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Magic Items Vol. IV
\pagebreak ### Absolution *Weapon (flail), rare (requires attunement)* A three headed lash, continually dripping with blood. This weapon grants the following abilities: - **Penitent Flesh**. While wielding this weapon whenever you take damage you gain 3 Temporary Hit Points. - **Blood for Blood**. When you hit a creature with this weapon while you are below half your Hit Point maximum you inflict a level of bleeding. For the next minute whenever the target starts its turn it takes 1d4 slashing damage per level of bleeding. This effect ends if it regains Hit Points. The target must be capable of bleeding to suffer this effect. - **Redeemer’s Rain**. As an action you can make three attacks with this weapon against a single creature. Each hit inflicts an additional level of bleeding. You can use this ability once, and regain the ability whenever you roll for initiative. ### ACME Boots *Worn Item (boots), uncommon* These boots bear the cryptic signature of a ill-reputed gnomish workshop. When you would fall while wearing these boots, you instead end your turn and hover in place until the start of your next turn. ### Adventurer’s Torch *Wondrous Item, uncommon* This torch is lit with an eternal flame, as per the Continual Flame spell. You can make an attack with the torch, which counts as a club and deals 1 additional point of fire damage. While wielding the torch you can cast Green-Flame Blade. Constitution is your spellcasting modifier for this spell. ### Aegis Aquila *Staff, rare* In ancient times, this eagle-headed battle standard was used to protect an advancing legion against sorcerous bombardment. As an action you can raise this standard and call out a battle cry to have the item emit a faintly shimmering barrier in a 30-foot radius. This effect is centred on the standard and moves with it. Any spell of 5th level or lower cast from outside the barrier can't affect creatures or objects within it, even if the spell is cast using a higher level spell slot. Such a spell can target creatures and objects within the barrier, but the spell has no effect on them. Similarly, the area within the barrier is excluded from the areas affected by such spells. The standard has 3 charges. Each time it counteracts a spell it expends a charge. After 10 minutes, if you lose Concentration (as if on a spell), or when all charges are expended, the effect ends. This item regains 1 charge when you complete a long rest. \columnbreak ### Algernon’s Draught *Potion, uncommon* This potion is made from a rare flower, and sets your Intelligence score to 25 for 12 hours, and then to 5 for a further 12 hours. ### Amulet of Metamorphosis *Wondrous item (requires attunement), rare* When you attune to this amulet it sinks into your chest and cannot be unattuned without a Remove Curse spell or similar. You gain a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. **Curse**. During your next long rest you gain a chitinous carapace, with an AC of 15 + your Constitution modifier. During the next long rest you lose use of your hands, and gain an unarmed claw and bite attack, each of which deal 2d6 + your Strength modifier on a hit. On your next long rest your Intelligence and Charisma scores are reduced to 3, and you forget any languages you know. Greater Restoration removes only the most recent effect. Finally as you awake one night from uneasy dreams, you find yourself transformed in your bed into a gigantic insect-like creature. ### Ancient Khopesh *Weapon (longsword), uncommon* This ancient bronze weapon has a curved and sickle-shaped blade. It appears to have been created for ceremonial purposes, but it is surprisingly well balanced and achingly sharp. It functions as a Holy Symbol. You can roll this weapon’s damage die twice and pick the highest. While wielding this sword your pulse and your need to breathe cease completely, and your creature type becomes Undead. ### Anti-Ignition Field Generator *Wondrous Item, uncommon (requires attunement by an Artificer)* This generator prevents fire from breaking out in the laboratory by absorbing the heat. Sparks and tiny flames in a 30 feet radius are always instantly extinguished. Within this radius the generator will additionally extinguish a 10-foot cube of fire, or prevent 10 points of fire damage to one creature or object, but then overheats and ceases to function. The generator cools over the next 10 minutes. \pagebreak ### Anti-Gravity Boots *Worn Item (boots), uncommon (requires attunement)* These boots have 3 charges, which recharge when you complete a long rest. While wearing the boots you can expend 1 charge to cast Jump as a bonus action. For the duration of this spell your carrying capacity is doubled and you do not take falling damage, but you travel twice as far whenever you are shoved or knocked back. ### Anyway, Here’s Wonderwall *Instrument (lute), rare* This lute functions as an arcane focus. As an action you can play this lute to cast Wall of Force. When you cast this spell creatures within 60 feet of you take 1d4 psychic damage. Charisma is your spellcasting modifier for this spell. You must complete a long rest before casting this spell again. ### Arbiter’s Mercy *Weapon (greataxe), rare* An enormous executioner’s axe. When used against a prone target this weapon deals an additional die of weapon damage, and is a critical hit on a roll of 18-20. While wielding the axe, as a bonus action you can command a creature within 30 feet of you to kneel. The target must make a DC 15 Wisdom saving throw or fall prone. You must complete a short or long rest before using this ability again. ### Archimedes’ Lever *Wondrous item, rare* This 1-foot flat iron rod can be extended to up to 40 feet as an object action. The rod has markings at each inch and foot, allowing it to be used as a measuring tool. Further markings allow the construction of an accurate sundial. At the centre of the rod is a liquid filled gem that allows you to estimate pitch. As an action, you can cause the centre of the rod to become magically fixed in place. Until you or another creature uses an action to deactivate it, the rod doesn't move and only rotates around its centre, even if it is defying gravity. The rod can hold up to 8,000 pounds of weight, and cannot bend or break. More weight causes the rod to deactivate and fall. A creature can use an action to make a DC 30 Strength check, moving the fixed rod up to 10 feet on a success. ### Auto-Shield *Armour (shield), uncommon (requires attunement by an Artificer)* This shield has an embedded arcane mechanism that can generate a field of magical force. When you roll initiative the shield automatically surrounds you with a shimmering protective barrier, causing you to gain a number of temporary Hit Points equal to your Intelligence modifier. These temporary Hit Points disappear after 10 minutes. ### Babel’s Ornament *Worn Item (earring), uncommon (requires attunement)* While wearing this earring you understand and can speak all languages. ### Backstabber’s Boots *Worn Item (boots), rare* As a bonus action you can make an Acrobatics check contested by the Strength (Athletics) or Dexterity (Acrobatics) check (their choice) of an adjacent creature. On a success, you move to a space directly behind the target and gain the following benefits until the end of your turn: - You can move through that creature’s space. - Your movement does not provoke opportunity attacks from that creature. - You have advantage on your next melee attack against that creature. - Any attack you make against the target is a critical hit on a 19 or 20. ### Bag of Rats *Wondrous Item, uncommon* This bag contains 1d10 live rats, which can be consumed as a healthy snack. As an action you can eat a rat from the bag, and regain 1 hit point. You can consume up to 10 rats per day before becoming too full, and you must then complete a long rest to fully digest your meal. The bag continually replenishes its supply of rats at a rate of 1 per hour (up to a maximum of 10). If the bag is full, and you turn it inside out and empty it, it produces a Swarm of Rats in the nearest unoccupied space, which are hostile to all other creatures. ### Band of the Shimmering Shield *Armour (shield), uncommon* A simple brass armband that can project a disk of force. This shield leaves your hand free enough to take the Use an Object action. \pagebreak ### Banner’s Smalls *Worn Item, rare* A pair of indestructible shorts. If you have the Rage feature, your rage ends only if you choose to end it. **Curse**. Whenever a creature damages or harms you while wearing these shorts, you must succeed on a DC 5 Wisdom saving throw. On a failure you become berserk, and transform into a giant hulk (destroying all other worn items). While berserk, you must use all your actions and movement each round to attack the creature nearest to you. If you have multiple possible targets, you attack one at random. You grow by one size, your Strength and Constitution scores become 24, your speed becomes 60 feet, and you gain resistance to all damage. You are berserk for 1 minute, until you are reduced to 0 Hit Points, or until a creature makes a DC 20 Charisma (Persuasion) check to calm you down. When you are no longer berserk, you gain a level of exhaustion. ### Bastion Shield *Armour (shield), rare (requires attunement, minimum 17 Strength)* While wielding this shield you can expend half your movement and your bonus action to gain three quarters cover until the beginning of your next turn. As an action you can have this shield transform into a crenellated Wall of Stone (as per the spell). You can touch the wall to return it to its shield form as an action. The Wall of Stone does not require your concentration, but cannot become permanent. You must complete a short or long rest before transforming the shield again. ### Battle Standard of the Lost Legion *Artifact, legendary* Once per long rest, as an action, you can plant this banner in an unoccupied space within 5 feet of you. The banner can only be moved if removed from the ground as an action. The banner is a 10-foot tall medium object. When you place the banner it emits dim light in a 30-foot radius, and you can choose one of the following effects: - **Hallowed Ground**. Allies that can see the banner gain the effects of Bless. Undead and fiends within 30 feet of it have disadvantage on Wisdom saving throws. - **Rally Point**. All allies that can see the banner have double movement speed when moving towards it, and attacks of opportunity provoked by this movement have disadvantage. - **Defensive Tactics**. Choose a damage type. Allies within 30 feet of the banner have resistance against that type of damage. - **Last Stand**. Allies within 30 feet of the banner have resistance to all damage, advantage on all saving throws, and gain the benefits of the Death Ward spell. If this option is chosen, the banner cannot be used, moved or damaged for 100 years. These effects last until the banner is moved or reduced to 0 Hit Points, unless otherwise specified. ### Beacon Bow *Weapon (shortbow), uncommon* This shortbow deals radiant damage on a hit, and targets the creature with the Light cantrip. If you critically hit with this weapon, the target is blinded until the end of their next turn. ### Bearded Axe *Battleaxe, common* As a bonus action you can hook a shield wielded by a creature in reach, removing its benefit to their AC until the start of their next turn. ### Belt of the Last Man *Wondrous item, uncommon (require attunement)* You gain a +1 bonus to your AC for each party member within 60 feet of you that is unconscious or dead, with the effect ending if they regain any Hit Points. ### Berserker’s War Axe *Weapon (battleaxe), uncommon* This battleaxe is daubed with the Eye of Gruumsh, marking it as the weapon of some long forgotten Orc Champion. On a critical hit with this weapon you must immediately make an additional attack against the nearest creature, and, if you are an Orc or Half-Orc, you gain an additional use of your Relentless Endurance feature. ### Blessed Warbanner *Wondrous Item (holy symbol), rare (requires attunement by a Paladin)* This banner is worn affixed to your back, rising above the melee of battle. The radius of any aura ability granted by your class extends by 10 feet, and you gain a +1 bonus to your spell save DC. ### Blackthorn Lash *Weapon (+1 whip), uncommon* While wielding this whip you know the cantrip Thorn Whip. You gain a +1 bonus to your attack and damage rolls with this weapon, and with this cantrip. In addition, the spell’s range becomes 60 feet, and on a hit, you can pull the target up to 20 feet towards you. You can choose your spellcasting ability for this spell. ### Boar Tusk Swords *Weapon (scimitar), uncommon* No part of a hunted beast goes to waste: this pair of bone scimitars were carved from the tusks of a dire boar, with handles made from strips of its leather, and runes channelling its frenzied spirit. While wielding both of the Boar Tusk Swords, you gain the benefits of the Dual Wielder feat, and on a hit deal 1 point of additional weapon damage for each attack you have made during that turn. \pagebreak ### Body Bag of Holding *Wondrous item, uncommon* This item functions a Bag of Holding, but food, corpses, and other perishable items do not decay while inside it. ### Bolt of Zeus *Weapon (javelin), very rare* This weapon is part of a set of javelins forged for Zeus himself, to aid him in his war against the titanomachy. Since the conquest of Mount Celestia they have lain dormant, awaiting the next divine conflict. - **Thrown Lightning**. You can ignore the short and long ranges of this weapon, and your ranged attacks can target any creature within your line of sight. On a hit, this weapon deals an additional 2d6 lightning damage, and then reappears in your hand. - **Thunderbolt**. When you make a ranged attack roll and hit with this weapon, you can unleash a thunderclap audible out to 300 feet. The target and every creature within 20 feet of it must succeed on a DC 15 Constitution saving throw or be deafened and stunned until the end of your next turn. You must complete a long rest before using this ability again. - **Titan’s Bane**. When you roll a 20 on an attack roll made with this weapon against a giant, dragon, or elemental, the creature must succeed on a DC 20 Constitution saving throw or take 10d6 points of lightning damage. ### Book of Nine Swords *Wondrous Item (book), very rare (requires attunement by a Fighter)* A martial instruction manual, detailing various fighting techniques. You learn nine manoeuvres of your choice from among those available to the Battle Master archetype. If a manoeuvre you use requires your target to make a saving throw to resist the manoeuvre's effects, the saving throw DC equals 8 + your proficiency bonus + your Strength or Dexterity modifier (your choice.) You gain a number of superiority dice equal to your proficiency bonus, which are d6 (these dice are added to any superiority dice you have from another source). This die is used to fuel your manoeuvres. A superiority die is expended when you use it. You regain your expended superiority dice when you finish a short or long rest. ### Boots of Wall Running *Armour (boots), uncommon* Immediately after you expend at least 20 feet of movement, you can make a DC 10 Dexterity (Acrobatics) check to jump from an adjacent wall or pillar to move an additional 10 feet. On a failure you fall Prone instead. \columnbreak ### Bridle of the War Mage *Wondrous Item, rare* While mounted on a creature with Intelligence 5 or less, and attuned to this bridle, you can make any spell (except Polymorph) you cast that targets only you also target the mount. Whenever the mount takes damage from a spell, you can choose to take that damage instead. ### Butcher’s Cleaver *Weapon (battleaxe), uncommon* When you hit a creature that has flesh with this cleaver, and it has less than half its maximum Hit Points, you deal an additional 2d6 slashing damage. ### Cloak of the Matador *Worn Item (cloak), uncommon* While you are benefitting from the Dodge action, you can use your reaction to have an attack against an ally within 5 feet of you target you instead. ### Coin Purse of Patronage *Wondrous Item, uncommon* When you use coins from this purse to tip, pay, or bribe a commoner, merchant, or guard, you gain advantage on the next Charisma check you make within the next 10 minutes. You must complete a short or long rest before you can gain this benefit again. ### Collar of the Celestial Cat *Wondrous item, rare (requires ability to cast Find Familiar)* Whenever you cast the Find Familiar spell to summon a cat, you can touch this collar. If you do, it disappears and reappears on your familiar when you summon it. As long as your familiar is wearing this collar, its creature type is celestial and it gains the following benefits: - When your familiar would take damage, it can use its reaction to teleport to an unoccupied space within 30 feet, avoiding the damage. You must complete a short rest before the familiar is able to do so again. - As an action, the familiar can emit bright light in a 20 foot radius, and dim light for another 20 feet. It can dismiss this light as an action. - The familiar can cast Cure Wounds at 1st level. You must complete a short or long rest before the familiar is able to do so again. ### Commander’s Plate *Armor (plate), uncommon* Unseen servants help you don and doff this armour, halving the time needed to do so. While wearing the armour you can use a booming voice, clearly audible at 300ft. \pagebreak ### Cormyrian Greatshield *Shield, uncommon* This shield requires a Strength of 17 or higher, but grants you and one creature within 5 feet of you half cover against ranged attacks. Easily identified by the insignia of a white wyvern standing upon a broken arrow emblazoned on its front, this shield is used by the famed wyvern riders of Cormyr. ### Coward’s Pardon *Weapon (hand crossbow), uncommon* This crossbow was once a commissar’s weapon, and was used to maintain discipline. It deals an additional 1d6 psychic damage against frightened targets. When you hit a frightened ally with this weapon, you can cause frightened creatures of your choice within 30 feet of you to make another saving throw to end the condition. ### Crucifix of the Divine Stigmata *Wondrous Item (holy symbol), uncommon* This holy symbol hangs from a silver chain. Once per long rest you can cast Inflict Wounds at 3rd level, pressing the crucifix against your target’s flesh. On a hit, the creature's Hit Point maximum is reduced by an amount equal to the damage dealt. The item hovers a few inches when nobody is watching, but drops to the ground as soon as it is perceived. ### Dancer’s Silks *Weapon (whip), rare (requires attunement)* A flowing stretch of coloured silk that swirls around you, protecting you from harm. If you are wearing light or no armour, while you wield this weapon you gain a +1 bonus to your AC. In addition, this item has 7 charges. As an action you can expend a number of charges to cast one of the following spells: Blur (2 charges), Warding Wind (2 charges), Haste (3 charges), and Hypnotic Pattern (3 charges, range 5 feet). You regain 1d6+1 charges whenever you complete a long rest. Dexterity is your spellcasting modifier for these spells. ### Dark One’s Sacrifice *Wondrous Item (arcane focus), very rare (requires attunement by a Warlock)* While using this arcane focus, when you reduce a creature to 0 hit points with a Warlock spell of 1st level or higher, you regain the spell slot used. You must complete a short or long rest before using this ability again. ### David’s Sling *Weapon (sling), rare* You gain a +2 bonus to attack rolls with this sling. On a critical hit against any creature larger than you this sling deals an additional 40 force damage. You must complete a short or long rest before dealing this damage again. ### Death Wind *Weapon (longsword), rare (requires attunement)* This single-edged sword is carved from green jade, and decorated with etchings of a gust of wind that almost appears to be moving. While you are wielding this weapon you are considered to be under the effects of the Longstrider, Jump, and Feather Fall spells. This longsword has the finesse property. ### Death’s Mirror *Wondrous item, rare* As the moon is a dull reflection of the sun’s glory, so too is the power within this silver hand mirror merely an imitation of the healing energies that can bestow true life. When you look into the mirror you appear to become younger, healthier, and more beautiful. But look too long, and death’s face returns your gaze. When a creature looks into the mirror it takes 1 point of necrotic damage, and gains 1d4 + 9 temporary Hit Points, which last for 1 hour. The mirror can grant these temporary Hit Points three times each day, after which it only deals damage, and gains a new property: any creature that takes damage from the mirror has their reflection reveal their true form, piercing through any illusory appearance they might have. ### Deathmark *Weapon (heavy crossbow), uncommon (requires attunement by a Rogue)* When you roll Sneak Attack damage, you can forgo one Sneak Attack die to mark the target. The marked target's AC is reduced by 2, and when it is hit by an attack, it takes an additional 2d6 piercing damage. The mark ends when it deals damage, or at the end of your next turn. \pagebreak ### Decaying Skeleton Key *Consumable, uncommon* A key carved from ancient, brittle finger bones. This key will open any lock of DC 15 or lower, but then crumbles into dust. ### Deck of Major Arcana *Consumable, very rare (requires attunement)* This deck contains 22 cards. You can draw a card of your choice from the table below to cast its corresponding spell, using that spell’s casting time, and a spell DC of 15. Once you have cast the spell, the card is consumed by flames, and cannot be drawn again. | No. | Card | Spell | |:---:|:-----------:| :-----------:| | 1 | The Fool | Disguise Self | | 2 | The Magician | Silent Image | | 3 | The High Priestess | Detect Magic | | 4 | The Empress | Goodberry | | 5 | The Emperor | Command | | 6 | The Hierophant | Comprehend Languages | | 7 | The Lovers | Charm Person | | 8 | The Chariot | Longstrider | | 9 | Strength | Heroism | | 10 | The Hermit | Nondetection | | 11 | Wheel of Fortune | Fortune’s Favour | | 12 | Justice | Zone of Truth | | 13 | The Hanged Man | Hold Person | | 14 | Death | Revivify | | 15 | Temperance | Lesser Restoration | | 16 | The Devil | Hellish Rebuke | | 17 | The Tower | False Life | | 18 | The Star | Beacon of Hope | | 19 | The Moon | Sleep | | 20 | The Sun | Daylight | | 21 | Judgement | Bane | | 22 | The World | Fly | ### Devil’s Signet *Wondrous Item (ring), rare (requires attunement)* You can use this ring to cast the Find Familiar spell. However, this summons the imp that is bound to the ring. It carries a quill, a pot of ink, a pot of wax, and a candle. The imp can be commanded during combat, but otherwise will attempt to bargain for your soul whenever given instructions. If the spell ends or the imp is reduced to 0 Hit Points, it returns to the ring along with all of its items. You can end the spell as an action. You must complete a long rest before casting it again. \columnbreak ### Devil’s Work Gloves *Wondrous item, uncommon (requires attunement)* These fireproof gloves are worthy of a master artisan, and impart fiendish skill. While you are attuned to them, you are proficient with Jeweller's tools, Mason's tools, Smith's tools, and Tinker's tools. Your proficiency bonus is doubled for any ability check you make with these tools. **Curse**: Once you attune to this item, you cannot unattune to it and are unable to remove the gloves. When you make a check with Jeweller's tools, Mason's tools, Smith's tools or Tinker's tools the gloves draw out your life force, and you must succeed on a DC 13 Charisma saving throw or you age by a number of years equal to the check. ### Discontinuum Staff *Arcane Focus (staff), rare* While wielding this staff you can draw upon the loose and transient properties of liminal space to alter the world around you. As a bonus action, you can add 10 feet of space or subtract 10 feet of space between you and a creature of your choice that you can see within 60 feet of you until the end of your turn. This effect folds space in subtle ways, which observers might see as a momentary trick of perspective. Adding or subtracting space between creatures doesn't remove objects between them or provoke opportunity attacks. You can use this ability to cast a spell with a range of Touch at a longer range, escape from a creature's reach without provoking an opportunity attack, or bring a creature temporarily within range of one of your spells. ### Divine Pennant *Holy Symbol, uncommon (requires attunement by a Cleric or Paladin)* You can affix this holy pennant to a melee weapon to bless it. The weapon functions as a holy symbol, and it gains a +1 bonus to attack and damage rolls. This bonus to attack rolls replaces any bonus the weapon already has. Once per short rest you can cast Holy Lance. #### Holy Lance *2nd level Evocation - Paladin* Casting Time: 1 action Range: 30 feet Components: V S M (a melee weapon) Duration: Instantaneous Your weapon becomes encased in a lance of brilliant light. As part of the spell, you, or you and your mount, move in a straight line to an unoccupied space within 30 feet. This movement does not provoke opportunity attacks. Make a melee attack roll against a creature you can reach. On a hit, the target suffers the attack's normal effects, and takes an additional 3d10 radiant damage. At Higher Levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d10 for each spell slot level above 2nd. \pagebreak ### Divining Dagger *Weapon (dagger), uncommon (requires attunement by a Cleric)* When you cast Spiritual Weapon while carrying this dagger, it animates and takes the place of the summoned weapon, granting a +1 bonus to your spell attack rolls with it. When you hit a creature with this Spiritual Weapon, you gain a glimpse of its future, and have advantage on your next attack roll against that target before the end of your turn. ### Doubloon or Nothing *Wondrous item, rare* A coin that has been blessed by the god of luck, said to be able to alter fate itself. Whenever you make an attack roll, ability check, or saving throw, you can choose to flip the coin instead. If the result is heads, treat the d20 as a critical or automatic success. If it is tails, treat it as a critical or automatic failure, with an additional harmful effect to be determined by the DM. The coin can not be used in this way again until the next dawn. ### Dragnipur *Weapon (greatsword), legendary (requires attunement)* An enormous two-handed sword, with a silver dragon skull pommel and an archaic cross hilt. When drawn from its sheath, the sword is surrounded by spectral chains and a chorus of creaking wheels and hopeless moaning. This sword requires a Strength score of 20 or higher to wield. On a hit with this weapon you deal an additional 3d6 necrotic damage. Damage dealt by this sword ignores all resistances and immunities. Creatures that take damage from this sword cannot regain Hit Points until they are healed by a Greater Restoration, Regenerate, or Wish spell. Creatures that are slain by this blade have their souls imprisoned within a demiplane carved from the Abyss. The slain cannot be restored to life by any means while the sword exists. Their souls are chained together, and are condemned to pull a wagon through an infinite, desolate plain, pursued by the ever-encroaching Abyss. Those exhausted by the endless march are dragged along by their manacles, or piled upon the wagon, adding to the burden of the enslaved. The number of souls imprisoned within the blade must continually be replenished, for if their strength ever becomes insufficient to pull the wagon, it will be consumed by chaos. There are currently 7d100 souls inside the sword, and the wagon is 1d4+1 days ahead of its destruction. You must use this sword to kill 1 intelligent creature for each 100 of its imprisoned souls each day to stay ahead. If you kill fewer than this, the wagon falls behind by 1 day. If you kill more, you pull ahead by 1 day (up to a maximum of 5). If the wagon’s lead is reduced to 0, the sword and its demiplane are destroyed, and it becomes a permanent portal to the Abyss. \columnbreak ### Dreamcatcher Talisman *Wondrous Item, rare (requires attunement)* You have advantage on saving throws against being charmed or possessed, and you are immune to any spell or magical effect that would put you to sleep or interfere with your dreams. ### Durin's Bane *Weapon (whip), rare* This item appears to be a whip handle. While grasping the handle, you can use a bonus action to cause a lash of flame to appear or disappear. This item functions as a whip, but deals 2d6 fire damage on a hit, and has a 15-foot reach. You can use this whip to cast Searing Smite and Aganazzar's Scorcher (DC 15). You must complete a short or long rest before casting the spell again. The whip emits bright light in a 5-foot radius and dim light for an additional 5 feet. ### Emerald Pen *Wondrous Item, uncommon* This pen is tipped with an emerald nib and requires no ink to write. While holding this pen, you can cast Amanuensis and Illusory Script at will, requiring no material components. #### Amanuensis *Conjuration Cantrip - Wizard, Bard* Casting Time: 1 action Range: Touch Components: V, S, M (a quill) Duration: 1 minute You touch a quill and animate it. You can select one page of nonmagical text and have the quill make an exact copy, or you can dictate what it writes. Alternatively you can have the quill record everything that is spoken aloud within 10 feet of it. ### Escape Rope *Wondrous Item (silk rope), rare* A loop of shimmering silk rope that can extend to up to 1 mile in length, unwinding at a rate of 50 feet per round. You can use this rope to cast Rope Trick. You must complete a long rest before using this ability again. Any damage to the rope causes it to become nonmagical. \pagebreak ### Ethereal Knife *Weapon (dagger), rare (requires attunement)* This dagger has 5 charges, and regains all charges when you complete a long rest. While wielding the dagger you can expend one or more charges to use one the following abilities: - **Counter Cut** (1 charge). As a reaction to being missed by a melee attack, you can teleport to a space adjacent to your attacker, and make an attack with the dagger. - **Ghost Step** (2 charges). As a bonus action you cast Misty Step. - **Planar Parry** (2 charges). As an action you cast Mirror Image. ### Eye of Gruumsh *Wondrous item, rare* This golden orb served as a prosthetic eye for an avatar of Gruumsh. You can use the orb to cast Eyebite (DC 15). This does not require your concentration. You must complete a long rest before doing so again. ### Farsight Sword *Weapon (shortsword), rare (requires attunement)* When you attack with this silver shortsword you can use your spellcasting modifier, instead of Strength or Dexterity, for the attack and damage rolls. In addition, you can cast True Strike as a bonus action a number of times equal to your proficiency bonus. You regain all uses when you complete a long rest. When you cast True Strike you gain the benefits of the Dodge action. \columnbreak ### Fencing Sword *Weapon (rapier), uncommon* Once on each of your turns, when you make a melee attack with this weapon, you can extend your reach by 5 feet. On a hit, you deal additional weapon damage equal to your Dexterity modifier. While wielding this weapon you can cast Finale. The range of this spell equals your reach. You must complete a long rest before casting this spell again. #### Finale *2nd-level Evocation - Bard* Casting Time: 1 action Range: 5 feet Components: V, S, M (a melee weapon) Duration: Instantaneous You commit yourself fully to a devastating final strike. Make a melee attack roll against a creature within range. The attack is a critical hit on a roll of 19 or 20. On a hit, the target suffers the attack's normal effects, and takes an additional 3d10 weapon damage. If this brings the target to 0 hit points, you gain a number of temporary hit points equal to the additional weapon damage. If your attack misses, or does not bring the target to 0 hit points, attacks against you have advantage until the start of your next turn, and the target can make an opportunity attack against you as a reaction. At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the damage increases by 1d10 for each slot level above 2nd. ### Fire Runed Kumpur *Wondrous item, rare (requires attunement by a Monk)* These wraps protect your fists, and are emblazoned with flaming runes that help channel your ki into fiery strikes. The kumpur grants a +1 bonus to the attack rolls of your unarmed attacks and to the saving throw DC of your Monk abilities. When you hit with an unarmed attack you deal +1 fire damage, which you can increase to +1d10 by expending a ki point. On a critical hit you can have creatures of your choice adjacent to the target take fire damage equal to 1d10 + your Wisdom modifier. ### Flagellants' Flail of Focusing *Weapon (flail), uncommon* A nine tailed whip made of knotted rope, caked with blood. When the wielder fails a Constitution saving throw to maintain Concentration on a spell, the wielder can flagellate themselves, expending up to 9 hit points. For each hit point they expend they gain a +1 bonus to the saving throw, potentially turning it into a success. \pagebreak ### Fleshwarper’s Eye *Wondrous item, rare (requires attunement)* A shrivelled, unblinking eye. When you attune to this eye it sinks into your flesh, enabling you to see through it. You gain advantage on Wisdom (Perception) checks, and you can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Once per long rest you can cast Polymorph on another creature, but, on a failed save, you must roll a d20. On a roll of less than 11 the spell misfires and the target transforms into a hostile Gibbering Mouther under the DM’s control. ### Flying Sword *Weapon (rapier), rare (requires attunement)* You can animate this rapier by using your action to speak its command phrase: “En Garde”. It has the Flying Sword stat block (MM p.20), but uses your proficiency bonus and Dexterity modifier. The sword acts independently of you, but it always obeys your commands. In combat, it acts immediately after your turn. If the Flying Sword is sheathed, reduced to 0 Hit Points, or is ever more than 60 feet away from you, it becomes inanimate again. When you cast a spell that requires a melee attack roll, the Flying Sword can be used as the spell’s point of origin, using its reaction to deliver the spell when you cast it. ### Frostburn *Weapon (glaive), very rare (requires attunement)* This weapon deals 1d6 fire and 1d6 cold damage on a hit, and appears to be carved from burning ice. While wielding it, when you take the Attack action you can forgo one of your attacks to cast Green Flame Blade, though the flames appear white. Charisma is your spellcasting modifier for the spells granted by this weapon. The weapon grants new abilities as you level up: - At 5th level it grants a +1 to attack and damage rolls. When you draw this weapon, you can extinguish all nonmagical flames within 30 feet of you. This property can be used no more than once per hour. - At 11th level it grants a +2 to attack and damage rolls. You gain resistance to cold and fire damage. - At 17th level it grants a +3 to attack and damage rolls. Once on each of your turns you can forgo an attack with this weapon to cast Agannazar’s Scorcher. When you do so, you can choose whether to deal fire or cold damage. ### Gambit’s Gambeson *Armour (any light armour), rare* This armour was crafted for those who would risk it all. While wearing this armour, whenever a creature hits you with a critical hit, as a reaction you can roll a 1d4. If you roll a 3 or above, you take no damage. If you roll a 2 or below, you are reduced to 0 Hit Points. \columnbreak ### Garrote Ring *Weapon, uncommon* This ring appears to be a fairly plain silver ring with a black onyx setting. As a bonus action you can twist and pull the onyx, unspooling 4 feet of wire garrote. The garrote is a simple melee weapon and deals 1d4 slashing damage. It has the two-handed and finesse properties. This weapon can only target small or medium humanoids. If you have advantage, or if your attack roll exceeds the target’s AC by 5 or more, you can grapple the target on a hit. While grappling a creature with this weapon both you and the target are restrained. The grappled target cannot breathe or speak, and begins to suffocate. You can choose to use Dexterity (Acrobatics) for rolls made to maintain a grapple using this weapon. ### Gauntlets of Divine Shielding *Armour (gauntlets), uncommon (requires attunement by a paladin)* These bronze gauntlets are warm to the touch, and emit an aura of soft white light when used. When a creature benefits from your Lay on Hands feature, they gain a +5 bonus to AC until the start of their next turn. ### Ghostly Surcoat *Armour (half-plate), rare* While wearing this half-plate when hit by an attack you can use your reaction to have it pass through you, as if you were ethereal. The attack has no effect on you, but each use pulls you towards death, and the next time you must make death saving throws you automatically fail one for each use of this item. If you survive, this is reset. When the light shines just right on this armour's polished plates, tendrils of white mist can be discerned moving somewhere within. ### Ghost Bolt *Ammunition (arrow), uncommon* When you load this bolt, it ignites with ghostly flames. When you make an attack with it you can ignore half and three-quarters cover, or have it pass through up to 1 foot of non-living material to target a creature behind total cover. On a hit, the target suffers the attack’s normal effects, except the weapon damage becomes necrotic. Hit or miss, the arrow then becomes nonmagical. \pagebreak ### Gorgon Helm *Wondrous Item, rare (requires attunement)* This horned helm is made of black iron, and grants the following benefits: - **Gore**. As a bonus action, you can make one melee attack with your horns, dealing piercing damage equal to 1d4 + your Strength modifier. - **Iron Flesh**. You have immunity to the petrified condition. - **Stone Breath**. As an action, you can exhale gas in a 30-foot cone. Each creature in that area must succeed on a DC 15 Constitution saving throw or be restrained. A restrained creature repeats this saving throw at the end of each of its turns, ending the effect on a success. If it fails three saving throws, or is reduced to 0 Hit Points, it becomes petrified. Once you use this action, it can’t be used again until you complete a long rest. ### Grasping Whip *Weapon (whip), rare* When you hit a creature with this weapon, as a bonus action you can make a Strength (Athletics) check contested by the target’s Strength (Athletics) or Dexterity (acrobatics). On a success you can either disarm or trip your enemy. You have disadvantage in this contest if disarming a two handed weapon or tripping a creature larger than you. ### Greatclub of Hill Giant Strength *Weapon (greatclub), uncommon (requires attunement)* While wielding this weapon your Strength score becomes 19, unless it is already higher. While attuned to this weapon you must consume twice as much food. ### Great Ursine Pelt *Armour (hide), rare (requires attunement by a Druid)* This pelt was cruelly stripped from the corpse of a divine bear spirit. It grants the wearer a +2 bonus to AC, whether worn or absorbed when you use your Wild Shape ability. Additionally you can tolerate temperatures as low as -50 degrees Fahrenheit without any additional protection. ### Guzzler’s Gourd *Wondrous item, uncommon* This gourd can store up to 4 health potions. If you succeed on a DC 10 Constitution check, as an action you can drink all of the potions at once. On a failure you regain only half as many Hit Points. On a roll of 20 on the d20 you regain twice as many Hit Points. \columnbreak ### Hamstring Half-Sword *Weapon (shortsword), rare* This serrated shortsword is cruelly designed to slice tendons and cripple your opponent. When you make a melee attack against a creature that has flesh and limbs, and beat its AC by 5 or more, you wound it. A wounded creature takes 5 points of slashing damage for every 5 feet of movement it expends. At the end of each of its turns it makes a DC 13 Constitution saving throw to end the effect. The effect also ends if the creature regains Hit Points. ### Headband of Pain and Gain *Wondrous Item, uncommon* While wearing this headband, when you roll a Strength (Athletics) check you can expend and roll a Hit Die to push through the pain. You take damage equal to the result on the Hit Die, and add the result to your check. Each day you use this ability you gain a cumulative +1 bonus to your Strength (Athletics) checks, up to a maximum equal to your proficiency bonus. This bonus disappears if your attunement ends. ### Headsplitter *Weapon (any axe), uncommon (requires attunement)* On a critical hit with this weapon you can roll each damage die twice, and pick the highest result. Furthermore, on a hit with this weapon you can attempt a killing blow. You deal an additional 2d10 weapon damage. If the creature has fewer than 10 Hit Points remaining, it dies. You must complete a long rest before using this ability again. ### Healer’s Hammer *Weapon (warhammer), uncommon* When you cast a spell that heals a creature, creatures of your choice within 5 feet of the target take radiant damage equal to your spellcasting modifier. ### Heartpiercer *Weapon (dagger), rare* When you make an attack with advantage with this weapon you can roll an additional d20, and pick the highest roll. If all three dice rolls would be a hit, the attack becomes a critical hit. \pagebreak ### Hellion Glaive *Weapon (+1 glaive), uncommon* You have a +1 bonus to attack and damage rolls made with this glaive, and it grants you several abilities: - **Iron Swan**. This technique enables you to attack the back row of an enemy formation, or an otherwise shielded target. Once per turn as part of the Attack action you can make a special attack against a creature that is in half cover or is wielding a shield. Your reach is extended by 5 feet, you gain a +2 to the attack roll, and you deal an extra 1d6 piercing damage on a hit. - **Breakthrough**. As an action you can make an attack roll against every creature in a 15-foot line. These attacks deal piercing damage. - **Battle Trance**. As a bonus action you cast Thick of the Fight. You must complete a short or long rest before using this ability again. #### Thick of the Fight *1st-level Enchantment - Bard, Wizard, Warlock, Ranger* Casting Time: 1 bonus action Range: Self Components: V, S Duration: 1 round Until the end of your next turn your melee attacks deal 1 extra point of weapon damage, plus 1 additional point for each hostile creature within a 10-foot radius of you at the time you make the attack. Hostile creatures within this radius have disadvantage on attack rolls against creatures other than you for the duration of the spell. At Higher Levels. When you cast this spell using a spell slot of 1st-level or higher, for every two slot levels above 1st the radius of this spell increases by 5-foot. ### Ice Sickle *Weapon (sickle), uncommon* This sickle’s blade is a translucent shard of ice, and its handle is bone. On a hit this weapon deals an additional 1d4 cold damage. While wielding this weapon whenever you deal cold damage you deal an additional 1d4 cold damage. ### Icon of Lazarus *Weapon, (staff), rare (requires attunement by a spellcaster)* This staff has 10 charges, and regains all charges at the end of a long rest. As an action you can expend a charge to animate the corpse or bones of a Medium or Small Humanoid creature within 30 feet of you. The target becomes a Skeleton if you targeted bones or a Zombie if you targeted a corpse, although they rise with only 1 hit point. As a bonus action you can mentally command each of the undead you animated. The undead take their turns immediately after yours. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. A creature animated by this staff dies after 1 minute. ### Icon of Order *Wondrous Item (holy symbol), rare (requires attunement by a Lawful creature)* Lawful creatures within 30 feet of you gain advantage on saves against the spells and abilities of demons. ### Imperial Carapace *Armour (plate), rare* This plate armour shines like a mirror, and is encrusted with chivalric heraldry in gold filigree. You have resistance to radiant damage while wearing it, and will be assumed to be a member of high nobility by those who see you. ### Inconspicuous Hat *Wondrous item (hat), uncommon* While wearing this innocuous hat, you magically blend into the hustle and bustle of crowds. Enemies searching for you in towns and cities have disadvantage on Wisdom (Perception) checks to spot you, and you have advantage on Charisma (Deception) checks made to evade attention. ### Infernal Pilum *Weapon (javelin), rare* If you make a ranged attack with this weapon and hit, the attack deals an extra 1d6 fire damage to the target and causes it to ignite in flames. Moreover, the pilum sticks into the target, and the target’s speed is reduced by 10 feet. At the end of each of its turns the target takes an additional 1d6 fire damage. If the target or a creature within 5 feet of it uses an action to remove the pilum, the target no longer takes additional fire damage, or has their speed reduced. ### Inquisitor-Hunter Mk.V *Weapon (heavy crossbow), very rare (requires attunement)* This sanctified crossbow deals an additional 1d10 radiant damage to fiends, undead, shapeshifters, and creatures with the Dark Devotion feature. If you have access to the Divine Smite feature, you can use it on a hit with this weapon. It can fire 10 bolts before needing to be reloaded, but requires an action to reload. It comes with one magazine containing 10 White Oak Stakes*, and one with 10 silver-tipped bolts. On a hit with this weapon you can cast Dawn as a bonus action, centred on the target. Charisma is your spellcasting modifier for this spell. The spell cannot be moved on subsequent turns. You must complete a long rest before using this ability again. *White Oak Stake. A vampire hit by this stake cannot use its Misty Escape feature until it uses its action to remove it. \pagebreak ### Inquisitor’s Wheel *Wondrous item (holy symbol), rare (requires attunement by a spellcaster)* This symbol has 7 Charges. While holding it, you can use an action to expend 1 of its charges to cast Hold Person, summoning an illusory spoked-wheel behind the target. Creatures who fail their saving throw against this spell take 4d4 psychic damage, and are bound to the wheel. If a creature dies while under the spell’s effects, the wheel becomes real and permanent, and the creature’s limbs are all broken. Upcasting the spell requires an additional charge per spell level. The weapon regains 1d6 + 1 expended Charges daily at dawn. If you expend the symbol’s last charge, roll a d20. On a 1, the staff dissolves into blood and is destroyed. ### Iron Maiden’s Mark *Consumable (scroll), rare* This spell scroll contains the Iron Maiden spell. You can also use this scroll to create a tiny magical glyph on a table, or a section of floor or wall. If the surface or object is moved more than 5 feet, the glyph is broken, and ceases to function. The glyph is nearly invisible and requires a successful Intelligence (Investigation) check against your spell save DC to be found. When a creature moves within 5 feet of the glyph, it must make a Dexterity saving throw, or suffer the effects of the Iron Maiden spell. You can refine the trigger so this spell activates only under certain circumstances or according to physical characteristics (such as height or weight), creature kind (for example, the ward could be set to affect goblins or drow), or alignment. You can also set conditions for creatures that don’t trigger the glyph, such as those who say a certain password. #### Iron Maiden *3rd-level Conjuration - Cleric, Warlock, Wizard* Casting Time: 1 action Range: 60 feet Components: V, S, M (a thumbscrew) Duration: Concentration, up to 1 minute You conjure two halves of an Iron Maiden that slam shut to entomb a humanoid within range. The target must make a Dexterity saving throw or take 4d6 piercing damage and be trapped inside. While inside the Iron Maiden the target has total cover, and is blinded and restrained. As an action on their turn they can make a Strength saving throw to break out, ending the spell on a success. A creature that ends its turn inside the Iron Maiden takes 4d6 piercing damage. ### Iron Needle *Weapon (dart), uncommon* A creature hit by this weapon has disadvantage on Concentration saving throws until the end of their next turn. \columnbreak ### Jester’s Hat *Worn Item (hat), uncommon (requires attunement)* This hat has 7 bells, and 7 charges. While wearing it you can expend charges to cast the following spells: Vicious Mockery (1 charge), Hideous Laughter (2 charges), and Enthrall (3 charges). When a creature you can see misses an attack roll, you can expend a charge to cast Vicious Mockery at them as a reaction. Charisma is your spellcasting modifier for these spells. The hat regains 1d6+1 charges when you complete a long rest. ### Juggernaut Pauldrons *Armour (plate), rare* You can affix these pauldrons to a suit of plate armour. You deal double damage to objects and structures. As an action you can move in a 30-foot line. Creatures in your path must make a DC 15 Dexterity saving throw or take 3d8 + your Strength modifier in bludgeoning damage. Objects and structures in your path take damage automatically. ### Kingslayer’s Arbalest *Weapon (heavy crossbow), uncommon* The long range of this crossbow is extended to 600 feet, and as an action you can aim it: you gain a +1d10 bonus to your next attack roll, and can attack at long range without disadvantage. This bonus is lost if you move, or if you do not make an attack with the crossbow on your subsequent turn. While you are wielding this weapon, you know the spell Hunter’s Mark, and can cast it once per long rest without using a spell slot. Dexterity is your spellcasting modifier for this spell, and its range is extended to 600 feet. When you hit a creature under the effects of your Hunter’s Mark with this weapon, you can choose to end the spell. If you do, the attack deals an additional 4d6 weapon damage to the target. ### Kinslayer Axe *Weapon (greataxe), very rare, (requires attunement)* This black axe is drenched in the sorrow of the families that it has torn apart. You gain a +2 bonus to attack and damage rolls made with this weapon, and score critical hits on rolls of 19 or 20 against creatures who have an ally within sight of them. Additionally, when you roll maximum damage on this weapon's damage dice, your target must make a DC 15 Charisma saving throw. On a failure, the target is overwhelmed by anguish. They take an additional 1d12 psychic damage and, if they are below 50 Hit Points, automatically die. When you kill a creature in this way, you learn who is closest to that creature. ### Lady Luck *Weapon (shortsword), uncommon* This silver sword critically hits on a roll of 1 on the d20. \pagebreak ### Lance of the Cavalier *Weapon (+1 lance), rare (requires attunement)* You gain a +1 bonus to your attack and damage rolls while wielding this magical weapon. While attuned to this weapon, you can cast the Find Steed spell to summon a warhorse, encased in plate barding. While mounted, whenever your mount takes damage, you can choose to take this damage instead. Finally, when you make an attack with this weapon while mounted, it deals an additional 1d6 piercing damage and ignores resistance to piercing damage. ### Lance of the Dawn Charge *Weapon (lance), uncommon* As an action you can ignite this lance, causing it to glow with brilliant daylight, near blinding creatures who gaze upon it. In a 100-foot cube extending from you creatures who do not look away make attack rolls with disadvantage until the end of your next turn. When you activate this ability up to 10 creatures of your choice who can see you can move up to their speed as a reaction. This movement does not provoke opportunity attacks. You must complete a long rest before using this ability again. ### Large Boulder the Size of a Small Boulder *Consumable, uncommon* A small pebble that can be thrown 30 feet as an action. On impact the pebble grows into a boulder with a radius of 10 feet. Creatures in this area must make a DC 12 Dexterity saving throw or take 2d10 bludgeoning damage. A creature that fails this saving throw and is crushed against a wall or another object takes an additional 2d10 bludgeoning damage. ### Librarian’s Claymore *Weapon (greatsword), rare (requires attunement)* This weapon deals force damage. On a hit with this weapon you can forgo dealing damage to have the target make a DC 13 Constitution saving throw. On a failure the target becomes unable to speak until the end of its next turn. While wielding this weapon you can conjure a spectral tome. The tome floats in mid-air and follows you, sharing your space. You can interact with it like a physical book. This tome can be used as a spellbook and already contains the following spells: Alarm, Arcane Lock, Comprehend Languages, Locate Object, Silence, and Legend Lore. While using this spellbook, these spells count as spells belonging to your class. You can dismiss the tome as a bonus action. \columnbreak ### Life Light Phial *Consumable, uncommon* This ornate glass phial contains a powerful life essence that wards against evil. As an action while holding the phial you can speak its command word and have the essence emit a brilliant blue light. It emits bright light in a 10-foot radius, and dim light for a further 10 feet. An evil-aligned creature that starts its turn within this area of light, or moves into it on its turn, must make a DC 15 Wisdom saving throw. A creature of CR 2 or below automatically fails this saving throw. On a failure the creature must use its movement to leave the area, and cannot attempt to enter it again during that turn. Completely covering the phial with something opaque blocks the light. The phial emits light for 10 minutes, after which it becomes nonmagical. ### Lockpick of Wizard’s Bane *Wondrous item (Thieves tools), rare (requires attunement)* Wizards hate this one simple item. This set of tools has been instrumental in some of the greatest heists of the last century, and in the theft of some of the wizarding community's most valuable magical artifacts. It offers several benefits to the aspiring thief. The lockpick is unbreakable, and there is a 1 foot radius zone of silence around it (as per the spell), allowing the user to work on a difficult lock undisturbed. You cannot be detected by divination spells while attuned. Finally, while holding it you sense the presence of magic within 5 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible object in the area that bears magic. ### Magitech Pistol Bow *Weapon (+1 hand crossbow), rare* You gain a +1 bonus to attack and damage rolls with this weapon. You also gain the following abilities: - **Quickdraw**. The handbow is compact, and flips out from a forearm mounted device. It can be drawn or stowed without using an object action. You can make an attack with the crossbow as a reaction when you roll initiative. - **Arcane Ambush**. During your first turn, if you hit with this weapon you can cast a spell you know with a casting time of 1 action as a bonus action. - **Ascension Gun**. As an action you can fire a special piece of ammunition attached to a tether. This ammunition will affix itself to a surface within 60 feet. You can expend your movement to have the bow’s mechanism wind the tether in, dragging you towards the surface. The mechanism can lift 150lb. \pagebreak ### Mage Wine *Consumable (potion), uncommon* Creatures with the Spellcasting feature can drink this rich red wine to regain an expended spell slot of 4th level or lower. You must additionally make a DC 15 Constitution saving throw or become poisoned for 1 hour, or until you use the spell slot, whichever is longer. If you drink this wine again while poisoned, the DC increases by 5 for each additional drink, and on a failure you throw up and do not gain any benefit. ### Martyr’s Crest *Worn Item (crown), rare* A crown of thorns made from twisted wire. As a reaction to a creature within 30 feet of you being hit with an attack, you can expend 5 Hit Points to split the attack’s damage equally between you. This damage cannot be reduced or resisted in any way. ### Michael’s Ring of Illusions *Ring, uncommon* A simple gold band, this ring allows its wearer to perform fantastic magical tricks. You can cast Prestidigitation, and gain proficiency in Sleight of Hand. Charisma is your spellcasting ability for this spell. ### Mithril Armour of Foresight *Armour (half-plate), rare* Mithral is a light, flexible metal, highly valued and reserved only for Elven nobility. This armour does not impose disadvantage on Dexterity (Stealth) checks. Once per short rest, you can benefit from a sudden moment of foresight, which causes an attack that would drop you to 0 Hit Points to instead miss. While wearing this armour you can cast Shield of Faith at will (Self only). ### Naginata of Mists *Weapon (glaive), rare (requires attunement)* When you take the Attack action while wielding this weapon you can forgo one of your attacks to cast the spell Fog Cloud, centred on yourself. You must complete a short or long rest before casting this spell again. While wielding this weapon within an area obscured by fog you gain blindsight out to 10 feet, and can hide as a bonus action. ### Nature's Mantle *Worn Item (cloak), uncommon (requires attunement by a Druid or Ranger)* This cloak shifts colour and texture to blend with the terrain surrounding you. While wearing this cloak you can use it as a spellcasting focus for your Druid or Ranger spells, and you can take the Hide action while you are in an area that is lightly obscured. If you have not moved during your turn, until the start of your next turn creatures have disadvantage on Wisdom (Perception) checks to see you. ### Nine Lives Ring *Consumable (ring), very rare (requires attunement)* This ring has nine charges. When you take fatal damage, or would be reduced to 0 Hit Points, you can expend a charge to drop to 1 hit point instead. When the ring has its last charge expended, it turns to dust. ### Nine Spines *Weapon (flail), rare (requires attunement)* This flail is formed from nine spines and nine skulls, harvested by a demon as cursed war trophies. It deals an additional 9 psychic damage on a hit. The flail has 9 charges, and regains 1d8+1 charges when you complete a long rest. You can expend 1 charge to cast Daemon's Pull as a bonus action, extending the flail’s reach so that the skulls can bite down on the target. You can upcast this spell by expending an additional charge for each spell level above 2nd. Strength is your spellcasting modifier for this spell. #### Daemon's Pull *2nd-level Evocation - Warlock, Wizard* Casting Time: 1 bonus action Range: 30 feet Components: V, S Duration: Instantaneous You conjure a tendril of demonic power, attempting to grasp a creature within range. The target must make a Strength saving throw or take 2d8 necrotic damage, and be pulled up to 30 feet closer to you. At Higher Levels: When you cast this spell using a spell slot of 3rd-level or higher, the range of the spell and the distance you can pull a creature both increase by 10 feet for each spell level above 2nd. ### No Refunds *Instrument (lute), uncommon* You know and can cast the spell Shillelagh while wielding this instrument. The lute functions as both a spellcasting focus and a club. Charisma is your spellcasting modifier for this spell. \pagebreak ### Nurgle’s Raiment *Armour (plate), rare (requires attunement)* This pale green armour is cratered with open, weeping sores, and stinks of death. While you are wearing this armour, you gain the following effects: - You are immune to poison and the poisoned condition. - Creatures that start their turn within 10 feet of you must succeed on a DC 13 Constitution saving throw or become poisoned until the start of their next turn. - The crawling things of the earth, such as insects, snakes, and vermin, are attracted to you. These creatures scurry toward the armour like moths drawn to the flame. **Curse**: When you attune to this armour it merges with your flesh, and you cannot doff it or unattune to it. Your nauseating visage causes most creatures to be immediately hostile towards you, and you have disadvantage on Charisma (Persuasion) checks. ### Persephone’s Return *Weapon (glaive), rare* This weapon is chained to you and cannot be disarmed. Once per turn you can make a thrown weapon attack with the glaive at a creature of your size or smaller that is within 30 feet of you. On a hit the target is pierced through, and linked to you by the chain. It cannot move away from you. As a bonus action you can make a contested Strength (Athletics) check, pulling the pierced creature to the nearest unoccupied space on a success. Succeed or fail, the creature is then no longer pierced. While the weapon is being used to pierce a creature, it cannot be used to make attacks. Any creature within 5 feet of the pierced creature can use its action to end the effect. ### Phalanx-Runed Sarissa *Weapon (pike), uncommon* This pike has a 15-foot reach, and deals an additional 1d4 points of weapon damage on a hit per ally within 5 feet of its wielder. ### Phoenix Spear *Weapon (spear), uncommon* This spear deals an additional 1d4 points of fire damage on a hit. While wielding it you can cast Greenflame Blade. You can choose your spellcasting modifier for this spell, and it gains a range of 20 feet, enabling you to throw the spear as part of casting the spell. If you make an attack with the spear and roll a natural 1, it spontaneously bursts into harmless flames and is reduced to a pile of ash. An exact replica, with this same property, sits in the ash pile. \columnbreak ### Phrenologer’s Effacer *Wondrous item, uncommon* As an action you can use this gruesome device to remove the face of a dead humanoid and wear it as your own, appearing as them, as if under the effects of the Disguise Self spell. This leaves behind only a polished skull. ### Pitchfork of Mage Slaying *Weapon (trident), uncommon* When you hit a creature with this weapon, the target cannot teleport until the start of your next turn. ### Pocket Sand *Consumable, uncommon* As a bonus action you can throw this sand at the eyes of a creature within 5 feet of you. The target must make a DC10 Con save or become blinded until the start of their turn. ### Prometheus’ Liver *Consumable, legendary* You can consume this piece of raw liver to gain the benefits of the Regenerate spell. **Curse:** 2d4 Giant Eagles appear each dawn and attack whoever possesses or has consumed this liver. ### Protective Runes & Sigils *Consumable, rare* As an action you can affix this sigil to your armour or clothing to gain divine protection. The next time you fail a saving throw against a spell or curse, the sigil is consumed, and you succeed instead. ### Quiver of Warding *Wondrous Item, rare* You can draw and disperse four pieces of ammunition from this quiver as an object action to cast Cordon of Arrows. Dexterity is your spellcasting modifier for this spell. You must complete a long rest before using this ability again. ### Rapier of Riposte *Weapon (rapier), rare* If a creature hits you with a melee attack, you can use your reaction to add 3 to your AC against that attack. If this causes the attack to miss you, you may additionally make an attack with this weapon against your attacker. \pagebreak ### Restorative Vapours *Consumable (potion), rare* A pungent potion, the vapours of which give a rush of energy. The potion releases enough vapour for 2d6 uses. Breathing in the vapour reduces your level of exhaustion by one for the next minute. In addition you regain 1 Hit Point, and expend and roll one hit die, and gain that many temporary hit points. If you have no hit die remaining, expend one anyway, and when you next regain hit die, you regain two less. ### Robes of the Warmage *Worn Item (cloak), uncommon (requires attunement by a spellcaster)* Whenever you gain 10 or more temporary Hit Points, until the end of your next turn you gain a bonus to your next damage roll equal to your spellcasting modifier. ### Scroll of the Bounty Hunter *Consumable (scroll), rare* This scroll shows the likeness and basic information of a named creature subject to a bounty, and lists the reward for their death or capture. You can use this scroll to cast Hunter’s Mark as a bonus action. This spell must target the creature named on the scroll, and ends if the target is reduced to 0 Hit Points. The scroll is consumed when the spell ends. For the duration of the spell, you gain the following benefits: - **Implacable Pursuit**. If the target is on the same plane as you, you know what direction it is in, and whether it is within 1 mile of you. - **Wanted: Dead or Alive**. You know how many Hit Points the target has remaining. - **Quickdraw**. You can use your reaction to make a weapon attack against the target whenever it targets you with an attack, ability, or spell. You make this attack immediately before the trigger. If your attack hits, you can impose disadvantage on their attack roll, or give yourself advantage on the saving throw to resist their spell or ability. ### Second Step Sandals *Worn Item (boots), uncommon* Once per turn you can jump while in midair, allowing you to change direction, and doubling the total distance you can jump. This uses your movement as normal. ### Sex Panther Cologne *Consumable (potion), rare* Made with bits of real panther. When you would make a Charisa (Persuasion) check to romance a creature, you can instead spray this concoction, and roll a d100. On a roll of 61 or lower, you succeed on the check. On a roll 62 or above, you fail, and all breathing creatures within 20 feet of you must make a DC 15 Constitution save or become poisoned for 1 minute. ### Shield of the Dragon Slayer *Armour (shield), uncommon* If you succeed on a saving throw against a dragon’s breath weapon, you can use your reaction to take no damage. When you do so, you grant three-quarters cover for creatures behind you, as you interpose your shield between yourself and the source of the effect. You are additionally immune to the effects of Frightful Presence. ### Shield of the Phoenix *Armour (shield), rare (requires attunement)* A red shield emblazoned with a golden bird. If you are reduced to 0 Hit Points by fire damage while wielding this shield you instead burst into flames and regain all Hit Points. Any non-magical items you are wearing or carrying are destroyed and flammable objects within 5 feet of you are ignited. For 1 minute you are then wreathed in flame, with wings of fire and a fly speed of 60 feet. For the duration you gain the effects of Fire Shield (warm only). This ability can be used only once per day. ### Sidestep Slippers *Worn Item (boots), uncommon* Float like a butterfly, sting like a bee. When an attack misses you you can move 5 feet as a reaction. ### Silent Quarrel *Consumable (ammunition), uncommon* This crossbow bolt is enchanted with Illusion magic that dampens sound around it. If you are hidden when you fire this bolt, it does not reveal your position. On a hit, the target cannot make sound until the end of their next turn, as per the Silence spell. Hit or miss, the arrow then becomes nonmagical. ### Smoke Bomb! *Consumable, uncommon* A glass vial of swirling grey mist. As an object action you can smash it on the ground to cast Fog Cloud centred on a point within 5 feet of you. ### Snakeskin Cloak *Cloak, uncommon* You can doff this cloak as a bonus action while grappled or restrained to end the condition. ### Songbolt of Lullabies *Consumable (ammunition), rare* On a hit this bolt casts Sleep, centred on itself, and at a spell level equal to your proficiency modifier. On a critical hit, double the amount of Hit Points the spell would effect. Hit or miss, the bolt then becomes nonmagical. \pagebreak ### Sorcerer’s Brand *Wondrous item (club), rare (requires attunement)* This sinister implement is used by the Arcane Inquisition to brand unlicensed magic users. It deals fire damage, and on a hit against a humanoid, burns a magical brand into the target’s forehead. Whenever a branded creature casts a spell it takes 1d10 psychic damage. Using Remove Curse, Greater Restoration or similar magic removes this effect, and allows the wound to begin healing. ### Spear of Rebuke *Weapon (spear), uncommon* When you are wielding this spear, and are hit by a ranged attack, you can throw it at your attacker as a reaction. The range of this attack is unlimited. On a hit, you deal an additional 2d6 fire damage. ### Spell Cleaver’s Blade *Weapon (any sword), rare (requires attunement)* When you are targeted by a Magic Missile spell, a line spell, or a spell that requires a ranged attack roll, as a reaction you can reduce its damage by 1d10 + your Dexterity modifier + your level. If you reduce the damage to 0, you can choose a creature within 30 feet of you as the new target for the spell. ### Spider-Silk Gown *Armour (light), rare (requires attunement)* The material of this black lace ball gown was woven from spider silk, and is extremely strong. The gown functions as light armour, granting an AC of 13 + Dexterity. The dress has a voluminous skirt, stretched over what appears to be a fish-bone structure. When the dress is pulled back however, it reveals 8 arachnid legs. While using these legs you have a climb speed of 30 feet, and can climb on vertical surfaces or upside down. You can use the legs as natural weapons. They have a 10-foot reach, the Finesse property, and deal 1d6 piercing damage on a hit. ### Spider Bomb *Consumable, uncommon* An elastic, white yarn ball-like sphere of spider silk. You can throw it up to 30 feet. It bursts on impact, coating a 10-foot radius with strands of sticky silk, as if by the Web spell. **Curse**: The webbing is infested spider eggs that hatch into a hostile Swarm of Spiders when the ball bursts. \columnbreak ### Staff of Pestilence *Staff, very rare (requires attunement by a spellcaster)* This staff has 8 Charges. While holding it, you can use an action to expend 1 or more of its Charges to use one of the following abilities from it, using your spell save DC and Spellcasting ability modifier: - **Harbinger** (1 charge) Cast Infestation, but without vocal, somatic or material components. - **Wave of Filth** (3 charges) Cast Tidal Wave, but all creatures that fail their save become diseased. The skin of diseased creatures begins to erupt with weeping pustules. A diseased creature gains a level of Exhaustion every 1d12 hours. Creatures that they touch must make a Constitution save or also become diseased. - **Rat King** (3 charges) Cast Conjure Animals (Swarm of Rats only). - **Plague Touch** (4 charges) Cast Contagion. - **Vital Essence Theft** (8 charges) Cast Abi-Dalzim's Horrid Wilting. The staff regains 1d4 + 4 expended Charges daily at dawn. If you expend the last charge, roll a d20. On a 1 the staff dissolves into a puddle of slime, lost forever. ### Storm Falcon Tattoo *Tattoo, rare (requires attunement)* You can evoke this tattoo as an action to transform into a bolt of lightning. Move 30 feet in a straight line and make a melee attack. On a hit you deal an additional 3d6 lightning damage. This movement does not provoke opportunity attacks. ### Sword Cane *Arcane Focus (staff), uncommon* A walking cane with a rapier hidden inside. While wielding this cane you can draw the rapier as a reaction to being hit with an attack. When you do so you cast Mage Armour, potentially causing the attack to miss. \pagebreak ### Sword of the Shattered Planes *Weapon (+3, any sword), very rare (requires attunement)* This blade of this sword is formed by floating shards of two dimensional mirror. Each shard flits in and out of your current plane, so that at any moment most of the blade is missing. You can use your spellcasting modifier for your attack and damage rolls with this weapon, and you deal force damage on a hit. You also gain a +3 bonus to your attack and damage rolls with this sword. The weapon has 7 charges. While wielding it you can cast: Ethereal Evasion, Misty Step, Vortex Warp, Blink, Dimension Door, Arcane Gate, and Plane Shift; expending 1 charge per spell level. The sword regains all charges when you complete a short or long rest. If you expend the last charge, roll a 1d20. On a 1, the sword shatters, and its shards ricochet between the planes for 1d100 years, before recombining in a random location. #### Ethereal Evasion *2nd-level Conjuration - Sorcerer, Wizard* Casting Time: 1 action Range: Self Components: V Duration: Concentration, up to 1 minute Once per turn, when a creature would hit you with an attack, roll a d20 to determine whether the attack hits. On a roll of 11 or below, you immediately teleport to an unoccupied space of your choice within 10 feet and the attack misses. ### Staff of Life *Staff, uncommon* As an action you may call upon the divine power contained within this staff. In a flash of light, a lemon appears. ### Stoneborn Armour *Armour (plate), uncommon (requires attunement)* This ceramic armour is continually replenished from the earth, giving you the endurance of stone. Loose dust and pebbles float around you wherever you walk. Whenever you gain temporary hit points, you gain an additional 5 temporary hit points. In addition, you know the Blade Ward cantrip. You can cast it as normal, and you can also cast it as a bonus action a number of times equal to your proficiency bonus, regaining all expended uses when you finish a long rest. Constitution is your spellcasting ability for this spell. \columnbreak ### Sun Eater Cloak *Cloak, very rare (requires attunement)* You are cloaked in impenetrable gloom, and gain the following benefits: - You are immune to radiant damage. - Bright light becomes dim light within 5 feet of you. - Spells that create magical light are dispelled when you end your turn within their area. - Creatures that are relying on their sense of darkvision have disadvantage on their Wisdom (Perception) checks to perceive you. ### Sunstar *Weapon (morningstar), rare* This morningstar swings on the end of a long silver chain. It has the Finesse property, and a reach of 25 feet. If you are proficient with whips or morningstars, you are proficient with the Sunstar. You gain a +1 bonus to Attack and Damage Rolls made with this weapon, which deals radiant damage instead of piercing damage. When you hit an Undead with this weapon the target takes an extra 1d8 radiant damage. When you hit a creature with the Sunstar, you can use a bonus action to cast the Fireball spell (DC 15) centred on the targeted creature. When you use this ability the morningstar’s head emits bright light in a 10-foot radius for 1 minute. The light is sunlight. You have three uses of this ability, and regain all uses at the end of a long rest. ### Symbol of Branding *Wondrous Item (holy symbol), uncommon (requires attunement by a Cleric or Paladin)* This symbol burns your faith onto the flesh of your foes. This item grants a +1 bonus to your spell attack and damage rolls. When a creature fails a saving throw against one of your Cleric or Paladin spells, you can use a bonus action to brand that creature for 1 minute. A branded creature takes additional radiant or necrotic damage (your choice) equal to your spellcasting modifier whenever you deal damage to them. You must complete a long rest before branding another creature. ### Talisman of Ki Focus *Wondrous item, uncommon (requires attunement by a Monk)* Each time you hit with unarmed attack your Ki save DC increases by 1 until the end of your turn. ### Thunderbolt Crossbow *Weapon (heavy crossbow), uncommon* This heavy crossbow can be fired 6 times before it needs to be reloaded, which requires an object action. Additionally, as a bonus action you can infuse the loaded crossbow bolt with thunderous energy. Your next ranged weapon attack this round with the bolt deals an additional 1d8 thunder damage on a hit, and pushes the target back 5 feet. \pagebreak ### Thunderous Lance *Weapon (lance), rare (requires attunement)* If you move 20 feet or more in a straight line before scoring a hit with this weapon, the target must succeed on a Strength saving throw or take 2d6 thunder damage and be knocked prone. The DC for this equals 8 + your Strength modifier + your proficiency modifier. ### The Twelve Labours of Hercules *Wondrous Item (book), very rare* You can dedicate yourself to the teachings of this sentient tome, which purports to have been the mentor of Hercules. The tome will set you 12 quests. If you fail on 3, the tome judges you to be unworthy, will not teach you, and teleports to its next prospective student. By spending 1 hour with the book you gain the following benefits: - You gain a number of d6 superiority die equal to half the number of completed quests (rounded down). This die is used to fuel your manoeuvres. It is expended when you use it, and is regained when you finish a short or long rest. - Each time you complete a quest you learn one manoeuvre of your choice from the Battle Master archetype. If the manoeuvre requires a saving throw, the DC is equal to 8 + your proficiency bonus + your Strength. ### Timesplitter *Weapon (dagger), rare* The first time you throw this dagger each day it summons 2d4 copies of itself from alternate timelines. Make a ranged attack with each copy against creatures of your choice within range. These copies then disappear. ### Totem Pole *Weapon (club, quarterstaff, or spear), uncommon (requires attunement by a Druid)* The wood of this weapon is carved to depict animal forms. It counts as a spellcasting focus, and you can add a +1 bonus to your spell attack and damage rolls. When you use your Wild Shape feature, your new form gains temporary hit points equal to your Wisdom modifier. ### Troll’s Bane *Weapon (any axe), uncommon* This axe is emblazoned with a flaming rune. You gain a +1 bonus to your attack and damage rolls with this weapon. The wounds inflicted by this axe prevent a creature with the Regeneration trait from using it until the end of their next turn. \columnbreak ### Universal Anchor *Weapon (dagger), rare* The crossguard of this dagger is styled as an ornate anchor. On a hit with this weapon you can choose to pierce the target and have the dagger become magically fixed in place. A pierced target cannot move, or be moved. Until a creature uses its action to make a DC 15 Strength check to remove the dagger from the pierced target, the dagger doesn't move, even if it is defying gravity. The dagger can hold up to 8,000 pounds of weight. More weight causes the dagger to deactivate and fall. ### Volley Shot *Consumable (arrow), rare* On a hit with this arrow you can cast Conjure Volley centred on the target (DC 15). Hit or miss, the arrow then becomes nonmagical. ### Voodoo Doll *Consumable, rare* A crudely stitched rag doll. As an action you can manipulate the doll to cast Dominate Person (DC 15). When the spell ends the doll disintegrates. ### Wahaika of Hapu *Weapon (+3 quarterstaff), legendary (Requires attunement by a Druid)* Sacred glyphs are carved into every inch of this hooked staff, telling the history of the Hapu. While attuning to this weapon, the glyphs spread across your skin, appearing as living tattoos. You gain a +10 bonus to History checks related to the Hapu, and to Performance checks made to relay this history. This staff can be wielded as a magic quarterstaff that grants a +3 bonus to Attack and Damage Rolls made with it. While holding it you gain a +3 bonus to saving throws and spell attack rolls. The staff has 20 charges, and regains 2d8 + 4 expended charges each dawn. While holding this staff, you can use an action to expend 1 or more of its charges to cast one of the following Spells from it, using your spell save DC and spell attack bonus: Crown of Stars (7 charges), Maelstrom (5 charges), Tidal Wave (3 charges), Lightning Bolt (5th-level version, 5 charges), Control Winds (5 charges), Dream (5 charges), Bless (5th level version, 5 charges), Ceremony (1 charge), or Greater Restoration (5 charges). If you expend the last charge, roll a d20. On a 1, the staff teleports to a random location. On a 20, the staff regains 1d8 + 2 Charges. \pagebreak ### Warbanner of the Arrow Eater *Wondrous Item, uncommon (requires attunement)* This vibrant banner is worn affixed to your back, helping to identify you in the chaotic melee of battle, and inspiring those around you. The banner has 7 charges. As an action you can expend 1 or more of its charges to cast the Bless spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The banner regains 1d6 + 1 expended charges daily at dawn. **Curse**. This banner is cursed. Attuning to it curses you until you are targeted by the remove curse spell or similar magic. Whenever a hostile creature targets an ally within 30 feet of you with a ranged weapon attack, the banner causes you to become the target instead. ### Windwalker Staff *Weapon (staff), uncommon (requires attunement by a Monk)* This staff has two fold out wings made of woven spider-silk, allowing you to glide on a breeze. If you fall while wielding this staff, for every 10 feet you fall you can expend 20 feet of your movement in a horizontal direction of your choice. If you expend all your movement and remain aloft, you resume your fall at the start of your next turn. You take no fall damage when landing. You can use your action to spin the staff, gaining the effects of Gust of Wind and Warding Wind (DC 15) until the beginning of your next turn. \columnbreak ### Wild Wand *Wondrous Item (wand), uncommon (requires attunement)* You gain +1+1d20-1d20 to your spell damage rolls. If you roll negative spell damage, the target is healed by that amount. The wand transforms into an object with the same weight every time a spell is cast. Roll a 1d20 to determine the object. | 1d20 | Loot | |:---:|:-----------:| | 1 | Feather Duster | | 2 | Dead Fish | | 3 | Live Snake (angry) | | 4 | Bottle Of Rum | | 5 | Sinister Orb | | 6 | Wriggling Tentacle | | 7 | Baguette | | 8 | Tiny Chair | | 9 | Telescope | | 10 | Bunch Of Flowers | | 11 | Lit Firework | | 12 | Bog Brush | | 13 | Ceramic Gnome | | 14 | Mug of Tea | | 15 | Flask of Soup | | 16 | 5 Limes | | 17 | Riding Crop | | 18 | Cigarette & Holder | | 20 | Garlic Bunch | ### Wildeye Snuff *Consumable, very rare* A bright green powder, the production of which is rumoured to involve the unethical treatment of unicorns. Snorting the powder produces a hyper focused state, and causes the following effects: - You can concentrate on two spells at once. - You are afflicted with uncontrollable fits of sneezing. - You have disadvantage on Wisdom and Charisma checks and saving throws. After 10 minutes the effects end, and you gain 2 levels of exhaustion. You must then make a Constitution saving throw. The DC equals DC 10 + the number of times you’ve previously taken Wildeye. On a failure roll on the long term insanity table, which lasts 1d20 days. \pagebreak ### Winter Wolf Cloak *Worn Item (cloak), rare (require attunement)* This wolf hide cloak is both light and tough. While wearing it, you gain the following benefits: - You have resistance to cold damage. - You have advantage on Dexterity (Stealth) checks against being seen in snowy conditions. - You can ignore cold environmental effects. ### Witch’s Pyre *Weapon (pike), rare (requires attunement)* You can use a bonus action to recite a litany against heresy, causing flames to erupt along the pike’s shaft. These flames shed bright light in a 20-foot radius and dim light for an additional 20 feet. While the pike is ablaze, it deals an extra 2d6 fire damage to any target it hits. The flames last for 10 minutes or until you reduce a creature to 0 Hit Points with the pike. If at 10 minutes the pike remains alight, you take 4d6 psychic damage, and the flames sputter out. On a critical hit against a medium or smaller creature it is impaled upon the pike, and is grappled and restrained (DC 16). It takes 4d6 fire damage at the start of each of its turns. Only one creature at a time can be impaled, and the weapon cannot be used to make further attacks. An impaled creature cannot benefit from the Dark Devotion, Shapeshifter or Spellcaster traits. ### Wizard’s Pipe *Wondrous Item (arcane focus), uncommon* This pipe allows its smoker to blow incredible smoke rings, and other fantastical shapes such as ships, castles and beasts. These cannot be larger than a 5-foot cube, and dissipate after a few moments. This pipe has 5 charges, and as an action you can expend a charge to gain one of the following effects: - By blowing on the pipe you gain the effects of the Fog Cloud spell, centred on yourself. - By sucking on the pipe you extinguish all flames within 20 feet of you. The pipe regains 1d4+1 charges when you complete a long rest. ### Wolf Spirit Totem *Wondrous item (amulet), rare (requires attunement by a Druid)* This fang contains a wolf spirit that emerges when you are in peril. When you are reduced to 0 Hit Points while in your humanoid form, you can instead Wild Shape into a Winter Wolf. You must complete a long rest before using this item again. \columnbreak ### Wraith Cloak *Worn Item (cloak), rare (requires attunement)* This pale white, near translucent cloak fades into whispers of tattered thread at its edges, but it nonetheless hides those who wear it, and imparts some of its ghostly power. It has 4 charges, and recharges 1d4 charges daily. As a bonus action you can expend charges to cast: Invisibility (1 charge), Misty Step (1 charge), Blur (2 charges), and Nondetection (self only, 2 charges). ### Zeno’s Arrow *Weapon (arrow), very rare* To use this arrow you must declare to the DM where you intend to finish your turn. You must be able to see this location. The range of this arrow equals half the distance between you and this target, and when fired you teleport to this midpoint, appearing next to the fallen arrow. You can use this arrow multiple times during your turn, but you must then complete a long rest before using this arrow again. ### Zweihander of the Arcane *Weapon (greatsword), uncommon* This oversized greatsword has the reach property, and requires a Strength score of 17 or higher to wield. If you bring a creature to 0 Hit Points with this sword, you may apply any excess damage to an adjacent creature within reach, if your attack roll would also hit that creature. Whenever you cast a spell while wielding this sword, it absorbs some of the arcane energy. Until the end of your next turn, your next attack with the weapon deals additional force damage equal to the spell level (minimum of +1).
## Art Credits Cover Art: tegehel - [Magic Potions](https://media.wizards.com/2014/images/dnd/articles/DMG_MagicItems.jpg "title")