Sanctuary Item Compendium

by Druukian

Search GM Binder Visit User Profile
Sanctuary Item Compendium

Credits

Illustrations

Magic : The Gathering







Author

Druu from Twenty Sided Dice







Special Thanks

Blizzard North
Burgunday
Vanaak

Magic Item A-Z

Magic items are presented in alphabetical order. A magic item's description gives the item's name, its category, its rarity and its magical properties.


Alma Negra

Armor (Shield), Uncommon

While wearing this shield, you have a +1 bonus to attack and damage rolls made with your melee Weapon.


Andariel's Visage

Wondrous item (Helm), Legendary (Requires Attunement)

While wearing this helm, you have vulnerability to fire damage, immunity to poison damage and your Strength score changes to 21. The item has no effect on you if your Strength without the helm is equal to or greater than 21. Also, once on each of your turns when you attack using the Attack action, you can make one additional attack as part of the same action. In addition, whenever you successfully hit a creature with a melee attack, you regain 1d8 hit points.


Arachnid Mesh

Wondrous Item (Belt), Legendary (Requires Attunement by a Paladin)

While wearing this belt, your pool of healing power increases by 20 and you can use your Lay of Hands feature as a bonus action. Also, you can, as an action, make a melee spell attack on a creature within 5 feet of you. On a hit, the target must succeed on a DC15 Constitution saving throw. On a failed save, it is Poisoned for 1 hour. If the saving throw fails by 5 or more, the creature is also Unconscious while Poisoned in this way. The creature wakes up if it takes damage or if another creature takes an Action to shake it awake.

Arioc's Needle

Weapon (Spear), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, whenever you hit a creature with this Weapon, it must make a DC15 Constitution saving throw. On a failed save, the target is poisoned for 1 minute and it is paralyzed while poisoned in this way.


Arkaine's Valor

Armor (Splint), Very Rare (Requires Attunement)

While wearing this armor, your Constitution score increases by a quarter of your level (rounded down). Also, you add your Constitution modifier to your AC.


Arreat's Face

Wondroud Item (Helm), Very Rare (Requires Attunement by a Barbarian)

While wearing this helm, you gain a bonus to attack rolls equal to your Rage Damage while raging.


Astreon's Iron Ward

Weapon (Warhammer), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and while you are wielding this Weapon, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 1d6. In addition, whenever you reduce damage in this way, the Weapon gains charges equal to the damage reduced and the next time you successfully hit with an attack, the Weapon loses all its charges and deals extra damage equal to the number of charges expanded.

Athena's Wrath

Weapon (Scythe), Very Rare (Requires Attunement by a Druid)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and you are proficient with it. Also, while you're assuming the shape of a beast, you retain the bonuses from this Weapon, your hit points maximum increases by a number equal to the CR of the beast rounded up and whenever you deal damage, you deal additional damage equal to the same amount. Additionally, your CR maximum for your wild shape feature is increased by 1.


Atma's Scarab

Wondrous Item (Amulet), Uncommon

While wearing this amulet, you ignore resistances and immunities to piercing, slashing and bludgeoning damage.


Atma's Wail

Armor (Plate), Rare

While wearing this armor, whenever you make a death saving throw, you regain 1 expanded spell slot of 5th level or lower on a failed save and regain 1d10 hit points on a success. Also, if you roll a critical failure, you instantly die and if you roll a critical success, you regain all your lost hit points.


Axe of Fechmar

Weapon (Greataxe), Rare

Whenever you hit a creature with this Weapon, it must make a DC13 Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn.

Azurewrath

Weapon (Longsword), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, you can use a bonus action to speak this magic sword's command word, causing a radiant light to brighten the area. While the sword is enlightened, undead creatures within 30 feet of you must make a DC13 Strength saving throw at the start of your turn. On a failed save, a creature is shoved 5 feet away from you. The light last until you use a bonus action to speak the command word again or until you drop or sheathe the sword.


Baezil's Vortex

Weapon (Flail), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you score a critical hit, each creature within 15 feet must make a DC13 Dexterity saving throw. On a failed save, a creature takes 2d12 lightning damage, or half as much on a successful one.


Bane Ash

Weapon (Quarterstaff), Uncommon

This staff has 7 charges. While holding it, you can use an action to cast the Fire Bolt cantrip from it. For 1 charge, you cast the 5th level version of the spell otherwise it has no cost. This spell is +5 to hit with ranged spell attack. The staff regains 1d6 + 1 expended charges each day at dawn.

Baranar's Star

Weapon (Morningstar), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, this Weapon deals an extra 1d6 fire damage, 1d6 lightning damage and 1d6 cold damage to any target it hits. In addition, Whenever a creature is dealt lightning damage by this Weapon, it loses its reaction.

Bartuc's Cut-Throat

Weapon (Claw), Uncommon (Requires Attunement)

Whenever you deal damage with this magic Weapon against a non-undead, non-constuct creature, you gain 3 temporary hit points.


Biggin's Bonnet

Wondrous item (Helm), Uncommon (Requires Attunement by a character with Spellcasting)

Your maximum number of spell slots of level 1 increases by 1 while wearing this helm.


Bing Sz Wang

Weapon (Claymore), Uncommon

Whenever you hit a creature with this magic Weapon, it must make a DC12 Constitution saving throw. On a failed save, the creature is restrained until the end of your next turn.


Black Hades

Armor (Plate), Uncommon

While wearing this armor, you gain a +1 bonus to attack and damage rolls against fiend creatures.


Blackbog's Sharp

Weapon (Dagger), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this Weapon, it loses its reaction.


The dagger 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: Poison Dagger (1 charge), Poison Explosion (2 charges), or Poison Nova (5 charges).


The dagger regains 1d6 + 4 expended Charges daily at dawn.

Blackhand Key

Weapon (Wand), Common

While wielding this wand, you have advantage on Stealth (Dexterity) checks.


Blackhorn's Face

Wondrous item (Helm), Very Rare

While wearing this helm, you have resistance to lightning and thunder damage.


Blackleach Blade

Weapon (Polearm), Uncommon

This magic Weapon has the finesse property.


Blackoak Shield

Armor (Shield), Legendary (Requires Attunement)

While wearing this shield, whenever you take the dodge action, you gain temporary hit points equal to the maximum value of your Hit Die and until the start of your next turn, your Dexterity score is doubled, you gain a +2 bonus to AC and whenever you are subjected to cold damage, you take no damage and regain a number of hit points equal to the cold damage dealt.


Blacktongue

Weapon (Greatsword), Very Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon, you have advantage on saving throws against poison and you have resistance to poison damage. Also, this Weapon deals an extra 1d10 poison damage to any target it hits and the target can't regain hit points until the start of your next turn.

Blade Of Ali Baba

Weapon (Shortsword), Common (Requires Attunement)

Sentience. This Weapon is a sentient lawful evil Weapon with an Intelligence of 10, a Wisdom of 10, and a Charisma of 10. It has hearing and darkvision out to a range of 120 feet. The Weapon communicates by telepathy with its owner.


Personality. This Weapon is constantly searching for gold pieces. It is able to sense any gold pieces within 120 feet. It knows exactly how many gold pieces a character possesses and how many there is in a container. The Blade of Ali Baba steals its owner for 1d20 gold pieces at dawn.

Bladebone

Weapon (Handaxe), Uncommon

You deal an additional 1d6 damage against undead and fiend creatures when using this magic Weapon.


Bladebuckle

Wondrous Item (Belt), Common

While wearing this belt, you can consume two potions as part of the same action.


Blastbark

Weapon (Longbow), Common

When making an attack with this magic Weapon, you use your choice of your strength or dexterity modifier for the attack and damage rolls. You must use the same modifier for both rolls.


Blinkbat's Form

Armor (Padded), Common

While wearing this armor, whenever a creature scores a critical hit with a melee attack against you, it takes 1d6 fire damage.

Blood Crescent

Weapon (Scimitar), Common (Requires Attunement)

Sentience, This Weapon is a sentient lawful good Weapon with an Intelligence of 10, a Wisdom of 10, and a Charisma of 10. It has hearing and darkvision out to a range of 120 feet. The Weapon communicates by telepathy with its owner.


Personality. This Weapon wants the well being of its master. It provides important cues about its environment when its master can't see such as threats and possible traps or treasures.


Blood Raven's Charge

Weapon (Shortbow), Rare (Requires Attunement)

The shortbow has 5 charges. While holding it, you can use a bonus action to expend 1 of its charges to bring back to life, for 1 minute, a creature that has been dead for no longer than 1 minute and that isn't undead. The creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the dodge action and uses its move to avoid danger.


The shortbow regains 1d4 + 1 expended Charges daily at dawn.


Bloodfist

Wondrous Item (Gloves), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

While wearing these gloves, you can speak its Command Word as a Bonus Action to fill your palm with blood. While your fists are bloodied, whenever you touch the wound of a creature, you can, as an action, cast cure wound or inflict wound expanding a spell slot. The level of the spell is equal to the level of the expanded spell slot. Your fists remain bloodied, until you use a Bonus Action to end this Effect.

Bloodletter

Weapon (Shortsword), Uncommon

As an action, you can move half your movement in a straight line. You can move through large or smaller creatures, you do not provoke opportunity attacks and whenever you move within 5 feet of a creature for the first time, make an attack against this target. Once you use this feature, you can't do so again until next dawn.


Bloodmoon

Weapon (Rapier), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, you can, as an action, summon a Blood Golem in an unoccupied space next to you for 1 minute. Once you used this feature, you can't do so again until next dawn.


Bloodrise

Weapon (Morningstar), Uncommon

Before you make a melee attack with this magic Weapon, you can choose to lose 3 hit points, which can’t be reduced in any way. If the attack hits, you add +5 to the attack’s damage.


Bloodthief

Weapon (Glaive), Common

Whenever you hit a creature with this Weapon, you gain 3 temporary hit points.


Bloodtree Stump

Weapon (Greatclub), Rare (Requires Attunement by a Druid)

You have a +1 bonus to proficiency while wielding this magic Weapon and your Strength score is 17. The item has no effect on you if your Strength without the Weapon is equal to or greater than 17. Also, you retain your strength when you assume the shape of beast via Wild Shape.

Boneflame

Armor (Creature Head), Uncommon

While holding this head, your speed is increased by 10 feet. Also, you can, as an action, make a gesture using the head. Each creature in a 30-foot cone must make a DC12 Wisdom saving throw. On a failed save, a creature is frightened of you for 1 minute. Once you used this feature, you cannot use it again until next dawn.


Boneflesh

Armor (Splint), Uncommon

While wearing this armor, at the start of your turn, a creature you can see within 5 feet must make a DC12 Constitution saving throw. On a failed save, it takes 1d4 necrotic damage and you gain temporary hit points equal to the damage dealt.


Bonehew

Weapon (Polearm), Rare

Whenever you successfully hit with this Weapon, a swirling spectral bone forms a line 50 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC13 Dexterity saving throw. On a failed save, a creature takes and 1d4 force and 1d4 piercing damage.

Boneshade

Weapon (Wand), Uncommon (Requires Attunement by a character with Spellcasting or Pact Magic feature)

The wand 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: Bone Spear (2 charges), Bone Wall (2 charges), Bone Armor (1 charge) or, Teeth (2 charges). Also, you can use a bonus action to expend 1 of its charges to cast Bone Spirit from it, using your spell save DC.


The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.


Boneslayer Blade

Weapon (Greataxe), Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon against undead creatures. Also, whenever an undead creature hits you with a melee attack, it must make a DC13 Dexterity saving throw. On a failed save, it takes 1d8 radiant damage. That damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).

Bonesnap

Weapon (Maul), Uncommon

Whenever you deal damage to an undead creature, deal an additional 2d6 extra damage.


Brainhew

Weapon (Greataxe), Common

You can speak this axe's command word as a bonus action to light up the gem incrusted into it to provide bright light in a 30-foot radius and dim light for an additional 30 feet. The gem remains lit, until you use a bonus action to end this Effect.


Bul-Kathos' Wedding Band

Wondrous Item (Ring), Rare (Requires Attunement)

While wearing this ring, your hit point maximum increases by 1 for each level you have attained and whenever you deal damage with a melee Weapon against a non-undead, non-constuct creature, you gain 5 temporary hit points.


Buriza-Do Kyanon

Weapon (Heavy Crossbow), Legendary (Requires Attunement)

When you attack using the attack action, you can make two additional attacks as part of the same action. Also, whenever you attack, instead, the bolt fires forward in a line, which is 1 foot wide and 100 feet long. Compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled. In addition, this Weapon loses the loading property.


Butcher's Pupil

Weapon (Handaxe), Common

This magic Weapon scores a critical hit on a roll of 19 and 20.

Bverrit Keep

Armor (Shield), Uncommon

While wearing this shield, whenever you take fire damage, your Strength score increases by 1, up to 5. This bonus lasts until next dawn.


Carin Shard

Weapon (Wand), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)

While wielding this wand, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells. Also, your hit point maximum increases by 1 for each level you have attained. In addition, you can regain one expanded spell slot of 5th level or lower, as an action, while holding the wand. Once you used this feature, you can't do so again until next dawn.


Carrion Wind

Wondrous Item (Ring), Uncommon

While wearing this ring, whenever you score a critical hit, your target must make a DC12 Strength saving throw. On a failed save, it is knocked prone.


Cerebus' Bite

Wondrous Item (Helm), Legendary (Requires Attunement by a Druid)

While wearing this helm, whenever you enter the spell's area of a Moonbeam, you gain the ability to cast Primal Savagery as a bonus action until the end of your turn and whenever you cast Primal Savagery, add your Wisdom modifier to the damage it deals on a hit. Also, you are immune to Radiant damage dealt by Moonbeam spells.

Chance Guards

Wondrous Item, Common

While wearing these gloves, you can speak its Command Word as an Action and consume a gold piece in your palm. The coin will duplicate itself 1d6 times. Once you used this ability, you can't do so again until next dawn.


Chromatic Ire

Weapon (Quarterstaff), Uncommon (Requires Attunement)

Whenever a spell you cast deals Fire, Lightning or Cold damage, increase that damage by 1d6.


Cliffkiller

Weapon (Longbow), Uncommon

While wielding this magic Weapon, you have a +2 bonus to AC against ranged attacks.


Cloudcrack

Weapon (Greatsword), Legendary (Requires Attunement by a Paladin)

You have a +3 bonus to attack and damage rolls made with this magic Weapon, you have resistance to lightning damage and the range of your auras increases by 15 feet while wielding this Weapon. Also, whenever you score a critical hit with this Weapon, the creature must make a DC15 Dexterity saving throw. On a failed save, it takes 1d8 radiant damage. That damage increases by 1d8 when you reach 5th Level (2d8), 11th level (3d8), and 17th level (4d8).


Coif of Glory

Wondrous item (Helm), Common

While wearing this helm, whenever you are critically hit, the attacker takes 1d4 lightning damage.

Coldkill

Weapon (Handaxe), Uncommon

When you hurl this magic Weapon and speak its command word, on a hit, the target takes damage from the handaxe plus 4d6 cold damage. Hit or miss, the handaxe releases an ice storm in a 20-foot-radius, 40-foot-high cylinder centered on the target. Each creature in the area must succeed on a DC12 Dexterity saving throw. On a failed save, a creature takes 4d6 cold damage, or half as much damage on a success. Once you used this feature, you can't do so again until next dawn.


Coldsteel Eye

Weapon (Scimitar), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and your attacks with this Weapon score a critical hit on a roll of 17 to 20. Also, whenever you hit a creature with this magic Weapon, it must make a DC15 Constitution saving throw. On a failed save, its speed is halved, it can't use reactions and it is blinded until the end of its next turn.


Corpsemourn

Armor (Plate), Legendary (Requires Attunement)

While wearing this armor, you gain a +2 bonus to AC. Also, whenever a creature deals bludgeoning, piercing or slashing damage with a melee attack to you, it takes as much damage. If this damage kills the creature, it explodes. Each creature in a 20-foot-radius sphere centered on the attacker must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage and 2d6 piercing damage, or half as much damage on a successful one.

Crainte Vomir

Weapon (Claymore), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and your speed increases by 10 feet while you wield this Weapon. Also, on a hit with this Weapon, the target suffers a -1 penalty to its AC until the start of your next turn. This penalty can stack up to -3.


Cranebeak

Weapon (War Pick), Common (Requires Attunement)

You can spend 10 minutes to summon a raven, for 8 hours, in an unoccupied space within 5 feet of you. The raven is an ally to you and your companions. The raven shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it uses its move to avoid danger. Once you used this feature in this way, you can’t use this feature in this way again until next dawn.


Crescent Moon

Wondrous Item (Amulet), Common (Requires Attunement by a character with Spellcasting)

While wearing this amulet, whenever you are knocked unconscious, regain an expanded 1st-level spell slot.


Crow Caw

Armor (Scale Mail), Uncommon

While wearing this armor, you don't have disadvantage on attacks when being prone and when you are prone, standing up uses only 10 feet of your movement.









Crown of Ages

Wondrous item (Helm), Very Rare

While wearing this helm, you have a +1 bonus to AC and any critical hit against you becomes a normal hit.


Crown of Thieves

Wondrous item (Helm), Legendary (Requires Attunement)

While wearing this helm, you have resistance to fire damage and your Dexterity score changes to 23. The item has no effect on you if your Dexterity without the helm is equal to or greater than 23. Also, you understand the Thieves' Cant language.


Crushflange

Weapon (Mace), Uncommon

When you score a critical hit with this magic Weapon, the target must make a DC12 Strength saving throw. On a failed save, it is knocked prone.


Culwen's Point

Weapon (Shortsword), Uncommon

While wielding this Weapon you have advantage on Strength saving throw against being knocked prone and you have resistance to poison damage.


Dark Clan Crusher

Weapon (Club), Rare (Requires Attunement)

You deal double damage to fiend creatures and when you reduce an hostile fiend creature to 0 hit points, you regain 5 hit points.









Darkforce Spawn

Armor (Creature Head), Rare (Requires Attunement)

At the end of a long rest, choose a class. While holding this head, you learn a list of spells from the chosen class. Three spells of 1st level, two spells of 2nd level and one spell of 3rd level. You may cast these spells without expending material components. You may also choose to keep the previous' day spells instead of choosing a class.


Darkglow

Armor (Ring Mail), Rare

While wearing this armor, when you take either cold, fire, lightning or poison damage, you can use your reaction to have resistance to that damage type until the start of your next turn and add 1d6 to the first attack roll you make during your next turn.


Darksight Helm

Wondrous item (Helm), Common

While wearing this helm, you have blindsight 15 feet.


Death Cleaver

Weapon (Battleaxe), Legendary (Requires Attunement)

Your attacks with this magic Weapon score a critical hit on a roll of 17 to 20. Also, when you score a critical hit or reduce a creature to 0 hit points with this Weapon, you can make one additional attack as part of the same action.

Death's Fathom

Weapon (Wand), Very Rare (Requires Attunement)

You have resistance to lightning and fire damage while wielding this wand. In addition, spells you cast that deal cold damage deal an additional 2d6 cold damage.


Death's Web

Weapon (Wand), Uncommon

Whield wielding this wand, poison damage you deal ignore resistance to poison damage.


Deathbit

Weapon (Dart), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls. Also, whenever you successfully hit a creature with this Weapon, you gain 1d8 temporary hit points and recover an expanded spell slot of level 1. Hit or miss, the projectile reappears instantly in your hand.


Deathspade

Weapon (Battleaxe), Common

You have a +1 bonus to attack rolls made with this magic Weapon.


Demon Limb

Weapon (Club), Rare (Requires Attunement)

You can cast the spell Shillelagh and Bless at-will on yourself, their spellcasting ability being either Intelligence, Wisdom or Charisma.


Demon Machine

Weapon (Heavy Crossbow), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you deal fire damage with this Weapon, each creatures within 5 feet of the target must make a DC13 Dexterity saving throw. On a failed save, a creature takes fire damage equal to the damage dealt, or half as much on a success.

Demon's Arch

Weapon (Javelin), Uncommon (Requires Attunement)

This magic Weapon deals an extra 2 fire damage and 2 lightning damage to any target it hits. Hit or miss, the projectile reappears instantly in your hand.


Demonhorn's Edge

Wondrous Item (Helm), Uncommon (Requires Attunement by a Barbarian)

While wearing this helm, you can, as a bonus action, use your head and horns on this helm to make an unarmed strike. On a hit, you deal piercing damage equal to 1d6 + your Strength modifier.


Dimoak's Hew

Weapon (Halberd), Common

This magic Weapon's damage die is 1d12 instead of 1d10, it loses the Heavy property and you have a -2 penalty to AC while wielding this Weapon.


Djinn Slayer

Weapon (Scimitar), Uncommon

You have a +1 bonus to attack and damage rolls made with this magic Weapon against fiend and elemental creatures. Also, this weapon can be socketed with a gem of any quality.


Doombringer

Weapon (Greatsword), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and your hit point maximum increases by 4 for each level you have attained. Also, whenever you deal damage with this Weapon against a non-undead, non-constuct creature, you regain 1d6 hit points.

Doomslinger

Weapon (Light Crossbow), Uncommon

Whenever you make a ranged attack with this Weapon, you may do so without expanding a non-magical bolt. Also, this Weapon loses the Loading property.


Dracul's Grasp

Wondrous Item (Gloves), Rare

While wearing these gloves, whenever you score a critical hit with a melee attack, you deal an extra 1d6 necrotic damage. You regain hit points equal to the necrotic damage dealt.


Dragonscale

Armor (Shield), Legendary (Requires Attunement by a Paladin)

While wearing this shield, you have a +2 bonus to AC and you are immune to fire damage. Also, you can, as an action, expand a spell slot of level 3 or higher to exhale fire in a 15-foot cone. Each creature in that area must make a DC 15 Dexterity saving throw, taking 7d6 fire damage on a failed save, or half as much damage on a successful one. When you use this feature using a spell slot of 4th level or higher, the damage increases by 2d6 for each slot level above 3rd.


Duriel's Shell

Armor (Breastplate), Legendary (Requires Attunement)

While wearing this armor, you gain a bonus to AC equal to a quarter of your level (rounded down) and your hit points maximum increases by an amount equal to twice your level.


Duskdeep

Wondrous item (Helm), Rare

While wearing this helm, all non-psychic damage that you take from attacks is reduced by 2.

Dwarf Star

Wondrous Item (Ring), Very Rare (Requires Attunement)

While wearing this ring, you have resistance to fire damage and a +1 bonus to Constitution. It also grants advantage on exhaustion saving throw.


Eaglehorn

Weapon (Longbow), Legendary (Requires Attunement by an Arcane Archer

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, this Weapon's damage die is 1d12 instead of 1d8. In Addition, you gain two additional uses for your Arcane Shot feature.


Earth Shifter

Weapon (Greatclub), Rare (Requires Attunement)

At the start of your turn, in combat, the ground in a 10-foot radius centered on you becomes difficult terrain until the end of your next turn. In addition, you can, as an action, use of the rocks in the difficult terrain to fling it in a direction. The rock flies in a straight line up to 30 feet in a direction you choose before falling to the ground, stopping early if it impacts against a solid surface. If the object would strike a creature, that creature must make a DC13 Dexterity saving throw. On a failed save, the object strikes the target and stops moving. When the object strikes something, the object and what it strikes each take 2d6 bludgeoning damage.


Earthshaker

Weapon (Warhammer), Very Rare (Requires Attunement)

When you score a critical with this Weapon, you can roll three additional damage dice on your next spell dealing either acid, cold, fire, lightning, poison or thunder damage.

Endlesshail

Weapon (Shortbow), Uncommon

While wielding this magic Weapon, as a bonus action, you can make two additional attacks as part of the same attack action. You can use this bonus action only if you haven't moved during this turn, and after you use the bonus action, your speed is 0 until the end of the current turn. Once you used this feature, you cannot use it again until next dawn.


Eschuta's Temper

Weapon (Wand), Very Rare (Requires Attunement by a Sorcerer)

You gain the metamagic quickened spell. Also, spells you cast that deal fire damage deal an additional 2d6 fire damage and spells you cast that deal lightning damage deal an additional 2d6 lightning damage.


Ethereal Edge

Weapon (Battleaxe), Common

Whenever you score a critical failure with this magic Weapon, reroll the die and use the new one. Once you used this feature, you can't use it again until next dawn.


Executioner's Justice

Weapon (Greataxe), Uncommon

When you reduce an hostile creature to 0 hit points with this magic Weapon, your next attack within the next 1 minute scores a critical hit.


Felloak

Weapon (Club), Uncommon

While under the effect of a Shillelagh spell, this Weapon deals an additional 1d4 fire damage to any target it hits.

Firelizard's Talons

Weapon (Claw), Very Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon and this Weapon deals an extra 2d4 fire damage to any target it hits.


Flamebellow

Weapon (Greatsword), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, you can cast the Inferno spell at 5th level without expending a spell slot or material components. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose. Once you used this feature, you can't use it again until next dawn. In addition, whenever you score a critical hit with this Weapon, up to three creatures in a 15-foot cone must make a DC15 Dexterity saving throw. On a failed save, a creature takes 6d6 fire damage.


Fleshrender

Weapon (Club), Very Rare (Requires Attunement by a Druid)

Whenever you cast a druid spell of 4th level or lower, increase the level of that spell by 1 level without expending an higher level spellslot. Additionally, your maximum number of Wild Shape is increased by 1.


Fleshripper

Weapon (Dagger), Uncommon

You can roll one additional sneak attack damage die when determining the extra damage for a hit made with this magic Weapon.


Frostburn

Wondrous Item (Gloves), Rare (Requires Attunement by a Sorcerer)

While wearing these gloves, your Sorcery Point maximum increases by 10.

Frostwind

Weapon (Longsword), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, you can cast the Arctic Blast spell at 5th level without expending a spell slot or material components. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose. Once you used this feature, you can't use it again until next dawn.


Gargoyle's Bite

Weapon (Javelin), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this Weapon. Also, this Weapon deals an extra 2d6 poison damage to any target it hits. Hit or miss, the projectile reappears instantly in your hand.


Gerke's Sanctuary

Armor (Shield), Rare

While wearing this shield, you have a +1 bonus to AC and at the start of your turn, you can, as a free action, expand a hit dice to regain hit points equal to the expanded hit dice plus your Constitution modifier.


Ghostflame

Weapon (Dagger), Rare (Requires Attunement)

You can, as a bonus action, send the dagger in the astral plane and back as you see fit. Also, if you make an attack with this Weapon, with advantage, that successfully hit, consider the attack a critical hit.


Ghoulhide

Wondrous Item (Gloves), Uncommon

While wearing these gloves, you gain a +1 bonus to attack and damage rolls against undead creatures.

Giant Skull

Wondrous item (Helm), Uncommon

While wearing this helm, you can use your head and horns on this helm to make unarmed strikes. If you hit with them, you deal bludgeoning damage equal to 1d8 + your Strength modifier.


Gimmershred

Weapon (Handaxe), Uncommon

This magic Weapon deals an extra 1 fire damage, 1 lightning damage and 1 cold damage to any target it hits. Hit or miss, the projectile reappears instantly in your hand.


Ginther's Rift

Weapon (Shortsword), Common

This magic Weapon's damage type is force instead of slashing.


Gleamscythe

Weapon (Shortsword), Common

You can use a bonus action to speak this magic sword's command word, causing the blade to enlighten. This light shed bright light in a 10-foot radius and dim light for an additional 10 feet.


Gloom's Trap

Wondrous Item (Belt), Legendary (Requires Attunement by a Sorcerer)

While wearing this belt, your Sorcery Point maximum increases by 10 and at the start of your turn, in combat, regain 1 sorcery point. Also, you can, as a bonus action, expand up to 15 sorcery points to gain 1 temporary hit point for each point expanded. In addition, whenever you deal damage with a spell, regain 1d4 sorcery points.

Goblin Toe

Wondrous Item (Boots), Common

While wearing these boots, you can use a bonus Action and click the boots' heels together. If you do, you gain advantage on Dexterity (Stealth) checks. If you click your heels together again, you end the Effect.


When the boots' property has been used for a total of 10 minutes, the magic ceases to function until you finish a Long Rest.


Goldskin

Armor (Plate), Common

While wearing this armor, you can, as an action, speak this armor's command word to light up the armor to provide bright golden light in a 20-foot radius and dim light for an additional 20 feet. The armor remains lit, until you use a Bonus Action to end this Effect. Also, when the armor is brightened, gold material within 40 feet displays the same light.

Goldstrike Arch

Weapon (Longbow), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made against undead and fiend creatures with this magic Weapon. Also, when you attack using the attack action, you can make one additional attack as part of the same action. In addition, whenever you score a critical hit with this Weapon, the target must make a DC15 Dexterity saving throw. On a failed save, it takes 3d8 radiant damage.


Goldwrap

Wondrous Item (Belt), Common

While wearing this belt, you can cast the spell Light on a gold coin at-will without expending material components.


Gore Rider

Wondrous Item (Boots), Rare (Requires Attunement by a Monk)

While wearing these boots, your Ki points maximum increases by 5. Also, once per turn, before you make an attack with your unarmed strike, you can choose to spend a ki point. If that attack hits, you deal extra damage equal to two rolls of your Martial Arts die.


Gorefoot

Wondrous Item (Boots), Common

While wearing these boots, you can, as a bonus action, move 5 feet in any direction. This movement doesn't provoke opportunity attacks.


Goreshovel

Weapon (Greataxe), Legendary (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, your Strength score changes to 25. The item has no effect on you if your Strength without the Weapon is equal to or greater than 25.

Gravenspine

Weapon (Wand), Very Rare (Requires Attunement by a Warlock)

While wielding this wand, you gain a +2 bonus to spell attack rolls and to the saving throw DCs of spells. Also, your maximum number of warlock spell slots increases by 1.


Gravepalm

Wondrous Item (Gloves), Uncommon

While wearing these gloves, whenever you reduce an undead hostile creature to 0 hit points, your Strength increases by 1 for 1 minute. This effect can stack up to 5 times.


Greyform

Wondrous Item (Robe), Rare

While wearing this robe and under the effect of Mage Armor, your Dexterity score increases by 4.


Griffon's Eye

Wondrous Item (Helm), Rare

While wearing this helm, you ignore resistance to lightning damage.

Grim's Burning Dead

Weapon (Scythe), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and this Weapon can be used as a spell casting focus. Also, whenever you cast a necromancy spell of 8th level or lower, increase the level of that spell by 1 levels, without expending an higher level spell slot.


Griswold's Edge

Weapon (Longsword), Very Rare (Requires Attunement)

This Weapon deals an extra 2d6 fire damage to any target it hits. Also, your Strength score changes to 21. The item has no effect on you if your Strength without the Weapon is equal to or greater than 21.


Guardian Angel

Armor (Splint), Uncommon

While wearing this armor, whenever you use the dodge action, you gain a +2 bonus to AC until the start of your next turn.


Guardian Naga

Weapon (Battleaxe), Uncommon

Whenever you score a critical with this magic Weapon, each creature within 20 feet of target must make a DC12 Dexterity saving throw. On a failed save, a creature takes 1d6 poison damage.

Gull

Weapon (Dagger), Uncommon

Whenever you hit a creature with this magic Weapon, you can, as a bonus action, attempt to steal something from the creature. You can roll on the table below and see what you find.

d100 Item
1-50 Nothing.
51-75 1d6 gold pieces.
76-90 1 trinket rolled on the Trinkets table.
91-95 1 gem of your choice worth 30 gold pieces.
96-98 1 gem of your choice worth 100 gold pieces.
99 1 Potion of Healing.
100 1 Common magic item.

Gut Siphon

Weapon (Light Crossbow), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this magic Weapon, you gain 2d6 temporary hit points.


Halaberd's Reign

Wondrous Item (Helm), Very Rare (Requires Attunement by a Barbarian)

While wearing this helm, At the beginning of your turn, while raging, you gain temporary hit points equal to 1d8 + your Constitution modifier + your Rage Damage bonus.


Hand of Blessed Light

Weapon (Warhammer), Rare (Requires Attunement by a Paladin)

Your pool of healing power increases by 20 and you can expand at least 5 hit points from your pool of healing power to conjure a projectile and either throw it on a target within 30 feet, restoring 1 hit point to it for each point expanded or make a ranged spell attack dealing radiant damage equal to 1 damage for each point expanded.

Harlequin Crest

Wondrous item (Helm), Legendary (Requires Attunement)

While wearing this helm, you gain a +1 bonus to AC and your ability scores each increases by 2.


Hawkmail

Armor (Scale Mail), Very Rare

While wearing this armor, you have a +1 bonus to AC and you are immune to cold damage.


Head Hunter's Glory

Armor (Shield), Very Rare (Requires Attunement)

This shield, made of 7 skulls, allows you to change one of the skulls, as an action, with a fresh one from a medium or smaller creature. If a skull is changed, you gain a bonus from the creature's stat block while you wear this shield. The bonus is at your DM's discretion.


Headstriker

Weapon (Longsword), Uncommon

This magic Weapon's damage is 6 instead of 1d8, or 8 instead of 1d10.


Heart Carver

Weapon (Dagger), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, when you reduce an hostile creature to 0 hit points with this magic Weapon, you can search its corpse, as a bonus action, and roll on the table below and see what you find.

d100 Item
1-50 Nothing.
51-75 1 Potion of Superior Healing or 1 Potion of Superior Mana.
76-100 1 Rare magic item.

Heaven's Light

Weapon (Morningstar), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you reduce a fiend creature to 0 hit points, you and all creatures of your choice within 30 feet regain 1d12 hit points. In addition, you can speak this Weapon's command word, as a bonus action, to light it up to provide bright light in a 20-foot radius and dim light for an additional 20 feet. The Weapon remains lit, until you use a bonus action to end this effect. While in this light, fiend creatures have disadvantage on their attack rolls.


Heavenly Garb

Armor (Breastplate), Rare

This armor can be worn by a character with Light Armor proficiency. Also, while wearing this armor, whenever you score a critical hit on an undead creature, you regain an expanded spell slot of 5th level or lower.


Hellcast

Weapon (Heavy Crossbow), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you are subjected to fire damage, you can use your reaction to have immunity to fire damage until the start of your next turn and the first time you hit with this crossbow on your next turn, the target takes an extra 3d6 fire damage. Once you used this feature, you cannot use it again until next dawn.


Hellclap

Weapon (Shortbow), Common

When you reduce an hostile creature to 0 hit points with this magic Weapon, you gain a +1 bonus to your dexterity score, up to 20. This bonus lasts until next dawn.

Hellmouth

Wondrous Item (Gloves), Very Rare

While wearing these gloves, whenever you are subjected to fire damage, you take no damage and regain a number of hit points equal to the fire damage dealt.


Hellplague

Weapon (Longsword), Rare (Requires Attunement)

You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this sword. Also, whenever you cast a spell that deals fire damage of 5th level or lower, increase the level of that spell by 1 without expending an higher level spell slot.


Hellrack

Weapon (Heavy Crossbow), Very Rare (Requires Attunement)

This Weapon deals an extra 1d12 lightning damage, 3d4 fire damage or 2d6 cold damage to any target it hits.


Hellslayer

Weapon (Greataxe), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, this Weapon deals an extra 2d6 fire damage to any target it hits. In addition, your Strength and Constitution scores change to 20. The item has no effect on you if your Strength and Constitution without the Weapon is equal to or greater than 20.


Herald Of Zakarum

Armor (Shield), Common (Requires Protection Fighting Style

While wearing this shield, whenever you use your reaction to impose disadvantage on an attack roll, you also grant a +2 bonus to AC to the creature you defend.

Hexfire

Weapon (Rapier), Rare (Requires Attunement)

This sword has 3 Charges. While holding it, you can use an action to expend 1 of its Charges to summon three fiery dragon heads on an unoccupied space within 30 feet that lasts until the end of your turn. The heads immediately cast one fire bolt each on up to three targets. Their spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier and they deal 1d10 fire damage. That damage increases by 1d10 when you reach 5th Level (2d10), 11th level (3d10), and 17th level (4d10).


The sword regains 1d2 + 1 expended Charges daily at dawn.


Highlord's Wrath

Wondrous Item (Amulet), Legendary (Requires Attunement)

While wearing this amulet, your Weapon attacks score a critical hit on a roll of 17 to 20 and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action.


Homunculus

Armor (Creature Head), Legendary (Requires Attunement)

While holding this head, you can, as an action, point a creature you can see within 60 feet of you. That creature must make a DC15 Wisdom saving throw. On a failed save, the creature is cursed for 1 minute. For the duration, it can't regain hit points, you have a +2 bonus to spell attack rolls and to the saving throw DCs of spells against it and when it is reduced to 0 hit points, you regain an expanded spell slot of 5th level or lower. Once a creature has been cursed this way, you can't curse another creature until you finish a short or long rest.

Hone Sundan

Weapon (Lance), Rare

You can, as a bonus action, transform into an ethereal form for 1 minute. While in ethereal form, you regain 1d4 hit points at the start of your turn and you have resistance to bludgeoning, piercing and slashing damage. Once you used this feature, you can't do so again until next dawn.


Horizon's Tornado

Weapon (Flail), Very Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you score a critical hit with this Weapon, you release a gust of strong wind forming a line 30 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC14 Dexterity saving throw. On a failed save, a creature takes 5d8 bludgeoning damage, or half as much damage on a successful one.


Hotspur

Wondrous Item (Boots), Uncommon

While wearing these boots, once per turn, you can deal an extra 1d4 fire damage on an unarmed strike if you are using one of your feet for the attack.

Howltusk

Wondrous item (Helm), Very Rare (Requires Attunement by a character with Spellcasting)

While wearing this helm, whenever you are critically hit, regain an expanded spell slot depending on the damage taken.

Damage Threshold Spell Slot Level
0-19 1
20-29 2
30-39 3
40-49 4
50-59 5
60-69 6
70-79 7
80-89 8
90+ 9

Humongous

Weapon (Greataxe), Uncommon

This Weapon requires 18 strength to attack with. Also, the damage die of this Weapon is 2d8 instead of 1d12.

Husoldal Evo

Weapon (Polearm), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, at the start of each of your turn, in combat, you gain temporary hit points equal to 1d6 + your constitution modifier.


Islestrike

Weapon (Sickle), Rare (Requires Attunement)

While wielding this magic Weapon, whenever you make an attack with primal savagery and successfully hit, you can, as a free action, attempt to stun the target. If you do so, the target must make a DC12 Constitution saving throw. On a failed save, it is stunned until the end of your next turn. Once you used this feature, you can't use it again until next dawn.


Jade Talon

Weapon (Claw), Legendary (Requires Attunement by a Rogue)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and you have advantage on saving throws against being knocked prone or stunned. Also, you can apply your sneak attack damage with this Weapon even if you already dealt your sneak attack damage this turn.


Jalal's Mane

Wondrous Item (Helm), Very Rare (Requires Attunement by a Druid)

While wearing this helm, your Wisdom score changes to 23. The item has no effect on you if your Wisdom without the helm is equal to or greater than 23.

Kelpie Snare

Weapon (Trident), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this magic Weapon, it must make a DC15 Wisdom saving throw. On a failed save, its speed is halved, it takes a -2 penalty to AC and Dexterity Saving Throws, and it can't use Reactions. On its turn, it can use either an Action or a bonus Action, not both. Regardless of the creature's abilities or magic items, it can't make more than one melee or ranged attack during its turn. If the creature attempts to cast a spell with a casting Time of 1 action, roll a d20. On an 11 or higher, the spell doesn't take effect until the creature's next turn, and the creature must use its action on that turn to complete the spell. If it can't, the spell is wasted. An affected creature makes another Wisdom saving throw at the end of its turn. On a successful save, the effect ends for it.


Kinemil's Awl

Weapon (Greatsword), Uncommon (Requires Attunement)

At the end of each of your turns, each creature of your choice within 10 feet of you takes 3 fire damage.

Kira's Guardian

Wondrous Item (Helm), Very Rare (Requires Attunement)

While wearing this helm, you have advantage on saving throws against spells and other magical effects.


Knell Striker

Weapon (Mace), Rare (Requires Attunement by a Paladin)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, your maximum number of level 1 spell slot is increased by 2.


Kuko Shakaku

Weapon (Longbow), Rare (Requires Attunement)

When you nock an arrow on this bow, you can speak this bow's command word as a bonus action. The projectile then ignites in flame, hit or miss, the projectile explodes. Each creatures within 10 feet of your target must make a Dexterity saving throw. On a failed save, a creature takes 2d6 fire damage, half as much on a success. In addition, a 10-foot radius circle of flame is set ablaze on the ground. Until the end of your next turn. Any creature that starts its turn in that area takes 1d6 fire damage. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.


Lacerator

Weapon (Handaxe), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this Weapon, the creature must make a DC15 Wisdom saving throw. On a failed save, it is frightened of you for 1 minute. In addition, your target is cursed until the end of your next turn, it has vulnerability against the next bludgeoning, piercing, and slashing damage dealt by Weapon attacks. Hit or miss, the projectile reappears instantly in your hand.

Lance Guard

Armor (Shield), Common

While wearing this shield, you can use a lance as if you were mounted.


Lance of Yaggai

Weapon (Lance), Common

Whenever you are dealt damage while wielding this magic Weapon, you can use your reaction to deal 1d4 bludgeoning damage to the attacker.


Langer Briser

Weapon (Light Crossbow), Very Rare (Requires Attunement)

This Weapon deals an extra 1d10 lightning damage to any target it hits and the target must succeed a DC14 Strength saving throw. On a failed save it is pushed 5 feet away from you.


Lava Gout

Wondrous Item (Gloves), Legendary (Requires Attunement)

While wearing these gloves, once on each of your turns when you attack using the Attack action, you can make one additional attack as part of the same action. Also, you can, use a bonus Action, speak these gloves' Command word, causing your Weapon to glow red-hot. While heated, your Weapon deals an extra 2d6 fire damage to any target it hits. The heat lasts until you use a bonus Action to speak the Command word again or until you drop or sheathe the Weapon.


Leadcrow

Weapon (Hand Crossbow), Uncommon

You can roll one additional Weapon damage die when determining the extra damage for a critical hit made with this magic Weapon.

Lenymo

Wondrous Item (Belt), Uncommon

While wearing this belt, when you roll for initiative, roll 1d4. On a 4 you regain a resource.


(A resource is either a spell slot of 5th level or lower, or a class feature such as the fighter's Second Wind or Action Surge.)


Leviathan

Armor (Halfplate), Common

This armor cannot be under the effect of a Heat Metal spell.


Lidless Wall

Armor (Shield), Legendary (Requires Attunement by a Warlock)

While attuned to this shield and being proficient with it, your maximum number of eldritch invocations known and your maximum number of warlock spell slots increases by 1. Also, when you reduce an hostile creature to 0 hit points with your eldritch blast, you recover an expanded mystic arcanum spell slot. Once you regained a spell slot this way, you can't regain a spell slot this way again until next dawn.


Lightsabre

Weapon (Longsword), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and this Weapon deals an extra 1d6 lightning damage and an extra 1d6 radiant damage to any target it hits. Also, whenever you score a critical hit, the target and up to three other targets within 30 feet must make a DC15 Dexterity saving throw. On a failed save, a creature takes 10d8 lightning damage, or half as much on a successful one.

Lycander's Aim

Weapon (Longbow), Legendary (Requires Attunement by an Arcane Archer

Your Dexterity and Intelligence scores change to 20. The item has no effect on you if your Dexterity and Intelligence without the Weapon is equal to or greater than 20. Also, while wielding this bow, you can, as a bonus action, claim the accuracy of Lycander for 1 minute. Once you used this feature, you can't do so again until you finish a short or long rest.


Lycander's accuracy provides you with 3 additional charges of your Arcane Shot features.


Lycander's Flank

WeaponWeapon (Pike), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls with this magic Weapon. Also, while wielding this pike, you can, as a bonus action, claim the might of Lycander for 1 minute. Once you used this feature, you can't do so again until you finish a short or long rest.


Lycander's might provides you with a flying (hover) speed of 50 feet and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, the damage type of this pike becomes radiant.

Maelstrom

Weapon (Wand), Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

The wand has 10 charges. While holding it, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Amplify Damage (2 charges), Iron Maiden (2 charges), or Terror (2 charges). Also, you can use an action to expend 1 of its charges to cast Corpse Explosion from it, using your spell save DC.


The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.


Magefist

Wondrous Item (Gloves), Legendary (Requires Attunement by a Sorcerer)

While wearing these gloves, whenever you score a critical with a spell that deals fire damage, you regain 1d6 sorcery points. Also, spells you cast that deal fire damage deal an additional damage die.


Magewrath

Weapon (Shortbow), Very Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, when you nock an arrow on this bow, you can speak this bow's command word as a bonus action. The projectile becomes black smoke. If the target is within the Weapon’s range and there is a path large enough for the arrow to travel to the target, it takes damage as if it were hit by the arrow and must make a DC14 Constitution saving throw. On a failed save, the creature is blinded until the end of your next turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.

Manald Heal

Wondrous Item (Ring), Rare

While wearing this ring, your hit point maximum increases by 5 and at the start of your turn, you gain 1 temporary hit point. Also, whenever you finish a short rest, you recover an expanded 1st-level spell slot.


Mang Song's Lesson

Weapon (Quarterstaff), Legendary (Requires Attunement)

You gain a +3 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this quarterstaff. Also, spells you cast ignore immunity to Fire, Lightning and Cold. In addition, the staff has 10 Charges and while holding it, you can use a bonus action to expend 1 of its Charges to cast one spell. The staff regains 1d6 + 4 expended Charges daily at dawn.


Mara's Kaleidoscope

Wondrous Item (Amulet), Legendary (Requires Attunement)

While wearing this amulet, you gain resistance to cold, fire, lightning and poison damage.

Marrowwalk

Wondrous Item (Boots), Very Rare (Requires Attunement)

While wearing these boots, both your Raise Skeleton and Skeletal Mage spells can conjure an additional creature.


Medusa's Gaze

Armor (Shield), Very Rare (Requires Attunement)

While wearing this shield, whenever score a critical hit on a creature with a melee attack, it must make a DC14 Constitution saving throw. If the saving throw fails by 5 or more, the creature is instantly petrified. Otherwise, a creature that fails the save begins to turn to stone and is restrained. The restrained creature must repeat the saving throw at the end of its next turn, becoming petrified on a failure or ending the effect on a success. A creature immune to the restrained condition is immune to this effect. Also, when you fall unconscious, you are petrified instead. Magical healing of 3rd level or higher ends the petrified effect on you.


Messerschmidt's Reaver

Weapon (Greataxe), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, while wielding this axe, your ability scores changes to 15. The item has no effect on you if your ability scores without the Weapon is equal to or greater than 15.

Metalgrid

Wondrous Item (Amulet), Legendary (Requires Attunement)

While wearing this amulet, you have a +2 bonus to AC, you have a +2 bonus to attack rolls.


Moonfall

Weapon (Morningstar), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, you can, as an action, invoke a meteor at target point within 60 feet. At the start of your next turn, each creature in a 10-foot radius centered on that point must must succeed a DC14 Dexterity saving throw. On a failed save, a creature takes 3d6 fire damage and 3d6 bludgeoning damage, or half as much damage on a successful one. Once you used this feature, you cannot use it again until next dawn.


Moser's Blessed Circle

Armor (Shield), Uncommon

While wearing this shield, whenever you take the dodge action, you gain a +1 bonus to AC until the start of your next turn.


Nagelring

Wondrous Item (Ring), Common

While wearing this ring, you have advantage on Intelligence (Investigation) checks when searching for objects and advantage with Thieves' Tools when opening locks.


Nature's Peace

Wondrous Item (Ring), Uncommon

While wearing this ring, whenever you hit a creature, it can't regain hit points until the start of your next turn.

Nightsmoke

Wondrous Item (Belt), Very Rare (Requires Attunement by a character with Spellcasting)

While wearing this belt, your maximum number spell slots of 1st level increases by 2. Also, whenever you are dealt damage, you recover an expanded spell slot of 1st-level.


Nightwing's Veil

Wondrous item (Helm), Legendary (Requires Attunement)

While wearing this helm, whenever you are subjected to cold damage, you take no damage and regain a number of hit points equal to the cold damage dealt. Also, whenever you cast a spell that deals cold damage of 8th level or lower, increase the level of that spell by 1 without expending an higher level spell slot.


Nokozan Relic

Wondrous Item (Amulet), Rare

While wearing this amulet, you have resistance to fire damage and you have advantage on saving throws against being knocked prone.


Nord's Tenderizer

Weapon (Club), Uncommon

When you score a critical hit with this magic Weapon, the target must make a DC12 Constitution saving throw. On a failed save, it is restrained until the end of your next turn.


Nosferatu's Coil

Wondrous Item (Belt), Very Rare

While wearing this belt, once on each of your turns when you attack using the Attack action, you can make one additional attack as part of the same action.

Ondal's Wisdom

Weapon (Quarterstaff), Common

When you reduce an hostile creature to 0 hit points with this magic Weapon, gain 2d12 Experience Points.


Ormus' Robes

Wondrous Item (Robe), Uncommon (Requires Attunement by a character with Spellcasting or Pact Magic feature)

This robe gains a random cantrip, roll 1d10 to determine the spell. While wearing this robe, the wearer can cast this cantrip from it.

Roll Spell
1 Acid Splash
2 Chill Touch
3 Eldritch Blast
4 Fire Bolt
5 Frostbite
Roll Spell
6 Lightning Lure
7 Mind Sliver
8 Poison Spray
9 Sacred Flame
10 Thorn Whip

Peasant Crown

Wondrous item (Helm), Common

While wearing this helm, your speed increases by 5 feet.


Pelta Lunata

Armor (Shield), Rare

Whield wearing this shield, you can take the dodge action as a bonus action.


Pierre Tombale Couant

Weapon (Halberd), Rare (Requires Attunement by a Barbarian)

Your number of Rage maximum increases by 1 and your Rage Damage increases by 3.

Plague Bearer

Weapon (Scimitar), Rare (Requires Attunement by a Druid)

While attuned to this magic Weapon, you learn the Primal Savagery cantrip. This cantrip doesn’t count against the number of druid cantrips you know. In addition, whenever you deal acid damage with your Primal Savagery cantrip, you deal an additional 1d6 poison damage. This damage increases by 1d6 at 5th level (2d6), 11th level (3d6), and 17th level (4d6).


Pluckeye

Weapon (Shortbow), Common

When you nock an arrow on this bow, you can speak this bow's command word as a bonus action. The projectile then provides bright light in a 20-foot radius and dim light for an additional 20 feet for 1 minute.


Pompeii's Wrath

Weapon (War Pick), Rare

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this Weapon, the target must make a DC13 Strength saving throw. On a failed save, it is pushed 5 feet away from you and its speed is reduced by half. This movement doesn't provoke attack of opportunity.


Pus Spitter

Weapon (Light Crossbow), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, when you score a critical hit with this Weapon, you may cast, as a free action, the Wither and Bloom spell centered on the target without expending a spell slot or material components.

Que-Hegan's Wisdom

Armor (Breastplate), Rare (Requires Attunement by a Sorcerer)

This armor can be worn by a character with Light Armor proficiency. Also, while wearing this armor, whenever you create a spell slot with your font of magic, the spell slot is 1 level higher and it can't be used to convert spell slot to sorcery points.


Radament's Sphere

Armor (Shield), Rare

While wearing this shield, whenever you are targeted by an ability or a spell dealing poison damage or inflicting the poison condition, you can, as a reaction, give yourself and all creatures, in a 15-foot cone behind you, resistance to poison damage and advantage on saving throws against poison.


Rakescar

Weapon (Battleaxe), Rare

Whenever you hit a creature with this magic Weapon, it must make a DC13 Constitution saving throw. On a failed save, it is poisoned for 1 minute.


Rattlecage

Armor (Plate), Common

This armor shines a beautiful purple. While wearing this armor, you have advantage on charisma-based skill checks.


Raven Claw

Weapon (Longbow), Uncommon

When you nock an arrow on this magic bow, you can speak this bow's command word as a bonus action. The projectile then explodes on the impact of a creature. Each creatures within 5 feet of the target must make a DC12 Dexterity saving throw. On a failed save, a creature takes 1d6 fire damage. Once you used this feature in this way, you can’t use it again until next dawn.

Ravenfrost

Wondrous Item (Ring), Very Rare (Requires Attunement)

While wearing this ring, you have resistance to cold damage you learn the cantrip Ray of Frost. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose.


Ravenlore

Wondrous Item (Helm), Uncommon (Requires Attunement by a Druid)

While wearing this helm, you can cast Speak with Animals at-will, without expending a spell slot or material components.


Razor's Edge

Weapon (Handaxe), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and your attacks with this Weapon score a critical hit on a roll of 18 to 20.


Razorswitch

Weapon (Quarterstaff), Rare (Requires Attunement by a character with Spellcasting)

You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this quarterstaff. Also, your number of 1st level spell slots maximum increases by 4.


Razortail

Wondrous Item (Belt), Very Rare

While wearing this belt, once on each of your turns when you make a ranged Weapon attack, you can make another attack with the same Weapon against a different creature that is within 5 feet of the original target and farther than the original target.

Razortine

Weapon (Trident), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you use your reaction to make an opportunity attack and successfully hit, the next attack roll made against this target, before the end of your next turn, has advantage and a creature within 5 feet of the target can use its reaction to make an attack against it.


Ribcracker

Weapon (Quarterstaff), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action. Also, you have advantage on Strength saving throw against being knocked prone and you can roll one additional Weapon damage die when determining the extra damage for a critical hit made with this Weapon. In addition, this Weapon gains the finesse property.


Riphook

Weapon (Shortbow), Uncommon

Whenever you hit a creature with this magic Weapon, the creature's speed is reduced by 10 feet until the start of your next turn.


Ripsaw

Weapon (Flamberge), Uncommon

You can speak this magic Weapon's command word as a bonus action activating its mechanical blade. Whenever you hit a creature with this Weapon, with the blade active, the target is grappled (Escape DC12). At the start of each of your subsequent turn, you can use your action to deal the Weapon's damage to the target automatically as long as the target is still grappled. The blade remains activated, until you use a bonus action to end this Effect.

Rixot's Keen

Weapon (Shortsword), Uncommon

You have a +1 bonus to AC while wielding this magic Weapon.


Rockfleece

Armor (Halfplate), Very Rare

While wearing this armor, you gain a +1 bonus to AC and your Strength score increases by 5.


Rockstopper

Wondrous item (Helm), Rare

While wearing this helm, you have advantage against being knocked prone, restrained and stunned.


Rogue's Bow

Weapon (Shortbow), Legendary (Requires Attunement)

Your attacks with this Weapon score a critical hit on a roll of 17 to 20 and when you attack using the Attack action, you can make one additional attack as part of the same action.

Rune Master

Weapon (Battleaxe), Legendary (Requires Attunement)

At the end of a long rest, you can change the four runes inside this magic Weapon. Rune Master can only have 1 rune with the same name.

Rune Effect
El You can, as a bonus action, speak Rune Master's command word, causing Rune Master to light up. These lights shed bright light in a 40-foot radius and dim light for an additional 40 feet.
Eld Rune Master has a +2 bonus to attack and damage rolls against undead creatures.
Tir When you reduce a hostile creature to 0 hit points with Rune Master, recover an expanded spellslot of 5th level or lower.
Nef Whenever you hit a creature with Rune Master, the target must make a DC15 Strength saving throw. On a failed save, it is pushed 10 feet away from you.
Eth Whenever you hit a creature with Rune Master, the target has its AC reduced by 2 until the end of your next turn.
Ith Rune Master's damage becomes 2d8 instead of 1d8.
Tal You have resistance to poison damage while wielding Rune Master.
Ral You have resistance to fire damage while wielding Rune Master.
Ort You have resistance to lightning damage while wielding Rune Master.
Thul You have resistance to cold damage while wielding Rune Master.
Amn Whenever you hit a non-undead, non-construct creature with Rune Master, gain temporary hit points equal to 1d10 plus your constitution modifier.
Sol While you are wielding Rune Master, bludgeoning, piercing, and slashing damage that you take from attacks is reduced by 5.
Shael Once on each of your turns, when you attack using the attack action, you can make one additional attack as part of the same action.
Dol Whenever you hit a creature with Rune Master, the target must make a DC15 Wisdom saving throw. On a failed save, it is frightened by you for 1 minute. At the end of each of its turn, the target can make another Wisdom saving throw. On a success it is no longer frightened.
Hel You are proficient with Rune Master and Rune Master gains the finesse property.
Rune Effect
Io Your constitution score increases by 5.
Lum Your maximum number of spell slots of 5th level or lower increases by 1.
Ko Your dexterity score increases by 5.
Fal Your strength score increases by 5.
Lem Whenever you find coin pieces on a corpse, you find 3d6 more coin pieces.
Pul Rune Master has a +2 bonus to attack and damage rolls against fiend creatures.
Um Whenever you hit a creature with Rune Master, the target has disadvantage on its attack rolls until the end of your next turn.
Mal Whenever you hit a creature with Rune Master, the target can't regain Hit Points until the start of your next turn.
Ist You can attack a chest to unlock it without damaging its content.
Gul Once per turn, before you attack, as a free action, give yourself advantage on your next attack roll on the current turn.
Vex Whenever you score a critical hit with Rune Master, you can recover an expanded resource. (A resource is either a spell slot of 5th level or lower, or a class feature such as the fighter's Second Wind or Action Surge.)
Ohm You can roll one additional Weapon damage die when determining the extra damage for a critical hit made with Rune Master.
Lo Rune Master scores a critical hit on a roll of 17 to 20.
Sur Whenever you score a critical hit with Rune Master, the target must make a DC15 Constitution saving throw. On a failed save, it is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.
Ber Rune Master has a +3 bonus to damage rolls.
Jah Rune Master has a +3 bonus to attack rolls.
Cham Whenever you score a critical hit with Rune Master, the target must make a DC15 Constitution saving throw. On a failed save, it is restrained for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer restrained.
Zod Whenever you use the dodge action, you can, as a free action, use Rune Master's command word to gain immunity to all damage except psychic damage until the start of your next turn. Once you used this feature in this way, you can't do so again until next dawn.

Rusthandle

Weapon (Warhammer), Common

You can, as a bonus action, enchant this warhammer to change its damage type to either Lightning, Cold or Fire until the end of your turn.


Sandstorm Trek

Wondrous Item (Boots), Legendary (Requires Attunement)

While wearing these boots, you have a +1 bonus to AC and resistance to poison damage. Also, all melee Weapons lose the Heavy and Two-Handed property for you.


Saracen's Chance

Wondrous Item (Amulet), Rare (Requires Attunement)

While wearing this amulet, whenever you would be dealt bludgeoning, piercing or slashing damage by a melee attack. Deal the same amount of damage as force damage to the attacker.


Schaefer's Hammer

Weapon (Warhammer) Legendary (Requires Attunement)

You have a bonus to attack and damage rolls made with this magic Weapon equal to a quarter of your level (rounded down). Also, whenever you score a critical hit with this Weapon, each creature within 10 feet, other than you, must make a DC15 Constitution saving throw. On a failed save, a creature takes lightning damage equal to half its current hit points (rounded down).


Seraph's Hymn

Wondrous Item (Amulet), Rare (Requires Attunement by a Paladin)

While wearing this amulet, your divine smite damage increases by an additional 2d8 if the target is an undead or a fiend.

Serpent Lord

Weapon (Quarterstaff), Rare (Requires Attunement by a Monk)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you hit a creature with this Weapon, you regain 1 expanded Ki point.


Shadow Dancer

Wondrous Item (Boots), Uncommon

While wearing these boots, you can apply your sneak attack on any Weapon.


Shadow Killer

Weapon (Claw), Rare (Requires Attunemet

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever you score a critical hit using this Weapon, each creature within 15 feet of you must make a DC13 Constitution saving throw. On a failed save, a creature takes 1d4 cold damage and is restrained until the end of your next turn.


Shadowfang

Weapon (Claymore), Very Rare (Requires Attunement)

This Weapon deals an extra 2d6 cold damage to any target it hits. Also, this sword has 5 Charges. While holding it, you can use an action to expend 1 of its Charges to cast darkness on it. The sword regains 1d4+1 expended Charges daily at dawn.


Shaftstop

Armor (Chain Mail), Very Rare

While wearing this armor, you gain a +2 bonus to AC and bludgeoning, piercing and slashing damage that you take is reduced by 5.

Silks of the Victor

Armor (Plate), Uncommon

While wearing this armor, when you reduce an hostile creature to 0 hit points, maximize the damage of the next damaging spell you cast within the next minute.


Silkweave

Wondrous Item (Boots), Legendary (Requires Attunement by a Sorcerer)

While wearing these boots, your Sorcery Point maximum increases by 10 and when you reduce an hostile creature to 0 hit points with a spell, regain up to 5 sorcery points. Also, you can, as a bonus action, expend 3 sorcery points. If you do, your speed increases by 30 feet and you don't provoke opportunity attacks until the end of your turn.


Skewer of Krintiz

Weapon (Rapier), Common

While wielding this magic Weapon, your Strength and Dexterity scores change to 10. The item has no effect on you if your Strength and Dexterity without the Weapon is equal to or greater than 10.


Skin of the Flayed One

Armor (Leather Armor), Uncommon

While wearing this armor, whenever you take damage from a melee attack, you can use your reaction to roll a d10. You gain temporary hit points equal to the result rolled. Also, when you lose those temporary hit points, the attacker takes force damage equal to your current temporary hit points left.


Skin of the Vipermagi

Wondrous Item (Robe), Very Rare (Requires Attunement by a Sorcerer)

While wearing this robe, whenever you use your metamagic quickened spell to cast a spell, increase the level of that spell by 1 without expending an higher level spell slot.

Skull Collector

Weapon (Quartertaff), Common

When you reduce an hostile creature to 0 hit points with this magic Weapon, gain 1d6 gold pieces.


Skull Splitter

Weapon (War Pick), Rare

Whenever you hit a creature with this magic Weapon, it must make a DC13 Constitution saving throw. On a failed save, it is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.


Skullder's Ire

Armor (Splint), Common

While wearing this armor, you can cast the Mending spell at-will.


Skystrike

Weapon (Shortbow), Rare

Whenever you score a critical with this Weapon, a boulder of fire reaches from the sky onto your target. Each creature in a 20-foot radius Sphere centered on your target must make a DC13 Dexterity saving throw. On a failed save, a target takes 4d6 bludgeoning damage and 4d6 fire damage, or half as much damage on a successful one. Once this occured, it cannot occur again until next dawn.


Snakecord

Wondrous Item (Belt), Rare

While wearing this belt, whenever you are subjected to poison damage, you take no damage and regain a number of hit points equal to the poison damage dealt.

Snowclash

Wondrous Item (Belt), Rare

While wearing this belt, whenever you are subjected to cold damage, you take no damage and regain a number of hit points equal to the cold damage dealt.


Soul Drainer

Wondrous Item (Gloves), Very Rare

While wearing these gloves, whenever you successfully hit a creature with a melee attack, it suffers a -1 penalty to its AC and whenever the target makes an attack roll, the target must roll a d4 and subtract the number rolled from the attack roll for 1 minute. The AC penalty can stack up to 5 times.


Soul Harvest

Weapon (Scythe), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, at the start of your turn, in combat, roll 1d6 to determine which resistance you gain until the start of your next turn.


Soulfeast Tine

Weapon (Glaive), Rare (Requires Attunement by a Paladin)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Whenever you successfully hit with this Weapon, you regain 1 hit point in your pool of healing.


Soulflay

Weapon (Claymore), Common

Whenever you are dealt elemental damage while wielding this Weapon, you can use your reaction to roll a d4 and reduce the damage equal to the number you rolled.

Sparking Mail

Armor (Chain Mail), Very Rare

While wearing this armor, you have resistance to lightning damage and whenever a creature hits you with a melee Attack, it takes 1d6 lightning damage.


Spectral Shard

Weapon (Dagger), Common

While wielding this magic Weapon, you can cast the True Strike spell as a bonus action.


Spellsteel

Weapon (Greataxe), Very Rare (Requires Attunement)

This axe 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: Misty Step (1 charge), Guiding Bolt (3 charges), or Fireball (5 charges). The axe regains 1d6 + 4 expended charges daily at dawn. Your spellcasting ability for these spells is either Intelligence, Wisdom or Charisma, you choose.


Spike Thorn

Armor (Shield), Rare

While wearing this shield, you have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage. Also, whenever a creature deals damage to you with a melee Weapon while you are concentrating on a spell, you may have the attacker take force damage equal to the damage dealt.


Spineripper

Weapon (Dagger), Common

Whenever you hit a creature with this magic Weapon, it can't regain hit points until the start of your next turn.

Spire of Honor

Weapon (Pike), Very Rare (Requires Attunement by a Paladin)

You have a +2 bonus to attack and damage rolls made with this magic Weapon and you have advantage on saving throws against being knocked prone. Also, when you divine smite a fiend creature, you regain hit points equal to the radiant damage dealt.


Spire of Lazarus

Weapon (Quarterstaff), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

You have resistance to lightning damage while you hold this staff.


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: Lightning Bolt (3 charges), Chain Lightning (6 charges), or Call Lightning (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 crackles and is destroyed.


Spirit Forge

Armor (Ring Mail), Rare

While wearing this armor, you can, as a bonus action, speak this armor's command word to unleash powerful flames. The flames last for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take 1d6 fire damage. Once you use this ability, you can't use it again until next dawn.

Spirit Keeper

Wondrous Item (Helm), Legendary (Requires Attunement by a Druid)

While wearing this helm, you gain resistance to fire damage, you have advantage on saving throws against poison, whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt and whenever you are dealt cold damage, you can use your reaction to roll a d8 and reduce the damage equal to the number you rolled.


Spirit Ward

Armor (Shield), Common

While wearing this shield, you can, as a bonus action, either send the shield to the astral plane freeing your hand or retrieve it back from the astral plane. Also, when you are hit by an attack, you can, as a reaction, retrieve your shield from the astral plane if you have at least one free hand.


Stealskull

Wondrous item (Helm), Rare

While wearing this helm, whenever you use the escape action, you can take one additional Action. That action can be used only to take the Attack (one Weapon attack only), Dash, Disengage, Hide, or Use an Object action.


Steel Carapace

Armor (Plate), Uncommon

While wearing this armor, you can attempt a grapple whenever you would be able to make an opportunity attack.


Steel Pillar

Weapon (Pike), Rare

You have a +1 bonus to attack and damage rolls and you have a +1 bonus to AC while wielding this magic Weapon. Also, you can roll one additional Weapon damage die when determining the extra damage for a critical hit made with this magic Weapon.

Steel Shade

Wondrous item (Helm), Very Rare (Requires Attunement)

While wearing this helm, at the start of your turn, gain temporary hit points equal to 1d8 + your Constitution modifier.


Steelclash

Armor (Shield), Rare (Requires Attunement by a Paladin)

While wearing this shield, you may change the damage type of your smite ability to either acid, cold, fire, lightning, poison or thunder. Also, whenever you smite a creature, you gain resistance to the damage type chosen until the start of your next turn.


Steeldriver

Weapon (Maul), Common

You are proficient with this magic Weapon.


Steelgoad

Weapon (Polearm), Uncommon

Whenever you successfully hit with this magic Weapon, the target must make a DC12 Wisdom saving throw. On a failed save, it is frightened of you until the end of your next turn.


Steelrend

Wondrous Item (Gloves), Legendary (Requires Attunement)

While wearing these gloves, your Strength score changes to 23. The item has no effect on you if your Strength without the Weapon is equal to or greater than 23. Also, you gain a +3 bonus to damage rolls.


Stone Crusher

Weapon (Warhammer), Rare

Whenever you successfully hit a creature, the target's armor takes a permanent and cumulative −1 penalty to AC. If its penalty drops to −5, the armor is destroyed.

Stone of Jordan

Wondrous Item (Ring), Legendary (Requires Attunement)

While wearing this ring, whenever you cast a spell of 8th level or lower, increase the level of that spell by 1 without expending an higher level spell slot.


Stoneraven

Weapon (Spear), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and a +3 bonus to AC. Also, this Weapon deals an extra 1d8 force damage to any target it hits.


Stormchaser

Armor (Shield), Legendary (Requires Attunement)

While wearing this shield, you have a +2 bonus to AC and you are immune to the Sleet Storm spell. Also, whenever you are critically hit, you can, as a free action, cast the Sleet Storm spell on your location without expending a spell slot or material components. Its spellcasting ability is either Intelligence, Wisdom or Charisma.


Stormeye

Weapon (Mace), Uncommon

While wielding this magic Weapon, Sacred Flame's damage die becomes d10 and creatures you cast Sacred Flame on have disadvantage on their saving throw.

Stormguild

Armor (Shield), Very Rare

While wearing this shield, whenever a creature casts a spell with lightning damage on a creature within 10 feet of you, you can, as a reaction, absorb a part of that spell onto the shield for 1 minute. Also, whenever a creature deals damage to you with a melee attack while the shield is charged, the creature takes lightning damage equal to the original spell's damage as the charge is expanded.


Stormlash

Weapon (Flail), Very Rare (Requires Attunement)

Whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt. Also, this Weapon deals an extra 1d12 lightning damage to any target it hits.


Stormrider

Weapon (Greataxe), Uncommon

Whenever you hit a creature with this magic Weapon, you can cast the spell Lightning Lure as a free action on any target within range. Also, when you score a critical hit with this magic Weapon, you can cast the spell Witch Bolt on the target as a free action. The spellcasting ability for these spells is either Intelligence, Wisdom or Charisma, you choose.

Stormshield

Armor (Shield), Legendary (Requires Attunement)

While wearing this shield, you gain a +2 bonus to AC, you are immune to cold damage and have resistance to lightning damage. Also, your Strength score changes to 25. The item has no effect on you if your Strength without the shield is equal to or greater than 25.


Stormspike

Weapon (Dagger), Legendary (Requires Attunement)

This Weapon deals an extra 1d10 lightning damage to any target it hits. Also, whenever you are dealt damage by a melee attack, the attacker takes 1d10 lightning damage. In addition, for each level you have attained, you gain a different bonus, while wielding this dagger, based on the table below.

Level Effect
1-5 Nothing.
6-10 Resistance to lightning damage.
11-15 Immune to lightning damage.
16-20 Whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt.

Stormspire

Weapon (Scythe), Rare (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, whenever a creature makes a melee attack against you and misses, it takes 1d4 lightning damage.


Stormstrike

Weapon (Shortbow), Common

When you reduce an hostile creature to 0 hit points with this magic Weapon, its damage increases by 1 lightning damage for 1 minute. This bonus can stack up to 10 times.

Stoutnail

Weapon (Club), Common

While wielding this magic Weapon, your Constitution scores change to 12. The item has no effect on you if your Constitution without the Weapon is equal to or greater than 12.


String of Ears

Wondrous Item (Belt), Uncommon

While wearing this belt, all non-psychic damage that you take from attacks is reduced by 2.


Suicide Branch

Weapon (Wand), Rare (Requires Attunement by a Warlock)

While wielding this wand, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells. Also, your Eldritch Blast cantrip creates one additional beam.


Sureshrill Frost

Weapon (Mace), Uncommon (Requires Attunement)

You can forgo an attack to cast a Ray of Frost. Your spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.


Swordback Hold

Armor (Shield), Common

While wearing this shield and while in you are dodging, whenever a melee attack misses you. You can use your reaction to make an attack against the attacker.

Swordguard

Weapon (Flamberge), Rare (Requires Attunement)

When you are dodging while wielding this sword, you gain a +2 bonus to AC. Also, you have advantage on saving throws against being knocked prone or being stunned. In addition, whenever you use the dodge action, you can make a melee attack on a creature within range. This Weapon loses the Heavy property.


Tarnhelm

Wondrous item (Helm), Rare (Requires Attunement)

While wearing this helm, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells.


Tearhaunch

Wondrous Item (Boots), Rare

These boots have 3 Charges. While wearing them, you can, as an action, expend 1 of its Charges to cast the spell Pass Without Trace without expending a spell slot or material components. Also, while under the effect of Pass Without Trace, each creature of your choice within 30 feet of you (including you) has its speed increased by 10. The boots regain the expended charges daily at dawn.


Templar's Might

Armor (Plate), Legendary (Requires Attunement by a Paladin)

While wearing this armor, your pool of healing power is increased by 20 and your Strength and Constitution score increases by 5. Also, the range of your auras increases by 15 feet.

The Atlantean

Weapon (Shortsword), Legendary (Requires Attunement by a Paladin)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and a +3 bonus to AC while wielding this Weapon. Also, your Strength, Constitution and Charisma scores change to 23. The item has no effect on you if your Strength, Constitution and Charisma without the Weapon is equal to or greater than 23.


The Battlebranch

Weapon (Polearm), Uncommon

Whenever you attack recklessly with this Weapon, your Dexterity increases by 4 until the start of your next turn.


The Cat's Eye

Wondrous Item (Amulet) Legendary (Requires Attunement)

While wearing this amulet, your speed increases by 10 and your Dexterity score changes to 25. The item has no effect on you if your Dexterity without the amulet is equal to or greater than 25.


The Centurion

Armor (Leather), Common

While wearing this armor, you have advantage on exhaustion saving throw.


The Chieftain

Weapon (Greataxe), Very Rare

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, when you reduce an hostile creature to 0 hit points with this Weapon, recover an expanded spell slot of 5th level or lower.

The Cranium Basher

Weapon (Greatclub), Rare

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, this magic Weapon's damage die is 4d2 instead of 1d8.


The Diggler

Weapon (Dagger), Uncommon

If you attack with this magic Weapon as your bonus action on the same target you dealt damage this turn, you automatically hit with this attack.


The Dragon Chang

Weapon (Spear), Rare (Requires Attunement by a Monk)

Your ki points maximum increases by 2 and this Weapon deals an extra 1d6 fire damage to any target it hits.


The Eye of Etlich

Wondrous Item (Amulet), Common

While wearing this amulet, you can speak its command word, as a bonus action, to light up the amulet to provide bright light in a 30-foot radius and dim light for an additional 30 feet. The amulet remains lit, until you use a bonus action to end this Effect.

The Face of Horror

Wondrous item (Helm), Common

While wearing this mask, you can, as a bonus action, make a Charisma (Intimidation) check contested by a creature's Wisdom (Insight) check that can see you within 30 feet. On a failed save, the target is frightened of you until the start of your next turn.


The Fetid Sprinkler

Weapon (Warhammer), Uncommon

Whenever you successfully hit a creature, it must make a DC12 Wisdom saving throw. On a failed save, the creature regards you as a friendly acquaintance until the start of your next turn or until you do anything harmful to it.


The Gavel Of Pain

Weapon (Maul), Uncommon

Whenever you deal damage while wielding this magic Weapon, your target is cursed until the end of your next turn, it has vulnerability against the next bludgeoning, piercing, or slashing damage dealt by Weapon attacks.


The General's Tan Do Li Ga

Weapon (Flail), Uncommon

You gain a +1 bonus to AC while wielding this magic Weapon.

The Gladiator's Bane

Armor (Studded Leather), Legendary (Requires Attunement)

While wearing this armor, you gain a +1 bonus to AC and you gain advantage on saving throw against being restrained and poisoned. Also, non-psychic damage that you take is reduced by 3.


The Gnasher

Weapon (Handaxe), Uncommon

You can roll one additional Weapon damage die when determining the extra damage for a critical hit made with this magic Weapon. Also, this Weapon loses the thrown property.


The Grandfather

Weapon (Flamberge), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and your ability scores each increases by 5. This Weapon loses the Two-Handed property.


The Grim Reaper

Weapon (Scythe), Common

Whenever you score a critical hit with this Weapon, you deal maximum Weapon damage.


The Hand of Broc

Wondrous Item (Gloves), Uncommon

While wearing these gloves, whenever you score a critical hit, you gain 1d4 temporary hit points or regain an expanded 1st-level spell slot.


The Impaler

Weapon (Spear), Uncommon

While wielding this magic Weapon, you can, as a bonus action, tighten your grip to gain disadvantage on your first attack roll this turn. If you successfully hit, consider the hit to be a critical strike.

The Iron Jang Bong

Weapon (Quarterstaff), Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

You gain a +1 bonus to spell attack rolls and to the saving throw DCs of your spells while holding this quarterstaff. Also, as an action you can cast one of the following spells using a spell slot. Frost Nova, Blaze or Nova.


The Jade Tan Do

Weapon (Dagger), Very Rare (Requires Attunement)

You have resistance to poison damage and immunity to cold damage while wielding this dagger. In addition, when you successfully hit a creature, it must make a DC13 Constitution saving throw. On a failed save, it takes 1d10 poison damage.


The Mahim-Oak Curio

Wondrous Item (Amulet), Very Rare (Requires Attunement)

While wearing this amulet, your ability scores each increases by 1.


The Meat Scraper

Weapon (Halberd), Uncommon (Requires Attunement by a Polearm Master

The damage die of the bonus action of polearm master is changed to a d8.


The Minotaur

Weapon (Greataxe), Uncommon

While wielding this magic Weapon, in combat, at the start of your turn, roll 1d6. Your Strength score changes to 15 plus the number rolled. The item has no effect on you if your Strength without the Weapon is equal to or greater than 15 plus the number rolled.

The Oculus

Weapon (Wand), Uncommon (Requires Attunement)

While wielding this wand, if a creature hits you with a melee attack, roll a d8 to determine which direction you cast misty step at maximum range immediately, as a free action, without expending a spell slot.


The Patriarch

Weapon (Flamberge), Rare

You have a +1 bonus to attack and damage rolls. Also, any damage that you take is reduced by 3.


The Reaper's Toll

Weapon (Scythe), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon, your attacks with this Weapon score a critical hit on a roll of 17 to 20 and it deals an extra 2d6 cold damage to any target it hits. Also, your target is cursed until the end of your next turn, it has vulnerability against bludgeoning, piercing, and slashing damage dealt by Weapon attacks.

The Redeemer

Weapon (Morningstar), Legendary (Requires Attunement by a Paladin)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and you gain a +3 bonus to spell attack rolls and to the saving throw DCs of your paladin spells. Also, whenever a creature dies within 30 feet of you, you can use your reaction to absorb its soul in this Weapon. This Weapon can only contain one soul at a time.


Additionally, if the soul is neutral or evil, whenever you hit a creature with this Weapon, you can expend the soul inside it to either add a 1d8 additional damage, to knock the target prone or to, as a free action, cast a spell on the target. If the soul is neutral or good, you can expand the soul, as an action, to restore 5d8 hit points to a creature within 30 feet, cure a disease or neutralize a poison on a creature within 30 feet or regain your channel divinity.


As long as this Weapon contains a soul, you both can talk to each other telepathically. If the soul is neutral or good, this Weapon can act as a creature for the purpose of casting a True Resurrection spell.


This Weapon may or may not start with a soul inside it, at GM's discretion.

The Rising Sun

Wondrous Item (Amulet), Very Rare (Requires Attunement)

While wearing this amulet, whenever you are subjected to fire damage, you take no damage and regain a number of hit points equal to the fire damage dealt.


The Salamander

Weapon (Quarterstaff), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

You have Resistance to fire damage while you hold this staff.


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: Fireball (3 charges), Burning Hands (1 charge), or Wall of Fire (4 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 ashes and is destroyed.


The Scalper

Weapon (Handaxe), Common

Hit or miss, the projectile reappears instantly in your hand.


The Spirit Shroud

Wondrous Item (Robe), Uncommon

While wearing this robe, whenever you cast a spell, gain 1d10 temporary hit points.


The Tannr Gorerod

Weapon (Pike), Uncommon

This magic Weapon's damage die is 4d4 instead of 1d10.

The Vile Husk

Weapon (Greatsword), Uncommon

You have a +1 bonus to attack and damage rolls made with this magic Weapon against undead and fiend creatures. Also, whenever you deal damage to an undead or a fiend creature with this Weapon, your target is cursed until the end of your next turn, it has vulnerability against the next bludgeoning, piercing, and slashing damage dealt by Weapon attacks.


The Ward

Armor (Shield), Very Rare (Requires Attunement)

While wearing this shield, you can use a melee Weapon with the two-handed property as if it didn't have it.


Thundergod's Vigor

Wondrous Item (Belt), Rare

While wearing this belt, whenever you are subjected to lightning damage, you take no damage and regain a number of hit points equal to the lightning damage dealt.


Thunderstroke

Weapon (Javelin), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, this Weapon deals an extra 2d6 lightning damage to any target it hits and you ignore resistance to lightning damage while wielding this Weapon. In addition, whenever you score a critical hit with this Weapon, you release a bolt of lightning forming a line 100 feet long and 5 feet wide in the direction of your target. Each creature in the line must make a DC14 Dexterity saving throw. On a failed save, a creature takes 8d6 lightning damage, or half as much damage on a success.

Tiamat's Rebuke

Armor (Shield), Legendary (Requires Attunement)

While wearing this shield, you have a +2 bonus to AC and you can, as an action, charge the shield with dragon's might for 1 minute or until the charge is expanded. Whenever you are dealt damage by a melee attack while the shield is charged, roll a d4 and the charge is expanded. Refer to the table next by for the effect. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at dawn.

d4 Result
1 Nothing happens.
2 A red dragon head manifests at your location and exhales fire in a 15-foot cone toward the attacker. Each creature in that area must make a DC 15 Dexterity saving throw, taking 24 (7d6) fire damage on a failed save, or half as much damage on a successful one.
3 A blue dragon head manifests at your location and exhales lightning in a 30-foot line that is 5 feet wide toward the attacker. Each creature in that line must make a DC 15 Dexterity saving throw, taking 22 (4d10) lightning damage on a failed save, or half as much damage on a successful one.
4 A white dragon head manifests at your location and exhales an icy blast of hail in a 15-foot cone toward the attacker. Each creature in that area must make a DC 15 Constitution saving throw, taking 22 (5d8) cold damage on a failed save, or half as much damage on a successful one.
























Titan's Revenge

Weapon (Javelin), Legendary (Requires Attunement)

This Weapon gains the finesse property and you have a +3 bonus to attack and damage rolls made with this magic Weapon. Also, your Strength and Dexterity scores change to 20. The item has no effect on you if your Strength and Dexterity without the Weapon is equal to or greater than 20. In addition, your speed increases by 10 feet while wielding this javelin. Hit or miss, the projectile reappears instantly in your hand.

Todesfaelle Flamme

Weapon (Flamberge), Very Rare (Requires Attunement)

Whenever you are subjected to fire damage while wielding this Weapon, you take no damage and regain a number of hit points equal to the fire damage dealt. Also, whenever you score a critical hit, each creature in a 20-foot radius Sphere centered on the target must make a Dexterity saving throw. On a failed save, a creature takes 4d6 fire damage, or half as much damage on a success.


Tomb Reaver

Weapon (Halberd), Very Rare (Requires Attunement)

You have a +2 bonus to attack and damage rolls made with this magic Weapon. Also, Whenever you reduce a non-undead hostile creature to 0 hit points, it becomes an undead, has its hit points restored for 1 minute and it is under your control. It shares your initiative count, but it takes its turn immediately after yours.


Toothrow

Armor (Halfplate), Rare

While wearing this armor, whenever you score a critical hit, deal an extra 2d6 damage.


Torch of Iro

Weapon (Wand), Common

You can speak this wand's command word as a bonus action to light up the gem incrusted into it to provide bright light in a 20-foot radius and dim light for an additional 20 feet. The gem remains lit, until you use a bonus action to end this effect.


Treads of Cthon

Wondrous Item (Boots), Common

While wearing these boots, you ignore difficult terrain and you ignore effects of area with hazards when moving into or within such as a caltrops or a Spike Growth spell.

Twitchthroe

Armor (Studded Leather), Legendary (Requires Attunement)

While wearing this armor, you double your dexterity modifier bonus to AC. Also, whenever an attack with disadvantage misses you, you can use your reaction to attack the attacker.


Tyrael's Might

Armor (Plate), Legendary (Requires Attunement)

This armor can be worn by a character with Light Armor proficiency and it loses its Strength requirement. Also, while attuned to this armor, your maximum number of Attunement)s to magic items increases by 3.


Umbral Disk

Armor (Shield), Uncommon

While wearing this shield, whenever you shove a creature with your shield, the target must make a DC12 Constutition saving throw. On a failed save, the creature is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.


Ume's Lament

Weapon (Wand), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)

While wielding this wand, you gain a +3 bonus to spell attack rolls and to the saving throw DCs of spells.


The wand has 10 charges. While holding it, you can use a bonus action to expend 1 or more of its charges to cast one of the following spells from it, using your spell save DC: Decrepify (5 charges), or Terror (2 charges).


The wand regains 1d6 + 4 expended charges daily at dawn. If you expend the last charge, roll a d20. On a 1. the wand turns to dust and is destroyed.

Undead Crown

Wondrous item (Helm), Legendary (Requires Attunement by a character with Spellcasting or Pact Magic feature)

While wearing this helm, you gain a +1 bonus to AC and you have resistance to cold damage. Also, whenever you deal bludgeoning, piercing or slashing damage to an undead creatures, it takes an additional 1d6 damage and you regain hit points equal to the same amount. In addition, you can, as an action, force an undead creature you can see within 30 feet to make a Wisdom saving throw against your spell save DC. On a failed save, it is charmed by you for 1 minute or until you or your companions do anything harmful to it. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger.


Additionally, undead creatures under your control gains the AC, resistance, damage and life regain bonuses provided by this helm.


Valkyrie Wing

Wondrous item (Helm), Uncommon

While wearing this helm, you can use the dash action or escape action as a bonus action.


Vampire Gaze

Wondrous item (Helm), Very Rare (Requires Attunement)

While wearing this helm, you can, as an action, gaze an area in front of you. Each creature in a 15-foot cone must make a DC14 Constitution saving throw. A creature takes 2d6 necrotic damage on a failed save, or half as much damage on a successful one. You regain hit points equal to half the total damage dealt to all targets. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses at next dawn.

Veil of Steel

Wondrous item (Helm), Uncommon

While wearing this helm, whenever you are dealt elemental damage, you can use your reaction to roll a d6 and reduce the damage equal to the number you rolled.


Venom Grip

Wondrous Item (Gloves), Rare

While wearing these gloves, you gain resistance to poison damage.


Venom Ward

Armor (Breastplate), Very Rare

While wearing this armor, you are immune to poison damage and you have advantage on saving throws against poison.


Verdungo's Hearty Cord

Wondrous Item (Belt), Legendary (Requires Attunement)

While wearing this belt, in combat, you regain hit points equal to 1 plus your Constitution modifier and gain temporary hit points equal to 1d6 at the start of your turn, provided that you have at least 1 hit point. Also, your Constitution score changes to 23. The item has no effect on you if your Constitution without the belt is equal to or greater than 23.


Viperfork

Weapon (Glaive), Uncommon

When you score a critical hit or you reduce an hostile creature to 0 hit points with this magic Weapon, creatures of your choice within 30 feet must make a DC12 Constutition saving throw. On a failed save, a creature takes 2d4 poison damage.


Visceratuant

Armor (Shield), Uncommon

While wearing this shield, whenever you use the Shield spell, you have +1 bonus to AC until the start of your next turn.

Wall of the Eyeless

Armor (Shield), Common (Requires Attunement)

This shield, made of 7 skulls, allows you to speak the shield's command word, as an action, to socket one eye with a gem. The gem is bound to the shield for as long as you don't speak the command word to release it. Also, if the shield is lost, you can perform a ceremony. This ceremony can be performed during a short or long rest, it destroys the shield returning the gems.


War Traveler

Wondrous Item (Boots), Very Rare (Requires Attunement)

While wearing these boots, your speed increases by 20 and you have advantage on Strength saving throw and Constitution saving throws.


Warlord's Trust

Weapon (Battleaxe), Uncommon

At the start of your turn, in combat, while wielding this magic Weapon, regain 1 hit point, provided that you have at least 1 hit point.


Warpspear

Weapon (Quarterstaff), Common

You can cast the Mage Hand cantrip while wielding this staff.


Warshrike

Weapon (Dart), Rare (Requires Attunement)

Whenever you attack, instead, the dart flies in a line, which is 1 foot wide and 20 feet long. Compare the attack result with the AC of all creatures in the line to see if they are dealt the damage rolled. Also, whenever you hit a creature with an attack using this Weapon, creatures within 10 feet of your target must make a DC13 Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage. Hit or miss, the projectile reappears instantly in your hand.

Waterwalk

Wondrous Item (Boots), Very Rare (Requires Attunement)

These boots have 3 Charges. While wearing them, you can, as an action, expend 1 of its Charges to cast the spell Water Walk without expending a spell slot or material components. Also, whenever you expand a slot to cast Water Walk, all creatures you target gain temporary hit points equal to 1d8 plus your spellcasting modifier.


Widowmaker

Weapon (Shortbow), Uncommon

You can roll one additional sneak attack damage die when determining the extra damage for a hit made with this magic Weapon.


Windforce

Weapon (Longbow), Legendary (Requires Attunement)

You have a +1 bonus to attack and damage rolls made with this magic Weapon. Also, your Dexterity score increases by 5 and whenever you hit with this magic Weapon, the target must make a DC15 Strength saving throw. On a failed save, it is pushed 5 feet away from you.


Windhammer

Weapon (Maul), Common

The Gust spell can be used on this magic Weapon to propel it 10 feet in a direction you choose if it is not carried by a creature. Make a melee spell attack against a creature within 10 feet of the maul.

Wisp Projector

Wondrous Item (Ring), Very Rare (Requires Attunement)

While wearing this ring, you have resistance to lightning. Also, whenever you score a critical hit, you cast, as a free action, the Lightning Bolt spell in the direction of your target. Its spellcasting ability is either Intelligence, Wisdom or Charisma, you choose.


Witchwild String

Weapon (Shortbow), Legendary (Requires Attunement)

You have a +3 bonus to attack and damage rolls made with this magic Weapon and your attacks with this Weapon score a critical hit on a roll of 13 to 20.


Witherstring

Weapon (Shortbow), Common

Whenever you make a ranged attack with this Weapon, you may do so without expanding a non-magical arrow.


Wizard Spike

Weapon (Dagger), Very Rare (Requires Attunement by a character with Spellcasting or Pact Magic feature)

While wielding this magic Weapon, you learn the metamagic quickened spell and your sorcery points maximum increases by 10.

Wizendraw

Weapon (Longbow), Uncommon

When you nock an arrow on this magic bow, you can speak this bow's command word as a bonus action. The projectile then deals an additional 1d6 cold damage and ignores resistance to cold damage. Once you used this feature in this way, you can’t use it again until next dawn.


Woestave

Weapon (Halberd), Legendary (Requires Attunement)

On a successful hit with this Weapon, the target's speed is halved, its AC is reduced by 1, it can’t regain hit points until the end of your next turn and it loses its reaction. Also, the target must make a DC15 Constitution saving throw. On a failed save it is blinded for 1 minute. At the end of each of its turn, the target can make another Constitution saving throw. On a success it is no longer blinded.

Wolfhowl

Wondrous Item (Helm), Rare (Requires Attunement by a Barbarian)

While wearing this helm, you learn the spell Primal Savagery. Your spell attack bonus is equal to your proficiency bonus + either your intelligence, wisdom or charisma modifier. Also, you can use this spell while raging and if you do so, regain hit points equal to 1d6 + your Constitution modifier on a successful hit. In addition, add your Rage Damage bonus to the damage Primal Savagery deals on a hit.


Wormskull

Wondrous item (Helm), Rare

While wearing this helm, you have resistance to poison damage.


Wraith Flight

Weapon (Javelin), Common

Hit or miss, the projectile reappears instantly in your hand.


Zakarum's Hand

Weapon (Mace), Rare (Requires Attunement)

Whenever you successfully hit a creature with this magic Weapon, choose one of the effect below.

Effects
Each creatures of your choice within 15 feet of you must make a DC13 Dexterity saving throw. On a failed save, a creature takes 1d6 lightning damage.
Each creatures of your choice within 15 feet of you make a DC13 Constitution saving throw. On a failed save, a creature is restrained until the end of your next turn.










Potions of Mana

Potion Effect Rarity Cost
Potion of Minor Mana You recover an expanded spell slot of 1st level. Uncommon 150 gp
Potion of Mana You recover an expanded spell slot of 2nd level or lower. Uncommon 250 gp
Potion of Greater Mana You recover an expanded spell slot of 3rd level or lower. Rare 500 gp
Potion of Superior Mana You recover an expanded spell slot of 4th level or lower. Rare 2500 gp
Potion of Supreme Mana You recover an expanded spell slot of 5th level or lower. Very Rare 5000 gp



Additional Simple Melee Weapon

Weapon Cost Damage Weight Properties Available Classes
Wand 1 sp 1d4 bludgeoning 1 lb. Special All Classes
Additional Martial Melee Weapon

Weapon Cost Damage Weight Properties Available Classes
Claw 25 gp 1d8 slashing 2 lb. Finesse Barbarian, Bard, Fighter, Paladin, Ranger, Rogue
Scythe 20 gp 1d10 piercing 6 lb. Heavy, reach, two-handed, special Barbarian, Fighter, Paladin, Ranger
Claymore 50 gp 1d12 slashing 6 lb. Heavy, Two-handed Barbarian, Fighter, Paladin, Ranger
Flamberge 150 gp 3d4 slashing 6 lb. Heavy, reach, two-handed, special Barbarian, Fighter, Paladin, Ranger

Special Weapons

Weapons with special rules are described here.


Wand. This Weapon can be used as a spellcasting focus.
Scythe. This Weapon is also considered a halberd.
Flamberge. This type of Weapon cannot be bought, they can only be found as unique items.







Additional Shield Type

Shield Armor Class (AC) Ability Score Stealth Weight Properties Available Classes
Creature Head +1 Int/Wis/Cha 13 - 10 lb. Special Bard, Druid, Sorcerer, Warlock, Wizard

Special Shields

Shields with special rules are described here.


Creature Head. This off-hand provides a bit of protection and requires attunement and either Intelligence, Wisdom or Charisma to use.


Creating a Creature Head

The head of a medium or smaller creature can be mummified by a character during a long rest with an Intelligence (Arcana) check to determine the bonus. Refer to the table below for the bonuses it provides.

Arcana Check Result Bonus Gain
15 or less No bonuses.
16-19 You learn 1 random cantrip while holding this head.
20-23 You learn 1 random spell of level 1 while holding this head.
24-27 You learn 1 random spell of level 2 while holding this head.
28-30 While holding this head, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of spells.
31+ You can recover one expanded spell slot of 5th level or lower as an action while holding the head. You can't use this property again until next dawn.

Index



Name
Atma's Scarab
Crescent Moon
Highlord's Wrath
Mara's Kaleidoscope
Metalgrid
Nokozan Relic
Saracen's Chance
Seraph's Hymn
The Cat's Eye
The Eye of Etlich
The Mahim-Oak Curio
The Rising Sun
Bul-Kathos' Wedding Band
Carrion Wind
Dwarf Star
Manald Heal
Nagelring
Nature's Peace
Ravenfrost
Stone of Jordan
Wisp Projector
Arkaine's Valor
Atma's Wail
Black Hades
Blinkbat's Form
Boneflesh
Corpsemourn
Crow Caw
Darkglow
Duriel's Shell
Goldskin
Greyform
Guardian Angel
Hawkmail
Heavenly Garb
Iceblink
Iron Pelt
Leviathan
Ormus' Robes
Que-Hegan's Wisdom
Rattlecage
Rockfleece
Shaftstop
Silks of the Victor
Skin of the Flayed One
Skin of the Vipermagi
Skullder's Ire
Item Type
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Amulet)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Wondrous Item (Ring)
Armor (Splint)
Armor (Plate)
Armor (Plate)
Armor (Padded)
Armor (Splint)
Armor (Plate)
Armor (Scale Mail)
Armor (Ring Mail)
Armor (Breastplate)
Armor (Plate)
Wondrous Item (Robe)
Armor (Splint)
Armor (Scale Mail)
Armor (Breastplate)
Armor (Splint)
Armor (Studded Leather)
Armor (Halfplate)
Wondrous Item (Robe)
Armor (Breastplate)
Armor (Plate)
Armor (Halfplate)
Armor (Chain Mail)
Armor (Plate)
Armor (Leather Armor)
Wondrous Item (Robe)
Armor (Splint)
Rarity
Uncommon
Common
Legendary
Legendary
Legendary
Rare
Rare
Rare
Legendary
Common
Very Rare
Very Rare
Rare
Uncommon
Very Rare
Rare
Rare
Common
Very Rare
Legendary
Very Rare
Very Rare
Rare
Uncommon
Common
Uncommon
Legendary
Uncommon
Rare
Legendary
Common
Rare
Uncommon
Very Rare
Rare
Uncommon
Rare
Common
Uncommon
Rare
Common
Very Rare
Very Rare
Uncommon
Uncommon
Very Rare
Common
Page
5
16
32
40
41
42
49
49
62
63
65
67
13
14
21
40
41
41
46
58
75
4
5
7
9
12
16
16
17
20
25
27
27
29
30
34
34
38
43
45
45
47
50
51
51
51
52
Name
Sparking Mail
Spirit Forge
Steel Carapace
Templar's Might
The Centurion
The Gladiator's Bane
The Spirit Shroud
Toothrow
Twitchthroe
Tyrael's Might
Venom Ward
Arachnid Mesh
Bladebuckle
Gloom's Trap
Goldwrap
Lenymo
Nightsmoke
Nosferatu's Coil
Razortail
Snakecord
Snowclash
String of Ears
Thundergod's Vigor
Verdungo's Hearty Cord
Goblin Toe
Gore Rider
Gorefoot
Hotspur
Infernostride
Marrowwalk
Sandstorm Trek
Shadow Dancer
Silkweave
Tearhaunch
Treads of Cthon
War Traveler
Waterwalk
Bloodfist
Chance Guards
Dracul's Grasp
Frostburn
Ghoulhide
Gravepalm
Hellmouth
Lava Gout
Magefist
Soul Drainer
Steelrend
The Hand of Broc
Venom Grip
Item Type
Armor (Chain Mail)
Armor (Ring Mail)
Armor (Plate)
Armor (Plate)
Armor (Leather)
Armor (Studded Leather)
Wondrous Item (Robe)
Armor (Halfplate)
Armor (Studded Leather)
Armor (Plate)
Armor (Breastplate)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Belt)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Boots)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Wondrous Item (Gloves)
Rarity
Very Rare
Rare
Uncommon
Legendary
Common
Legendary
Uncommon
Rare
Legendary
Legendary
Very Rare
Legendary
Common
Legendary
Common
Uncommon
Very Rare
Very Rare
Very Rare
Rare
Rare
Uncommon
Rare
Legendary
Common
Rare
Common
Uncommon
Rare
Very Rare
Legendary
Uncommon
Legendary
Rare
Common
Very Rare
Very Rare
Very Rare
Common
Rare
Rare
Uncommon
Uncommon
Very Rare
Legendary
Legendary
Very Rare
Legendary
Uncommon
Rare
Page
54
55
56
61
62
64
67
70
71
71
73
3
9
25
26
38
42
42
46
52
53
60
68
73
25
26
26
33
34
40
49
50
51
61
70
74
75
10
15
20
23
24
27
31
37
39
53
57
64
73
Name
Andariel's Visage
Arreat's Face
Biggin's Bonnet
Blackhorn's Face
Cerebus' Bite
Coif of Glory
Crown of Ages
Crown of Thieves
Darksight Helm
Demonhorn's Edge
Duskdeep
Giant Skull
Griffon's Eye
Halaberd's Reign
Harlequin Crest
Howltusk
Jalal's Mane
Kira's Guardian
Nightwing's Veil
Peasant Crown
Ravenlore
Rockstopper
Spirit Keeper
Stealskull
Steel Shade
Tarnhelm
The Face of Horror
Undead Crown
Valkyrie Wing
Vampire Gaze
Veil of Steel
Wolfhowl
Wormskull
Alma Negra
Blackoak Shield
Bverrit Keep
Dragonscale
Gerke's Sanctuary
Head Hunter's Glory
Herald Of Zakarum
Lance Guard
Lidless Wall
Medusa's Gaze
Moser's Blessed Circle
Pelta Lunata
Radament's Sphere
Spike Thorn
Spirit Ward
Steelclash
Stormchaser
Stormguild
Item Type
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Wondrous Item (Helm)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Rarity
Legendary
Very Rare
Uncommon
Very Rare
Legendary
Common
Very Rare
Legendary
Common
Uncommon
Rare
Uncommon
Rare
Very Rare
Legendary
Very Rare
Very Rare
Very Rare
Legendary
Common
Uncommon
Rare
Legendary
Rare
Very Rare
Rare
Common
Legendary
Uncommon
Very Rare
Uncommon
Rare
Rare
Uncommon
Legendary
Uncommon
Legendary
Rare
Very Rare
Common
Common
Legendary
Very Rare
Uncommon
Rare
Rare
Rare
Common
Rare
Legendary
Very Rare
Page
3
4
7
8
14
15
17
17
17
19
20
25
27
28
29
33
35
36
42
43
46
47
56
56
57
61
63
72
72
72
73
76
76
3
8
14
20
24
29
31
37
38
40
41
43
45
54
56
57
58
58
Name
Stormshield
Swordback Hold
The Ward
Tiamat's Rebuke
Umbral Disk
Visceratuant
Wall of the Eyeless
Boneflame
Darkforce Spawn
Homunculus
Axe of Fechmar
Bladebone
Boneslayer Blade
Brainhew
Butcher's Pupil
Coldkill
Cranebeak
Death Cleaver
Deathspade
Ethereal Edge
Executioner's Justice
Goreshovel
Guardian Naga
Hellslayer
Humongous
Islestrike
Messerschmidt's Reaver
Pompeii's Wrath
Rakescar
Razor's Edge
Rune Master
Skull Splitter
Spellsteel
Stormrider
The Chieftain
The Gnasher
The Minotaur
Warlord's Trust
Blastbark
Blood Raven's Charge
Buriza-Do Kyanon
Cliffkiller
Demon Machine
Doomslinger
Eaglehorn
Endlesshail
Goldstrike Arch
Gut Siphon
Hellcast
Hellclap
Item Type
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Shield)
Armor (Creature Head)
Armor (Creature Head)
Armor (Creature Head)
Weapon (Greataxe)
Weapon (Handaxe)
Weapon (Greataxe)
Weapon (Greataxe)
Weapon (Handaxe)
Weapon (Handaxe)
Weapon (War Pick)
Weapon (Battleaxe)
Weapon (Battleaxe)
Weapon (Battleaxe)
Weapon (Greataxe)
Weapon (Greataxe)
Weapon (Battleaxe)
Weapon (Greataxe)
Weapon (Greataxe)
Weapon (Sickle)
Weapon (Greataxe)
Weapon (War Pick)
Weapon (Battleaxe)
Weapon (Handaxe)
Weapon (Battleaxe)
Weapon (War Pick)
Weapon (Greataxe)
Weapon (Greataxe)
Weapon (Greataxe)
Weapon (Handaxe)
Weapon (Greataxe)
Weapon (Battleaxe)
Weapon (Longbow)
Weapon (Shortbow)
Weapon (Heavy Crossbow)
Weapon (Longbow)
Weapon (Heavy Crossbow)
Weapon (Light Crossbow)
Weapon (Longbow)
Weapon (Shortbow)
Weapon (Longbow)
Weapon (Light Crossbow)
Weapon (Heavy Crossbow)
Weapon (Shortbow)
Rarity
Legendary
Common
Very Rare
Legendary
Uncommon
Uncommon
Common
Uncommon
Rare
Legendary
Rare
Uncommon
Rare
Common
Common
Uncommon
Common
Legendary
Common
Common
Uncommon
Legendary
Uncommon
Legendary
Uncommon
Rare
Rare
Rare
Rare
Very Rare
Legendary
Rare
Very Rare
Uncommon
Very Rare
Uncommon
Uncommon
Uncommon
Common
Rare
Legendary
Uncommon
Rare
Uncommon
Legendary
Uncommon
Legendary
Very Rare
Rare
Common
Page
59
60
68
69
71
73
74
12
17
32
5
9
12
13
13
16
16
17
18
22
22
26
27
31
33
35
40
44
45
46
48
52
54
58
62
64
65
74
9
10
13
15
18
20
21
22
26
28
30
30
Name
Hellrack
Ichorsting
Kuko Shakaku
Langer Briser
Leadcrow
Lycander's Aim
Magewrath
Pluckeye
Pus Spitter
Raven Claw
Riphook
Rogue's Bow
Skystrike
Stormstrike
Widowmaker
Windforce
Witchwild String
Witherstring
Wizendraw
Bartuc's Cut-Throat
Firelizard's Talons
Jade Talon
Shadow Killer
Blackbog's Sharp
Fleshripper
Ghostflame
Gull
Heart Carver
Spectral Shard
Spineripper
Stormspike
The Diggler
The Jade Tan Do
Wizard Spike
Demon's Arch
Gargoyle's Bite
Thunderstroke
Titan's Revenge
Wraith Flight
Deathbit
Gimmershred
Lacerator
The Scalper
Warshrike
Baezil's Vortex
Baranar's Star
Bloodrise
Bloodtree Stump
Bonesnap
Crushflange
Item Type
Weapon (Heavy Crossbow)
Weapon (Light Crossbow)
Weapon (Longbow)
Weapon (Light Crossbow)
Weapon (Hand Crossbow)
Weapon (Longbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Light Crossbow)
Weapon (Longbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Longbow)
Weapon (Shortbow)
Weapon (Shortbow)
Weapon (Longbow)
Weapon (Claw)
Weapon (Claw)
Weapon (Claw)
Weapon (Claw)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Dagger)
Weapon (Javelin)
Weapon (Javelin)
Weapon (Javelin)
Weapon (Javelin)
Weapon (Javelin)
Weapon (Dart)
Weapon (Handaxe)
Weapon (Handaxe)
Weapon (Handaxe)
Weapon (Dart)
Weapon (Flail)
Weapon (Morningstar)
Weapon (Morningstar)
Weapon (Greatclub)
Weapon (Maul)
Weapon (Mace)
Rarity
Very Rare
Uncommon
Rare
Very Rare
Uncommon
Legendary
Very Rare
Common
Very Rare
Uncommon
Uncommon
Legendary
Rare
Common
Uncommon
Legendary
Legendary
Common
Uncommon
Uncommon
Very Rare
Legendary
Rare
Very Rare
Uncommon
Rare
Uncommon
Legendary
Common
Common
Legendary
Uncommon
Very Rare
Very Rare
Uncommon
Rare
Very Rare
Legendary
Common
Very Rare
Uncommon
Legendary
Common
Rare
Rare
Legendary
Uncommon
Rare
Uncommon
Uncommon
Page
31
34
36
37
37
38
39
44
44
45
47
47
52
59
75
75
75
75
76
7
23
35
50
7
23
24
28
29
54
54
59
63
65
75
19
24
68
69
76
18
25
36
67
74
6
6
11
11
13
17
Name
Dark Clan Crusher
Demon Limb
Earth Shifter
Earthshaker
Felloak
Fleshrender
Horizon's Tornado
Ironstone
Moonfall
Nord's Tenderizer
Schaefer's Hammer
Steeldriver
Stone Crusher
Stormlash
Stoutnail
Sureshrill Frost
The Cranium Basher
The Gavel Of Pain
The General's Tan Do Li Ga
Windhammer
Astreon's Iron Ward
Hand of Blessed Light
Heaven's Light
Knell Striker
Rusthandle
Stormeye
The Fetid Sprinkler
The Redeemer
Zakarum's Hand
Athena's Wrath
Blackleach Blade
Bonehew
Dimoak's Hew
Grim's Burning Dead
Husoldal Evo
Pierre Tombale Couant
Soul Harvest
Steelgoad
Stormspire
The Battlebranch
The Grim Reaper
The Meat Scraper
The Reaper's Toll
Tomb Reaver
Woestave
Arioc's Needle
Bloodthief
Hone Sundan
Kelpie Snare
Lance of Yaggai
Item Type
Weapon (Club)
Weapon (Club)
Weapon (Greatclub)
Weapon (Warhammer)
Weapon (Club)
Weapon (Club)
Weapon (Flail)
Weapon (Warhammer)
Weapon (Morningstar)
Weapon (Club)
Weapon (Warhammer)
Weapon (Maul)
Weapon (Warhammer)
Weapon (Flail)
Weapon (Club)
Weapon (Mace)
Weapon (Greatclub)
Weapon (Maul)
Weapon (Flail)
Weapon (Maul)
Weapon (Warhammer)
Weapon (Warhammer)
Weapon (Morningstar)
Weapon (Mace)
Weapon (Warhammer)
Weapon (Mace)
Weapon (Warhammer)
Weapon (Morningstar)
Weapon (Mace)
Weapon (Scythe)
Weapon (Polearm)
Weapon (Polearm)
Weapon (Halberd)
Weapon (Scythe)
Weapon (Polearm)
Weapon (Halberd)
Weapon (Scythe)
Weapon (Polearm)
Weapon (Scythe)
Weapon (Polearm)
Weapon (Scythe)
Weapon (Halberd)
Weapon (Scythe)
Weapon (Halberd)
Weapon (Halberd)
Weapon (Spear)
Weapon (Glaive)
Weapon (Lance)
Weapon (Trident)
Weapon (Lance)
Rarity
Rare
Rare
Rare
Very Rare
Uncommon
Very Rare
Very Rare
Rare
Very Rare
Uncommon
Legendary
Common
Rare
Very Rare
Common
Uncommon
Rare
Uncommon
Uncommon
Common
Very Rare
Rare
Very Rare
Rare
Common
Uncommon
Uncommon
Legendary
Rare
Very Rare
Uncommon
Rare
Common
Very Rare
Rare
Rare
Rare
Uncommon
Rare
Uncommon
Common
Uncommon
Legendary
Very Rare
Legendary
Legendary
Common
Rare
Legendary
Common
Page
17
18
21
21
22
23
33
34
41
42
49
57
57
58
60
60
63
63
63
75
4
28
30
36
49
58
63
66
76
5
8
12
19
27
34
43
53
57
59
62
64
65
66
70
76
4
11
33
35
37
Name
Lycander's Flank
Razortine
Soulfeast Tine
Spire of Honor
Steel Pillar
Stoneraven
The Dragon Chang
The Impaler
The Tannr Gorerod
Viperfork
Azurewrath
Bing Sz Wang
Blacktongue
Blade Of Ali Baba
Blood Crescent
Bloodletter
Bloodmoon
Cloudcrack
Coldsteel Eye
Crainte Vomir
Culwen's Point
Djinn Slayer
Doombringer
Flamebellow
Frostwind
Ginther's Rift
Gleamscythe
Griswold's Edge
Headstriker
Hellplague
Hexfire
Kinemil's Awl
Lightsabre
Plague Bearer
Ripsaw
Rixot's Keen
Shadowfang
Skewer of Krintiz
Soulflay
Swordguard
The Atlantean
The Grandfather
The Patriarch
The Vile Husk
Todesfaelle Flamme
Bane Ash
Chromatic Ire
Mang Song's Lesson
Ondal's Wisdom
Razorswitch
Item Type
Weapon (Pike)
Weapon (Trident)
Weapon (Glaive)
Weapon (Pike)
Weapon (Pike)
Weapon (Spear)
Weapon (Spear)
Weapon (Spear)
Weapon (Pike)
Weapon (Glaive)
Weapon (Longsword)
Weapon (Claymore)
Weapon (Greatsword)
Weapon (Shortsword)
Weapon (Scimitar)
Weapon (Shortsword)
Weapon (Rapier)
Weapon (Greatsword)
Weapon (Scimitar)
Weapon (Claymore)
Weapon (Shortsword)
Weapon (Scimitar)
Weapon (Greatsword)
Weapon (Greatsword)
Weapon (Longsword)
Weapon (Shortsword)
Weapon (Shortsword)
Weapon (Longsword)
Weapon (Longsword)
Weapon (Longsword)
Weapon (Rapier)
Weapon (Greatsword)
Weapon (Longsword)
Weapon (Scimitar)
Weapon (Flamberge)
Weapon (Shortsword)
Weapon (Claymore)
Weapon (Rapier)
Weapon (Claymore)
Weapon (Flamberge)
Weapon (Shortsword)
Weapon (Flamberge)
Weapon (Flamberge)
Weapon (Greatsword)
Weapon (Flamberge)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Rarity
Legendary
Very Rare
Rare
Very Rare
Rare
Legendary
Rare
Uncommon
Uncommon
Uncommon
Rare
Uncommon
Very Rare
Common
Common
Uncommon
Rare
Legendary
Legendary
Very Rare
Uncommon
Uncommon
Legendary
Legendary
Very Rare
Common
Common
Very Rare
Uncommon
Rare
Rare
Uncommon
Legendary
Rare
Uncommon
Uncommon
Very Rare
Common
Common
Rare
Legendary
Legendary
Rare
Uncommon
Very Rare
Uncommon
Uncommon
Legendary
Common
Rare
Page
38
47
53
55
56
58
63
64
67
73
6
7
8
9
10
11
11
15
16
16
17
19
19
23
24
25
25
27
29
31
32
35
38
44
47
47
50
51
53
61
62
64
66
68
70
6
15
40
43
46
Name
Ribcracker
Serpent Lord
Skull Collector
Spire of Lazarus
The Iron Jang Bong
The Salamander
Warpspear
Blackhand Key
Boneshade
Carin Shard
Death's Fathom
Death's Web
Eschuta's Temper
Gravenspine
Maelstrom
Suicide Branch
The Oculus
Torch of Iro
Ume's Lament
Item Type
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Quarterstaff)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Weapon (Wand)
Rarity
Legendary
Rare
Common
Very Rare
Rare
Very Rare
Common
Common
Uncommon
Legendary
Very Rare
Uncommon
Very Rare
Very Rare
Rare
Rare
Uncommon
Common
Legendary
Page
47
50
52
55
65
67
74
8
12
14
18
18
22
27
39
60
66
70
71
 

This document was lovingly created using GM Binder.


If you would like to support the GM Binder developers, consider joining our Patreon community.