Magic Shard containing the same spell, and absorb it, you can cast it at its lowest level an additional time per long rest.
Dust of Awakening
Wondrous item, very rare
This dust comes in a bag containing 1d4 + 1 pinches. A pinch of this dust can be sprinkled on a small or tiny plant or beast, that has an Intelligence of 3 or less, or no Intelligence, as an action. One minute after the dust has been sprinkled onto them, the plant or beats gains the benefits of the awaken spell, and is charmed by you for 30 days, as if you were the caster of the spell. Alternatively, if there are 4 or more pinches of this dust remaining, you can use an action to sprinkle 4 pinches of this dust on a beast or plant that is huge or smaller, with the same effect and restrictions.
Legendary Items
Spider String Harp
Wondrous item, legendary
This can be used as a + 2 magic implement.
Gift of the Weavers (Requires Attunement) You must be wearing a Cloak of Arachnida, and Boots of Spider Climbing to attune to this Harp. While attuned, you gain the following benefits:
- You can cast conjure animals once a day, conjuring either 8 Giant Spiders, or 4 Phase Spiders.
- Spiders are neutral to you and your companions, unless you do anything to harm them or their allies.
This harp has 8 charges, and regains 1d8 charges at the eighth hour of the day. You can use these charges to cast the following spells: pass without trace 1 charge, insect plague (creating spiders rather than locusts) 3 charges, giant insect (spiders only) for 2 charges, contagion for 3 charges, and fabricate 1 charge, and mass polymorph (into spiders only) for 8 charges.
Living Rope
Wondrous item, legendary
This rope is 300 feet long. By speaking it's command word, you can cause the rope to coil and form into a medium construct, roughly humanoid in appearance. You can speak the command word again to cause it to return to its rope form.
Rope Construct The construct has 300 hit points (1 per foot of rope remaining), regains 1 hit points per round when it is below its hit point maximum. All of its ability scores are 10, it has a walking and climbing speed of 30 feet, it is immune to psychic and poison damage, is immune to the charmed, diseased, exhausted, stunned, and poisoned conditions, and has vulnerability to fire damage. When the construct takes fire damage, its hit point maximum is reduced by an amount equal to the damage it took.
Actions The construct follows the commands of the creature attuned to it, and it can perform any basic tasks. It can also take the attack action on its turn, with a + 7 to hit. On a hit, the creature, if it is large or smaller, is restrained. A restrained creature can make a DC 17 Strength (athletics) or Dexterity (acrobatics) check as its action on its turn, ending the grapple on a success. The Living Rope can have up to 2 creatures restrained by it at a time.
Size The construct form's size is reduced to small if its maximum hit point total falls below 150, and is reduced to tiny if it falls below 25 hit points.
Bead of Endless Gold
Wondrous item, legendary
This tiny gold bead is worth 1 gold piece. Once per minute, as an action, a creature can speak the command word, and cause the bead to split into two beads, with the same properties as the original. As such, each minute the beads can be doubled again: 2, 4, 8, 16, 32, 64, 128... The original bead is always recognizable, because it has a slightly reddish hue. Any beads taken more than 100 feet away from the original bead loose their magical properties permanently.
Curse. Every time the command word is spoken, roll the percentile dice; on a result of 100, the original bead, and all other copies of it within 100 feet of it, are drawn into a single space, merging into a golden golem. This golem has the statistics of an Iron Golem, but with an additional resistance to magical damage, an immunity to any conditions cause by magic, and a hit point total equal to the number of golden beads used to create it. The golem will attack the creature that last spoke the command word, as well as any creature that attack the golem. It always knows the location of its targets, and the most effective way of reaching them. After 24 hours, or when it reaches 0 hit points, the golem crumbles to dust, leaving only the original golden bead, now without any magical properties.
Monarch's Locket
Wondrous item, legendary
This golden locket is in the shape of a heart and has a keyhole on it. It can be opened and closed like a real locket. This locket can be used as the special component for the imprisonment spell once. When the spell is cast using this item as its special component, on a failed save, the target's portrait appears inside the locket, and the target is charmed by the caster until the spell ends. While charmed in this way, nothing, other than ending the spell, can end the charm, and the creature will do anything the caster commands. If the charmed creature is reduced to 0 hit points, it is restored to life the following dawn, with all its hit points. The caster has a telepathic link with the charmed creature, and can command the creature, no action required.
Plate Armor of the Beast
Armor (Plate), legendary (requires attunement)
This plate armor is covered in spikes and when it clangs, it sounds like a low growl. It can be worn effectively by any creature; regardless of armor proficiencies, all creatures are considered proficient with this armor. To attune to this armor, you must wear it for one hour, during which time, tiny mouths on the inside of the armor begin to bite you, and you cannot remove the armor. You take 1 damage for each minute you spend attuning to the armor. After the hour has past, you can remove and don the armor at will, but are not willing to to be more than 20 feet away from the armor. This armor grants you a magical + 3 to AC and your Strength score becomes 16, if it was not already higher.
Curse. Whenever you suffer a critical hit while attuned to this armor, you go berserk for 1 minute. While berserk, you gain advantage on all weapon attack rolls, and cannot cast spells. When you are no longer berserk, you gain one level of exhaustion. The remove curse spell or similar magic ends your attunement to this armor.
True Beast (Requires Attunement) This armor has a secondary attunement, which replaces the first and requires you to be attuned to Vicious Claws, and a Mask of Anger. While attuned to it in this way, on top of the previous benefits and curse, you gain resistance to nonmagical bludgeoning, slashing, and piercing damage, a + 3 bonus to Wisdom saving throws, and the armor has 5 charges. You can use a reaction to expend a charge when you or a hostile creature attacking you rolls a 1 or a 20. This reaction turns a 1 into a 20, and a 20 into a 1. This armor regains 2 charges daily at dawn.