The words you are searching are inside this book. To get more targeted content, please make full-text search by clicking here.

Menagerie of Magic - Artless -compressed

Discover the best professional documents and content resources in AnyFlip Document Base.
Search
Published by MordantRiki, 2021-01-07 14:40:42

Menagerie of Magic

Menagerie of Magic - Artless -compressed

Keywords: dnd,menagerie of magic,magic items,dungeons and dragons,5e

apprMoveenda/geenrdioerosfeMd baygiWc bizyaGrdrse.ePdyorMtioimnsicoGf tahmeemsaLtTeDriailssuunsoefdfiaciraelpFraonpeCrotyntoefnWt pizearmrdisttoefdthuendCeoratshte. ©FaWnizCaorndtsenoft tPhoeliCcyo.aNstotLLC.

Contents 27 Spirit beast mount system page 198

Table Of Contents 1

1 Contents page 3

2 Dwarven Magic items page 4
3 Elven Magic Items page 8
4 Halfling Magic Items page 12
5 Human Magic Items page 16
6 Dragonborn Magic Items page 20
7 Gnome Magic Items page 24
8 Half-Elf Magic Items page 28
9 Half-Orc Magic Items page 32
10 Tiefling Magic Items page 36
11 Barbarian Magic Items page 41
12 Bard Magic Items page 45
13 Cleric Magic Items page 49
14 Druid Magic Items page 53
15 Fighter Magic Items page 57
16 Monk Magic Items page 61
17 Paladin Magic Items page 65
18 Ranger Magic Items page 69
19 Rogue Magic items page 73
20 Sorcerer Magic items page 77
21 Warlock Magic items page 81
22 Wizard Magic items page 85
23 Artificer magic items page 89
24 Unrestricted magic items page 94
25 Backer created items page 136
26 Item sets page 169

Dwarven Magic items This solid brass gauntlet covers the entire forearm of
the weilder. As a result you gain +1 to your AC while
The following items are restricted and can wearing it. The gauntlet has 10 charges and using an
only be used by Dwarves. Many of these action you can detect if there is any gold, gemstones
items are revered and beloved by the or valuable minerals within 500ft of you. The portals
majority of the Dwarven populace and of light in the forearm section will glow brighter the
only non-dwarves who have spent a closer the treasure is to you. You regain expended
considerable amount of time around charges after you finish a long rest.
Dwarves will likely have seen or heard of
any of them.

Braiding Beads

Wondrous item,very rare

From time to time you may come across a Dwarf
with beads braided through their beard or hair. Most
of these beads are made of wood or stone, but some
are made from rare minerals and carved with special
Dwarven runes. These special beads are imbued with
power and each bead grants +1 to an ability score.
But beware, if more than one of these beads are
present, they will nullify the power of each other.

Roll on the following table to decide which runic bead
you might find and the ability score they improve.

d6 Rune (Stat) d6 Rune (Stat)
1 Abargor (Strength) 4 Tisdor (Dexterity)
2 Coblend (Intelligence) 5 klondil (Constitution)
3 Nithenoril (Charisma) 6 Sagera (Wisdom)

Braided Hip flask

Wondrous item, uncommon

A typical flask you would find on any dwarf from
children up to the aged, usually made from rams
leather and decorated with twisted and braided
leather. They are regularly filled with whiskey or rum
and offer a small draught of bravery in times of need.

Drinking from this flask (regardless of it's content)
allows you to add 1d6 on your next ability check.
This can be done a number of times equal to your
constitution modifier (minimum one). You must finish
a long rest before doing so again.

Gauntlet of the hunt

Wondrous item, rare (requires attunement)

The gauntlet of the hunt is a treasure hunter's
dream. Originally crafted by Copperbrush Fuzzlint,
famed blacksmith, for his cousin Than Osdal when he
set off in search for his fortunes. While the original
was lost (along with Than) a handful of reproduction
versions have shown up over time.

2

Fashionable half cloak

Wondrous item, rare (requires attunement)

These off the shoudler cloaks are not usually seen on
dwarves as they tend to be longer and kept for those
who care more about class. This particular cloak has
been trimmed to be of the correct length.

While you are attuned to this cloak you gain
advantage and proficiency with all charisma based
skills. Additionally you gain +2 to your charisma.

Ka-BOOM-Stick

Weapon, (Rifle) very rare (requires attunement)

Firearms aren't a paricularly common sight amongst
Dwarves let alone the other races of the realms. But
this particular type of rifle is special. It comes with
an ammunition pouch that must be within 30ft of the
weapon in order for it to function. The ammunition
automatically transfers from the pouch to the gun
through similar magic to that of a bag of holding.
This means you ignore the loading property of the
weapon.

You gain +2 to your attack and damage rolls made
using the Ka-BOOM-stick. The damage dice pool is
3d6 and you ignore the loading property.

Orb of descent

Wondrous item, uncommon

This clear orb can detect a sudden change in altitude.
When this happens it deploys a very light shield
affecting a 5ft radius. While you are in possession of
this orb you take 1d6 less fall damage.

Quarry Spaulder

Wondrous item, uncommon

These shoulderguards are exremely common within
the mining community of Dwarves. Anyone who
spends any time in caves, caverns or quarries know
how valuable this protection can be when rocks are
falling.

Once per day you may automatically succeed on a
Dexterity saving throw. You must finish a long rest
before you can do this again.

3

Ram's hide boots

Wondrous item, uncommon

Any good Dwarf will tell you socks and boots are
some of the most important things in life. Look after
your feet!

These boots are impervious to the elements. Your
feet are always dry and warm no matter what
climate you find yourself in.

Runic Mining cap

Wondrous item, uncommon

While underground, the wearer of this item always
knows the item's depth below the surface and the
direction to the nearest staircase, ramp, or other
path leading upward.

Subterranean Mining Pick

Weapon (mace) uncommon

This may look like an ordinary mining tool to most,
but any Dwarf worth their salt would instantly
recognise the design as that of Copperbrush
Fuzzflint. The famed blacksmith spent years at a time
in the deep mines of the underdark, perfecting the
tools and methods of his trade.

This mining tool has been designed so that the pick
has the perfect angles to rip and tear into even the
most stubborn of stone and minerals. Not to mention
it is forged from a secret alloy known only to the
highest tier of the Miner's guild.

While wielding this pick axe, you gain advantage on
skill checks used to Identify a weak point in anything
made from stone. Additionally, you may choose to
succeed on any skill check used to destroy something
using the pick. Once you have done this you must
finish a long rest before you can do it again.

Support beam

Rod, rare (requires attunement)

This rod can hold unnatural amount of weight. These
were originally used to reinforce caves and mine
shafts while digging. Recently they have been used in
destruction to reinforce buildings while the
foundation supports are removed. The support
beams are then disabled and the buildings collapse
very cleanly and efficiently.

4

Tenacity Vyrnhal Medallion

Weapon (Quarterstaff), very rare (requires Amulet, very rare (requires attunement)
attunement)
These medallions were awarded to those who fought
Attack and damage rolls made with this weapon in the battle of Vyrnhal. Every single survior was
receive a +2 bonus. awarded a medal once they returned home safe and
every brave dwarf that died in battle was awarded
While you are attuned to this staff, any time you take one for their service. These medals were sent to their
the attack action, you may make another attack with families.
disadvantage.
The sign of a good family, and even better men.
Thanbar's Courage These medallions are known by all of Dwarvenkind
but some may go their whole lives without ever
Weapon (Warhammer) Legendary (requires seeing one.
attunement)
Whilst you are attuned and wearing this medallion,
Thanbar Timberbrawl is a name known by all. you can no longer be surprised, you have advantage
Dwarves, Humans, Gnomes, even Elves. While on initiative rolls and you can increase your
everyone will have their own stories about him, the Constitution score by +2.
Dwarves know the truth. He was a cold, harsh man
but he was fearsome and strong. His name is
synonymous with his Warhammer. Black and gold
with spiked sections on each end , one blow could be
enough to end a life. This weapon has seen many a
battle and alwas seen them through. After his death,
the hammer was sent to his foolish son who sold it at
the first opportunity he got. It hasn't been seen
since.

Thanbar's courage is a versatile weapon that deals
1d10(d12), rather than the usual 1d8(d10). While
you are attuned to this weapon you increase both
your Strength and Constitution scores by +2 and you
may take 2 actions in the first round of each
encounter.

Vyrnhal Battle horn

Wondrous item, uncommon

Originally used during the Battle of Vyrnhal, these
hollowed out ram horns have been used for centuries
to call out to those in the vicinity to alert them of
battle. Back then the Rams were much larger and
imposing but over time the species has shrunk down
to the size of ordinary sheep. Any family that has an
original horn from the Battle of Vyrnhall would have
it on display and have tremendous pride over that.

If you are in a position where you could cause your
enemy to be surprised, instead you can choose to
blow the battle horn. This allows the user and all
allies to roll all attacks with advantage and with a +1
bonus to all attack and damage rolls, as well as
increasing spell DC by +1.

This effect lasts only for the first round.

5

Elven Magic Items

The following items are restricted and can
only be used by Elves. Whilst Elves have
a tendency to spend their time
anywhere and everywhere, populating
towns and cities in every corner of the
world, they do keep some secrets.
Including many of these items.

Alert hoop

Ring, very rare (requires attunement)

While you are attuned to this ring, your elf eyes are
dialed in even more than usual. You gain advantage
on initiative rolls and you cannot be surprised.

Ancestral Amulet

Amulet, uncommon

Elves can live for hundreds of years, and these
amulets are passed on to the first born child after
death, so many of these neck pieces are thousand of
years old. Each family has one so they're quite the
common sight, but seeing someone with one let's
you know they're the eldest sibling.

These metal discs are imbued with the wisdom of the
family due to a magical property in the metal from
which they're made. The amulet actually absorbs the
memories of those who have passed on.

You gain advantage on wisdom saving throws and
you may choose to succeed one wisdom skill check.
You must finish a long rest before being able to do so
again.

Cape eilora

Wondrous item, uncommon

These cloaks are mass produced and sold by almost
every Elven tailor. They are designed to be affordable
cloaks for balls and events. While wearing this cloak
you may add a +1 bonus to your charisma based
ability checks.

Comfortable Lynx fur Boots

Wondrous item, uncommon (requires attunement)

These hardy yet elegant boots are both comfortable
and practical. They keep the feet warm whilst also
allowing them to breathe. They allow you to worry
about one less thing.

A good pair of boots is one item of clothing all good
elves should have. These ones in particular increase
your movement speed by +5ft and grant advantage
on dexterity saving throws to save against falling.

6

Crystal of the ancients

Wondrous item, rare (requires attunement)
This crystalline gemstone offers no benefit to races
other than elves, aside from looking very pretty. But
for any elf that is attuned to this item, it reduces the
amount of meditation needed to gain the benefits of
a long rest from 4 hours to 2 hours. The elf must still
spend 8 hours doing non strenuous activity, but the
other 6 hours can be used on other productive
activities.

Elven branch

Weapon (quarterstaff), very rare (requires
attunement)

This quarterstaff was crafted from the branch of a
millenia old tree that had fallen naturally. Usually a
dead branch is weak and brittle but this tree sheds
excess branches if it grows too large.

Attack and damage rolls made with this weapon are
made with a +2 bonus. The wood the staff is carved
from is almost weightless, despite being
extraordinarily strong. As such, these weapons gain
the Light property.

Eternal Beauty Comb

Wondrous item, uncommon

This comb was fashioned from a fallen branch of the
ancient core tree. A tree so old and so large, the
stories say its roots burrow deep to the centre of the
world. It is far older than anything constructed by
any sentient creature and has seen more than
anyone could possibly imagine.
Many elves believe that the nutrients from deep
inside the world that the tree feeds from are the
reason the ancient core tree has lasted so long.
Untouched by any creature and therefore completely
untainted.

Using this comb keeps your hair looking beautiful and
full of life. You may cast the Charm person spell
without expending a spell slot. Once you have done
this you must finish a long rest before doing so
again.

7

Ethereal mirror of the disguised

Wondrous item, rare

This mirror is a curious little trinket. Its elaborate
frame is carved from wood and treated with a rich
varnish, the reflective part is almost black and upon
first inspection you would be confused to see
nothing. No reflection staring back at you, nothing
behind you. Nothing. Unless of course you were in a
room with a Vampire.

This mirror was enchanted to show all invisible
objects and creatures within its reflection. However
at some point during the enchantment process it
went wrong, so it only shows the invisible and hidden
things.

Mask of Divine grace

Wondrous item, very rare (requires attunement)

This white mask is carved from marble and is
decorated with golden inlay to show facial features
including sharp teeth and harsh eyes. While this
mask may appear quite terrifying, it gives off a
soothing feeling while it is being worn by an elf.

When selling items to a vendor, your air of
superiority causes them to forget the true value of
items.

You may sell items for double the price of others.
This does not work on items that were previously
bought from a vendor.

Oakenbow

Weapon (shortbow), rare (requires attunement)

A strong and powerful bow despite its small size, the
oakenbow is the ultimate combination of exceptional
elven craftsmanship and sturdy materials.

Attack and damage rolls made with this bow recieve
a +1 bonus. While you are attuned to this item,
travelling through difficult terrain has no ill effect on
you and you always know which way is north.

Noble Timepiece

Wondrous item, uncommon

Elves are never late (nor do they arrive exactly when
they mean to), elves are always on time. In part due
to these wonderful timepieces that are common
among elves.

This small clock can tell you the time and date and
can be set to count down as a timer.

8

Ring of Arcane Alacrity

Ring, rare

The knowledge that elves are athletic and well suited
to moving acrobatically is known to all. However their
true hastiness can come to a surprise to some.
Others have heard the stories and believed them to
be nothing more than rumours.

If you enter combat whilst outdoors and you're last in
the initiative order, instead you act first during the
first round.

Silent stiletto

Weapon (dagger), uncommon (requires attunement)

These daggers are designed to be as thin as possible
in order to puncture as narrow a wound as possible.
As such it is entirely possible to make an attack with
this weapon without the target knowing immediately.

If you make an attack against a surprised enemy, roll
a d20. If the roll is even you may immediately make
another attack.

Shortsword of the Light Night

Weapon (shortsword), rare, (requires attunement)

This curved sword has a sapphire embedded in the
hilt, it offers no purpose other than for appearance.
The blade glows with a low blue hue.

Attack and damage rolls made with this weapon gain
a +1 bonus. Between sunset and sunrise your
movement speed is doubled. You can also jump twice
as far and high as usual. The sword gives off light for
30ft.

Time-infused pouch

Wondrous item, legendary (requires attunement)

This mystical satchel is painstakingly sewn together
by an artisan Tailor. Created using the finest silks
and cloths and using the strongest threads. It's
purple body almost seems to have an aura about it
and the fine stitching detail looks to glow in dim light.
The top flap is detailed with 3 beautiful purple
gemstones.

The mouth of this bag acts as a portal to a safe
room. This room can be anywhere of your choosing
but the bag can only be paired with one room at a
time. You may store as much in this bag as you can
fit in the room of your choosing, but the mouth of the
bag can not expand to the point you could fit large
items through, like a cart or ballista. The mouth may
expand enough to let a particularly small gnome or
halfling through.

To pair this bag with a room, you must spend 8
hours in the room with the bag whilst meditating.

9

Halfling Magic Items Damage: 1d6
Damage type: Bludgeoning
The following items are restricted and can Properties: Light, thrown
only be used by the diminuitive folk of Range: 60ft/120ft
the Halfling race. Many of these items
have been crafted specifically for
Halflings exclusive use, so they may be
smaller than similar items seen by other
races.

Advanced cooking kit

Tool (Cooking utensils) rare

If there is one thing Halflings love more than being at
home in front of a roaring fire with a good book, its a
good meal. Anyone can cook some food but only a
Halfling with the correct tools can make a truly
delicious, filling meal. This advanced set of utensils
allow the user to create a magnificent feast from the
most mundane of materials. Rice becomes
delectable, simple bread is exquisite and anything
with meat is instantly mouthwatering.

This kit has 10 charges. During a long rest you may
prepare a meal using these tools to improve general
wellbeing and morale of you and your allies. Anyone
who eats the meal prepared instantly replenishes all
spent hit dice and gains temporary hit points equal to
their level.

Amulet of Home

Amulet, very rare (requires attunement)

No one really knows how these wondrous Amulets
work, not even the vast majority of Halfling. They're
extremely rare and only a handful of Halfling own
them.

You may speak the command word and concentrate
on a bound location. If you maintain concentration
for one minute, you will be teleported to this
location. Similar spells exist that have this effect, but
most who use these amulets bond them to their
homes as this is where Halflings feel safest.

In order to bind a location to the Amulet, you must
spend 8 hours in said location while relaxing with the
amulet. You must think about the bond at least once
per hour for it to hold. In order to bind to a new
location, you must remove any existing bindings first
by doing the opposite of the binding process.

Boomerang

Weapon (boomerang) uncommon

This curved wooden club is decorated with simplistic
red paint. It is a curious weapon in that it is a club
with a hefty throwing range and it automatically
returns to the thrower whether it hits the target or
not.

10

Critter pipe

Wondrous item, very rare (requires attunement)

Halflings have a natural affinity for mice. They too
are small, peaceful creatures that love food.
When you are attuned to this pipe, you gain access
to the following spells that you can cast at will using
the instrument; Find familiar, Speak with animals,
Animal Messenger, Locate animals or plants.

Formal waistcoat

Wondrous item, uncommon (requires attunement)

Everyone should be ready for a nice meal and
everyone should dress smartly at meal times.
This waistcoat gives you advantage on skill checks to
detect poisoned food and you gain resistance to
poison damage.

Hiding Ring

Ring, rare (requires attunement)
This curious ring is forged from an unkown black
metal and seems perfectly smooth. However upon
further inspection a very slight indentation can be
seen on the outside of the band. This is so subtle
however that you cannot make it out. Upon
declaration of the command word, symbols appear in
a low blue glow.

Halfling are small and hard to find at the best of
times, but with this ring it makes it almost
impossible.
Speaking the command word allows the user to
become invisible as long as they do not move. The
effect lasts until they move. You can use this number
of times equal to your proficiency bonus. Charges
reset when you finish a long rest.

Homely Tea set

Wondrous item, uncommon

This small whicker pack contains a delicate china tea
pot as well as a set of four cups and saucers.
During a short rest you can brew a pot of tea and
take a break to drink. If you do you restore double
health from spending hit dice.

11

Letter opener Attack and damage rolls made with this weapon
receieve a +1 bonus, additionally the sling deals 1d6
Weapon (dagger) uncommon damage rather than the standard 1d4. This sling is
very easy to sneak into areas where you should not
Halflings have smaller than average hands, so they be carrying weapons as it is so well disguised as a
need smaller than average sized weapons. Even a humble pocket square. To identify it as a weapon, a
regular dagger can prove to be too big to get a DC25 investigation check is required.
comfortable grip which is what makes this small
letter opener so perfect.

While this is technically a dagger, with it being so
small the impact point is tiny so it does increased
damage when piercing. This weapons damage pool is
2d4 as opposed to the usual 1d4.

Lucky Brooch

Wondrous item, rare (requires attunement)

This brooch is usually attached to the lapel but some
have been known to wear them on their cloak or
satchel. It is crafted from solid silver and formed into
the shape of a dragon. The dragon is clutching a
golden orb.

This brooch augments the lucky racial ability to
trigger on a dice roll of 2 as well as a 1.

Makeshift cloak

Wondrous item, uncommon

With halflings being naturally short, most races
outside of gnomes wouldn't think about making a
cloak for a halfling and most aren't bothered enough
to make one themselves.

This makeshift cloak is essentially a tablecloth that
has been wrapped and tied around the neck. While
wearing this cloak your hit point maximum increases
by +2 and once per day you may grant yourself
advantage on a charisma based skill check.

Peaked cap

Wondrous item, uncommon (requires attunement)

Comfort and ease of life is the most important thing
in a halfling's opinion so imagine how inconvinient
the sun can be when it is attempting to blind you.

While you are attuned to this cap, you are unaffected
by any vision impairing effects.

Pocket square sling

Weapon (sling), rare (requires attunement)

Any good man has a fine pocket square, but most
men don't have one that can be used as a deadly
weapon. This small square of cloth has a strong
string attached to two of the corners, allowing you to
place a projectile in the square and launch it.

12

Scurrying boots

Wondrous item, rare (requires attunement)
The Scurrying Boots are short by traditional
standards but come half way up the leg of a halfling.
They're a very deep blue with silver detailing. These
leather boots were crafted from the hide of a
displacer beast. An unsual material that gives the
boots unusual properties.

While wearing and attuned to these boots your
movement speed is increased by 10ft and you may
Dash as a bonus action. In addition, when you dash
as a bonus action you can use your action to jump as
though the Jump spell has been cast on you.

Self heating pot

Wondrous item, rare

A full belly is one of life's greatest feelings and no
one wants to eat a cold meal. This pot can fit into a
standard backpack or bedroll and has its own heating
source so no matter where you are you can have a
warm meal and a hot drink.

Thurin's shirt

Armor (Chain shirt), Legendary (requires
attunement)

This Mithral Chain shirt was handcrafted by a Master
craftsman. Each chain link was delicately linked
together and sealed with such precision you're
unable to see the seam. The shirt has changed
owners many times since it was crafted but no one
knows who the original owner was. It is extremely
lightweight and can barely be felt while wearing,
giving you unbelievable freedom of movement.
This shirt can be worn under clothing and cannot be
detected unless a creature succeeds on a DC 20
investigation check. While wearing this item and you
are attuned to it, you gain an additional bonus to
your AC of +3 and you no longer have disadvantage
on stealth checks due to wearing a chain shirt.
Additionally, the maximum Dexterity bonus that
contributes to your AC is now +3, as opposed to the
ordinary +2.

13

Human Magic Items

The following items are restricted and can
only be used by Humans. The most
commonly found race in any town,
village or city, most of these items will
be well known my most races but
they're only really used by humans.

Climbing boots

Wondrous item, uncommon (requires attunement)

These tall leather boots are made from tan leather
and are decorated with golden stitching and buckling.
They're very expensive looking albeit not particularly
comfortable.

You gain a climbing speed equal to your movement
speed and gain advantage on skill checks related to
climbing.

Coat of adaptability

Wondrous item, uncommon

Humans have no innate defenses against any of the
elements whether it be rain, hail, heat or cold. This
coat is just the ideal weight, thickness and material
that it is perfect for any and all conditions.

You suffer no negative effects from weather or
climate while wearing this cloak.

Comfortable walking boots

Wondrous item, uncommon

There is nothing more satisfying than going for a
lovely walk. Providing you are on flat ground, your
movement speed increases by 10ft.

Dragonling Ring

Ring, legendary (requires attunement)

This dirty, dark grey ring is crafted from simple iron,
it is rough to the touch and created to look like two
dragon claws intertwining.

If you are attuned to this ring you gain access to
several spells while wearing it. The ring allows you to
cast Thunderwave (1st level), Dark vision (2nd
level), Fireball (3rd level), Fly (3rd level), Haste (3rd
level). The ring has 10 charges, casting a spell
requires a number of charges equal to the spell level
to cast. The ring regains all spent charges at dawn.

14

Highbow

Weapon (longbow) rare (requires attunement)
These bows were manufactured for city guardsmen
who would keep an eye out for incoming threats from
a tall watchtower.
Attacks made from vantage positions gain a +3
bonus to attack and damage rolls. Additionally you
may cast the spell Lightning arrow once per day.

Lantern of Secrets

Wondrous item, very rare (requires attunement)
This lantern gives off a dim purple light that doesn't
illuminate darkness like a traditional lantern. This one
reveals secrets. If the light touches a hidden lock,
secret door, false wall, hidden trap, invisible treasure
etc it reveals it.
You may also cast detect magic at will, without the
need for any material components and without
expending a spell slot.

Ocean Master's Trident

Weapon (Trident), uncommon (requires attunement)
This weapon resembles an ornate, large pitchfork.
While attuned to this weapon you gain the ability to
breathe underwater and may cast the shape water
cantrip.

Pearl of Wisdom

Wondrous item, rare (requires attunement)
This oversized pearl is extremely valuable in both
wealth and function. If you were to sell this to a
collector, it would sell for a minimum of 1500 gold
pieces.
Alternatively, if you were to use it yourself, then you
may meditate for four hours while holding it. This can
be done while resting as part of a long rest. This will
allow you to gain proficiency with up to 3 skills, but
for each new skill proficiency you gain, you must lose
proficiency with an existing skill.

15

Privileged cloak

Wondrous item, uncommon
In most villages, towns and cities across the world,
humans make up the majority of the population and
as such you have never really faced any adversity or
prejudice. Being able to blend into practically any
situation or location.

On the off chance you find yourself being tracked
down, pull up the hood of this cloak and gain
advantage on stealth checks made to hide.

Revitalizing locket

Amulet, very rare (requires attunement)

While you are attuned to this amulet, you gain 1d6
hit points at the start of every turn providing you
have at least 1 hit point. Additionally, death saving
throws succeed on rolls above 8.

Shortsword of retaliation

Weapon (shortsword), uncommon
This small sword is very light which makes it very
easy to make quick attacks. Whenever you make an
attack as part of a reaction, your attack rolls gain
+2.

Skilled rod

Rod, very rare (requires attunement)

When you attune to this rod, you may select a feat.
If you remove your attunement to this item, you lose
the feat benefits. If you attempt to attune to this
item again, you may only select the feat chosen
previously.

Skinning Scimitar

Weapon (Scimitar) uncommon

This Scimitar was originally designed for hunters to
skin the pelts from wild beasts with skill and ease.
Any time this item is used to remove a pelt from a
dead animal, the skin is in perfect condition and can
be sold to any vendor for double the standard rate.

Additionally, it can be used in battle as a standard
Scimitar with no magical properties.

16

Sniping Crossbow

Weapon (Heavy crossbow),very rare
This heavy crossbow is crafted from reinforced steel
and uses a drawstring made from unicorn hair. The
damage dealt by this weapon is doubled and its
range is 300ft/600ft

Tome of forgotten Lore

Wondrous item, very rare (requires attunement)
This silvery grey book is decorated with swirls and
twirls, stars and filigree. It is in immaculate condition
regardless of where you found it. It could have been
in the bottom of a swamp or encased in magma, the
book will still be in perfect condition.
When you open the book the pages are empty, but
you gain a sense that there is more to this book than
meets the eye. If you attune to the book, the pages
quickly start to fill themselves with everything you
have ever done. Every penny you've pinched, every
monster you've killed, every lover you've had. If you
have done something in your life, it is in there.
As an action, you may go back through the book to
recall a piece of information you may have forgotten
or a detail you may have overlooked. Additionally,
you gain advantage on all history checks.

17

Dragonborn Magic Items

The following items are restricted and can
only be used by a Dragonborn. Still
shunned by the majority of the
populace, Dragonborn are rarely seen in
busy locations but if you know where to
look you can find them in abundance.

Brawnstone

Wondrous item, uncommon

This solid stone has volcanic origins. When eaten by
a Dragonborn the damage from the breath weapon is
doubled for 24 hours.

Cloak of the Gliding Drake

Wondrous item , very rare (requires attunement)

While wearing this cloak you fall with the grace of a
ballet dancing cat. No matter how high of a distance
from which you fall, you will never land with enough
force to take any damage. Additionally, you may use
the cloak to cast the Feather fall spell at will.

Darkened ruby

Wondrous item, very rare (requires attunement)

This deep red gemstone can be housed in a necklace
or held loose. While this is in your possession
anytime you take healing, you heal for the maximum
possible amount.

Draconic Amulet

Amulet, rare

Draconic pendants are seen by many as beautiful
pieces of jewellery. Gemstones created by melting
specific stones in dragon flames housed in delicate
metal homes. What most will be unaware of
however, that when these amulets are worn by
dragonborn, it modifies their breath weapon by
changing the typing.

Draconic Pendant type

Gemstone Damage type

Onyx Acid

Sapphire Lightning

Ruby Poison

Moonstone Cold

18

Draconic shield

Armor (shield), uncommon

If a failed attack made against you would have dealt
damage without the AC bonus from this shield, the
attacker is repelled backwards 5ft. This movement
does not provoke opportunity attacks.

Gauntlets of Elemental power

Wondrous item, rare (requires attunement)

These gauntlets allow the wearer to modify the
damage done using their claws as a melee weapon.
Your claws deal 1d6 slashing damage and gain an
additional source of elemental damage based on your
breath weapon. This damage matches the typing of
your breath weapon and deals an additional 1d6
damage.

Greatsword of the Savage Drake

Weapon (greatsword), very rare (requires
attunement)

This heavy weapon would be difficult for most to pick
up, let alone swing or be able to use it in battle. The
sword was forged and infused using the blood from a
legendary dragon centuries ago. This connection
causes the greatsword to feel much lighter and more
comfortable to use by a dragonborn when attuned to
it.

Attack and damage rolls made with this weapon gain
a +2 bonus. When a Dragonborn is attuned to the
greatsword, it loses its Heavy and two handed
properties for the attuned user. This would allow the
user to wield a shield or keep a hand free for
somantic spell components.

Intimidating roar Collar

Wondrous item (uncommon), requires attunement

This strong cylinder is designed to be worn around
the neck and protecting the throat area. They can be
crafted from any type of metal, and are usually
crafted in the same metal as one of the great
metallic dragons to show allegience.

When activated, these collars amplify the voice
tenfold. Some use them during battle to shout
commands across the field of war, others attempt to
cause opponents to flee in terror and some even use
them to attract enemies in the hope they can cause a
distraction for allies to flee.

19

Maul of descaling

Weapon (maul), rare (requires attunement)
Attack and damage rolls made with this weapon gain
a +1 bonus. If you attack a creature that is not
wearing armor, you may attack twice whenever you
take the attack action.

Purse of draconic greed

Wondrous item, rare (requires attunement)

Dragonborn, much like their dragon ancestors have a
love of all things shiny and valuable. So much so
they created these pouches to protect their coins and
gems.

Providing you are attuned to this pouch, any hand
that breaches its opening that is not yours will find
the bag close with such tremendous force it has the
potential to sever the hand.
If this occurs, the victim rolls a d20. On a 1, their
hand is severed from their body and they take 8d8
damage. On any other roll, the victim takes 4d8
damage.

Ring of breathlessness

Ring, uncommon
This ring has been crafted with special properties to
help improve breathing and bloodcirculation. While
wearing this ring, you can use your breath weapon
twice between rests rather than just once.

Scale wax

Wondrous item, rare

Some dragonborn would rather be nude from dawn
til dusk but it is frowned upon by many societies, and
while in battle, this is not particularly wise. However,
some dragonborn who are lucky enough to own this
peculiar wax have the option to doff their armor for
good.

When applied to a dragon scales, it forces them to
harden and repel non-magical attacks. If you choose
to use the scale wax, instead of wearing armor, you
may instead choose to use a flat 15 AC and you gain
resistance to non magical attacks.

20

Scaled epaulette

Wondrous item, rare (requires attunement)
This decorative shoulderguard can be worn with or
without armor as it straps directly to the chest. While
wearing it your AC increased by +1 and you gain a
+2 to intimidation skill checks.

Tabard of Tiamat

Wondrous item, rare (requires attunement)
The cult of Tiamat have members in every nook of
the world. Most members hide their allegiance as the
cult have many an enemy and the vast majority of
the public distrust them.
While you are attuned to this tabard and wear it
proudly, you gain resistance to acid, cold, fire,
lightning and poison damage.

Vicious claw coverings

Wondrous item, uncommon
These small metallic spikes slide directly over your
claws, protecting them and granting you a +1
modifier to attack and damage rolls made with your
claws.

21

Gnome Magic Items

The following items are restricted and can
only be used by Gnomes. Gnomes are
famed for manufacturing highly
advanced technological marvels. Most of
the following items are technology based
and will be majorly interesting to other
races who will likely not have seen
anything like them.

Absoulte Vision goggles

Wondrous item, very rare (requires attunement)

It takes an exceptionally skilled tinkerer to make
something like this. These small, simple goggles
don't look like much; a skinny leather band, a rough
lens housing and purple lenses. But they are
extremely useful.

While you are wearing these Goggles and are attuned
to them, you gain truesight out to a distance of 30ft.
Additionally, you gain immunity to the blindness
condition and can see through magical darkness.

Atomising pulse cannon

Weapon (gun), very rare (requires attunement)

If anyone other than a Gnome were to look at this
device, they would either assume it is from another
plane of existence or of Gnomish origin given their
reputation for making weird and wonderful creations.

This small handheld device is capable of firing energy
blasts of extreme power.

Damage: 2d6
Damage type: Force (magic damage)
Properties: Ranged
Range: 60ft/120ft

This weapon also has several special attacks that can
each be used once per long rest.

Power Blast: You may fire a large powerful blast of energy
that passes through creatures. Each creature in a 30ft line
in front of you take damage. Make a separate attack roll
for each creature.
Piercing Blast: By tweaking the frequency of the gun, it
allows the next blast to pass through solid objects. This
attack ignores all cover.
Overcharge: As a last ditch survival attempt, you can
overpower the battery of the gun causing it to explode.
Every creature within 15 yards of you must succeed on a
DC15 Dextrerity saving throw or be knocked prone and
take 4d6 Damage. Once this attack has been used, the gun
is out of commission and must be repaired during a long
rest.

22

Baboomb

Weapon (Bomb), rare

This magical grenade is an engineering masterpiece.
These bombs are constructed in such a way that they
can be manufactured to look like any mundane item.
For someone to identify this item as an explosive
device, they must succeed on a DC20 Investigation
check.

This bomb can be thrown up to 60ft and has an
explosive radius of 30ft. Any creature caught in the
blast zone must succeed on a DC15 Dexterity saving
throw or take 6d8 fire damage and fall prone.
Targets take half damage on a successful save but do
not fall prone.

Cloak of temporal invisibility

Cloak, rare (requires attunement)

As an action, you may summon a field of space
around you that vibrates violently causing a blurring
effect in the air. This allows you to appear invisible,
however the vibration can be seen and heard from
close by. You can walk around and act as normal
while this is ocurring.

Daggerfell chargery

Weapon (Dagger), uncommon

This dagger has an unusually large handle. It is used
to house a battery that charges the blade with
electricity. This weapon deals lightning damage.

Fingerless gloves

Wondrous item, uncommon (requires attunement)

These gloves are used by tinkerers, mechanics,
jewellers and thieves alike. They reinforce and
stabilise your hands increasing your Dexterity
modifier by +1 ,and you gain a +2 bonus on sleight
of hand checks.

Focus assistant

Consumable, uncommon

This small pill can be ingested to focus up. You may
make your next skill check with a +1 bonus.

Improved Tinkers Tools

Tool, tinkers tool's, uncommon

While using these tools you gain +2 on any ability
check that requires the use of Tinker's tools. In
addition these tools allow you to cast the mend
cantrip.

23

Mind reader's circlet

Wondrous item, uncommon (requires attunement)

This pretty metallic band sits on the head and
amplifies brain actifity.

While you are attuned to this item, you gain +1 to
your intelligence modifier. Additionally you can read
the thoughts of a target if you succeed on a DC18
Intelligence saving throw. If you fail, you take 1d8
damage.

Pendant of gravitational pull

Amulet, very rare (requires attunement)

Speaking the command word allows the wearer of
this amulet to defy the laws of gravity. Choose a
direction, gravity now pulls that way exclusively for
you. Run directly up walls, run along ceilings, use
your imagination!

This amulet has 5 charges that recover each day at
dawn.

Propulsion Boots

Wondrous item, rare (requires attunement)

These simple looking leather boots look at first like a
miner's boots. Rugged leather with roughly attached
iron toe caps. However if you look at the soles of
these boots you will notice 6 small holes. These holes
are capable of suction and expulsion.

As an action you may speak a command word to
engage the boots in one of two ways. You may either
cast the Spider climb spell or the Jump spell. You
may do this a a number of times equal to your
Profficiency modifier. You must complete a long rest
before doing so again.

Scrap shield

Armor (shield), rare

This shield is formed from the leftover scrap metal
from a Gnome's workshop and strapping a leather
handle to the back of it. After all, Gnomes don't need
a lot of metal to make a decent shield. It would be
practically useless to any other race aside from
perhaps Halfling.

This shield gains a +1 bonis to AC on top of the usual
+2 from a standard shield. While you carry this item,
your movement speed is reduced by 5, but it is
strapped to the arm so you can still have 2 hands
free.

24

Sensory explosion

Rod, very rare (requires attunement)
This rod is a little different to others you may see in
that it is very clearly manufactured to have specific
purposes. This rod has 1d4 charges that recharge at
dawn. If you use all charges, roll a d20. On a result
of 1, the gears and pulleys inside the rod fail and no
amount of repair work can fix it.
While you are attuned to this rod, you may throw it
up to 100ft. All creatures within a 30ft radius of the
impact point must make a dexterity saving throw or
suffer from the blinded and deafened conditions for 5
rounds.

Shock ring

Ring, rare (requires attunement)
This hexagonal ring was fashioned from a nut and it
carries a large charge that can be used to attack
creatures or make an attempt to resuscitate a fallen
ally.

When you make a melee attack with a metal weapon, you
may use a bonus action to send the electrical pulse
through the weapon to deal an additional 1d8 electric
damage.
You may place your hand on the chest of a creature that is
making death saving throws and use a bonus action to
send a pulse through them. Roll a d20, on a 10 or higher
the creature becomes stable.
Short-bow

Weapon (shortbow) uncommon (requires
attunement)
This item isn't really a bow as much as a stick with a
piece of elastic attached to it. The elastic used allows
this bow to have a much further range than a usual
shortbow. The range on this item is 150ft (300ft).

25

Half-Elf Magic Items

The following items are restricted and can
only be used by Half-elves. Elves are
known to be one of the more
promiscuous races so it's not unheard of
to find Half elf/Half humans, Half elf/half
orcs, even Half elf/half gnomes. You will
find it hard to find a Half elf,half dwarf
though. These two races still have a rift between
them.

Amulet of communication

Amulet, very rare (requires attunement)

Due to their mixed heritage, half elves are common
in every city and port you will find. As such, they
regularly find themselves speaking with all kinds of
races and beings.

This amulet lets the wearer communicate
telepathitically with any humanoid. The wearer hears
the mental speech in their preferred language.
Likewise, the creature you are communicating with
hears your communication in their favoured
language.

Dress shirt

Wondrous item, uncommon

The half elves take on their favourite elements of
Elven culture and human culture, as such they
usually like to dress pretty well. This dapper shirt
gives off an aura of class and superiority.

You gain +2 to skill checks to pursuade and gain
advantage on spells and abilities attempting to charm
humanoids.

Elven glider

Wondrous item, rare

This wonderful device has been crafted to allow the
user to travel in difficult terrain quite easily, by
launching them into the air 100ft and allowing them
to angle it to float back down to land in any direction
they please. This device has 4 charges that replenish
at dawn.

Explosive Dagger

Weapon (dagger), rare (requires attunement)

When grappling a creature, you may use an action to
make a stabbing attack, while the blade is inside the
target, speak the command word. The blade contains
hundreds of minute needles that will shoot from the
blade and return.

This attack deals 4d4 damage.

26

Family tree

Wondrous item, uncommon
This parchment has been inked with your entire
family lineage going back 200 years. You can use this
to track down family members you may not have
known and form potential bonds and alliances.

Gravitational band

Wondrous item , very rare (requires attunement)
This simple leather band is worn around the wrist of
the weapon wielding hand. As a bonus action you
may speak the command word. For the next minute,
all attacks made with melee weapons have their
range doubled. A spectral projection of the weapon is
pushed out when an attack is made.

Hardy leather boots

Wondrous item, uncommon (requires attunement)
A good pair of boots cannot be underappreciated.
The wearer of these boots are unaffected by difficult
terrain and gain +1 to their AC bonus.

Hookshot

Wondrous item, very rare (requires attunement)
This wooden handle is attached to a long metal chain
with a sharp arrowhead at the end. Inside is a
powerful projectile that fires the arrow up to its
maximum distance of 50ft.
Providing the arrow connects with something it can
lodge into, the chain will then retract, causing the
user to travel at great speed to the lodged head.

27

Lucky coin

Wondrous item, rare (requires attunement)
This magical coin grants the holder an unusual
amount of luck. At the start of each day, flip a coin.
If it lands on heads, you gain the luck feat for the
rest of the day. If the coin lands on tails, you gain no
benefit.
If you don't have a coin, you can roll a d20. On an
even roll, you gain the benefit.

Lunar Quarterstaff

Weapon (quarterstaff), very rare (requires
attunement)
Once per encounter, you my cast Healing word as a
1st level spell and cure wounds as a 1st level spell.
This does not consume any spell slots you may have
from your class.

Lens of truth

Wondrous item,uncommon (requires attunement)
While you are attuned to this lens, you can identify
illusions by looking through it. Illusory magic will
have a blurred white aura around it. Especially
powerful magic will still be difficult to detect, but it is
possible.

Sleuthing blade

Weapon (shortsword), uncommon (requires
attunement)
This small blade will glow white when within 30ft of
an illusion. Attack and damage rolls made with this
blade are made with a +1 bonus.

Slippers of the depths

Wondrous item, rare
These soft shoes have webbing between the toe
area, allowing you to swim at double speeds.

28

Sister mirrors

Wondrous item, very rare (requires attunement)
These two small pocket mirrors were manufactured
and enchanted at the same time. They look identical
in every way and share a special bond. When you
look into the reflective surface of one of the mirrors
and speak the command word, it allows you to see
through the other mirror. Both sight and sound will
carry through this method allowing you to
communicate or observe from vast distances.

Tranquilizing Cufflinks

Wondrous item, rare
These small brass cufflinks look plain and of very
little value, but they hold a small compartment that
is filled with a liquid. Traditionally this is an
extremely potent sedative but has been known to
house poison.
To identify the compartment, a creature must
succeed on a DC 25 Investigation check.

29

Half-Orc Magic Items

The following items are restricted and can
only be used by Half-orcs. Unlike Half-
elves, Half-orcs aren't necessarily
promiscuous as much as they aren't
particularly picky. Orcs are till shunned
in most places though and while they're
not fully orcs, the Half orc's still tend to
shy away from busy places.

Ancestry warfists

Wondrous item, rare (requires attunement)

These gloves have been used for centuries by orcs,
while they may fit a little loosely due to your half orc
lineage, they should be fit for purpose. While you are
attuned to these gloves, your strength score
increased by +1 and you gain proficiency in all
strength based skills.

Drinking skull

Wondrous item,uncommon

This is the skull of an unidentifiable creature. This
beast has clearly been dead for quite some time and
the skull has not been cared for.

You may take a drink from the remains of this skull,
when you do so, you gain advantage on your next
intimidation check.

Elder Carapace

Armor(shield), rare (requires attunement)

There is not a lot that is a more shocking sight than
seeing someone carry around a large skeletal remain
of a creature so casually. But seeing someone use
said remains as a shield is up there.

While you are attuned to this shield, you gain an
additional +2 AC on top of the usual +2 AC from a
standard shield. You also gain proficiency in the
intimidation skill. If you already are proficient, you
gain expertise.

First hunt tooth

Amulet, uncommon

As an action you can grip the necklace in your hand
and be reminded of the day you killed your first
beast and took this trophy. You gain a pride die. This
die is a d6 and can be added to any attack roll or
saving throw you make in the next hour.

30

Frenzied Drape

Wondrous item, rare (requires attunement)
While you are attuned to this cloak your AC is
increased by +1. Additionally, once per day you may
activate the Haste spell from the cloak. This modified
casting of the spell requires no concentration saves
and lasts for the full minute regardless.

Greataxe of the conqueror

Weapon (greataxe), rare (requires attunement)
Attack and damage rolls made with this weapon
receive a +1 bonus. Additionally any attacks against
human foes deal an additional d6 of damage.

Heritage greathelm of honor

Wondrous item, very rare (requires attunement)
These helms were used by Orcish armies hundreds of
years ago and this particular one was used by your
grandfather. He died in battle, fighting for the rights
of Orcs everywhere. Wearing this helm fills you with
tremendous pride. Whenever you make an attack roll
and it fails, you can roll again with disadvantage.

Legionairre's Maul

Weapon (mace), uncommon
This oversized mace would be much too large and
heavy for most races to wield. The brute strength of
the Orc blood allows you to use this item.
This maul uses a d12 as a damage die.

Medal of service

Wondrous item, uncommon
Almost all half-orcs have a medal of this sort in their
possession, since most half-orcs have an affinity for
war. These medals were given to anyone who has
spent any time at all in military service.
Once per day you may spend 1 minute reflecting on
your history, by doing so you may recover up to 2 hit
dice worth of hit points without spending any of your
hit dice.

31

Mernagha hammer

Weapon (warhammer), very rare (requires
attunement)
Folklore says that this Hammer was forged in
hellfires in the belly of a dragon by demon slaves,
commanded to create a weapon that could cause
even the most fearful of foes to quake in their boots
at the very sight of it.
Attack and damage rolls made with this weapon gain
a +3 bonus. While you are attuned to it, your
strength score increases by +1. Additionally, this
hammer has 3 charges that replenish at dawn. As an
action, you may slam the hammer into the ground.
All creatures in a 30ft radius of the impace must
succeed on a DC15 Dexterity saving throw or fall
prone.

Phantasm Greatsword

Weapon (greatsword), very rare (requires
attunement)
Attack and damage rolls made with this weapon
receive a +2 bonus. The blade passes through the
bodies of your foes and deal damage internally. If
you land 3 successive attacks on the same target
without failing one, the third attack deals an
additional d20 necrotic damage.

Powerlifting gauntlets

Wondrous item, rare (requires attunemnt)
These tough gauntlets cover the hands, wrists and
forearms. They reinforce your joints and ease the
strain on the muscles. While you are attuned to them
you gain +1 strength and your lifting and carrying
capacity is doubled.

32

Savage tower

Armor (shield), uncommon
This tall tower shield is carried via a strap on the arm
allowing you to free up a hand that would usually be
used for carrying the shield. It is almost as tall as the
user and grants a bonus +1 to AC on top of the
standard +2 to AC.

Swift weapon harness

Wondrous item, rare
This leather strap sits over the shoulder and has
many pockets, sheaths and buckles adorning it. The
harness can hold any type of weapon, up to 4
different weapons and grants ease of access that
nothing else can compare to. Using this harness
removes the action cost of drawing a weapon.

Warstompers

Wondrous item, uncommon
While wearing these boots you gain advantage on
initiative rolls while standing in difficult terrain.

33

Tiefling Magic Items

The following items are restricted and can
only be used by Tiefling. Tiefling tend to
be found in human cities in smaller
communities, they tend to be suspicious
of other races and tend to keep to
themselves.

Aged root ring

Ring, uncommon (requires attunement)
This gnarled ring is made from the deepest roots of
the ancient trees of the underdark. While it is pretty
ugly to look at, it grants vitality to the wearer. ___
Dunk the ring in any food or drink, if it is impure or
poisoned, the ring will absorb all illness, leaving it
fully edible and safe.

Boots of the timeless hells

Wondrous item, very rare (requires attunement)
Ancient demons created these boots and only those
with some demonic blood in them could wear them.
While you are attuned to these boots you lose your
movement speed. Instead you can teleport to any
spot you can see within 120ft.

Burning pride drape

Wondrous item, very rare (requires attunement)
Once per day, as an action you can summon the
restoritive powers of the depths. For the next
minute, any fire damage dealt to you restores hit
points instead.

Darkened blade

Weapon (shortsword), uncommon
This blade has been dyed black which makes it
difficult to track in the dark. While you are in dim
light or darker your attack rolls gain a +1 bonus.

34

Demonic cuff

Wondrous item, uncommon (requires attunement)
These ornate decorative wristguards increase the
potency in which you deal fire damage. While you are
attuned to them, you reroll any 1s and 2s when
rolling for damage with fire spells and abilities. You
must use the new rolls.

Hood of solar vengeance

Wondrous item, rare (requires attunement)
While you are attuned to this helm, you can draw
power from the sun. Your heritage gives you an
innate fondness of heat. If you can see the sun you
del an additional 1d6 fire damage on all attacks and
spells.

Idle mind

Wondrous item, rare (requires attunement)
While you are attuned to this item and it sits atop
your head, you are immune from charm and mind
control effects.

Neinei

Weapon (whip), uncommon (requires attunement)
This peculiar whip is darker than the inside of a coffin
on a moonless night. Attacks made with this whip
deal necrotic damage. Additionally, any damage dealt
from the whip reduce the targets hit point maximum
by the same amount.
A lesser restoration spell can return the targets hit
points to their original state.

Ominous silk drape

Wondrous item, uncommon
This cloak will help protect from the elements. Your
infernal heritage naturally keeps your body craving
heat more than most other humanoids. This cloak
when wrapped around your body retains all heat and
you suffer no ill effects of being in cold climates.

35

Precise bone pipe

Weapon (blowgun), rare (requires attunement)
Attack rolls made with this weapon gain a +5 bonus.
Additionally, because the bone is so smooth the darts
fire with much higher speeds. Instead of dealing 1
piercing damage, the darts deal 1d6 piercing
damage.

Quarterstaff of illusion

Weapon (quarterstaff), very rare (requires
attunement)
This staff was originally gifted to one of the first
humans to make a pact with the demon lords when
they became a Tiefling. Through the years it has
been handed down to children, grand children and
great grant children.
While you are attuned to this staff you can cast the
Major image spell at will.

Robes of anger

Wondrous item, rare (requires attunement)
These robes recognise the demonic bloodline of
which you belong and harness the power within. You
gain immunity to fire damage while you are wearing
them.

Scorpion stinger

Wondrous item, very rare (requires attunement)
This small handheld device looks like a miniature rod,
or a large wand. When you prepss the activation
button on the end, a long, thin, chain of
immeasurable strength erupts from within. It
grapples whatever it makes contact with and pulls it
directly back to you. If it grapples a creature, make
an attack roll using your dexterity modifier. On a
successful hit the creature takes 2d6 damage and is
pulled to you. The range on this item is 100ft.

36

Talisman of incorporeal movement

Wondrous item, uncommon (requires attunement)
While you are attuned to this talisman you can move
through other creatures as though they were difficult
terrain. You take 1d10 force damage if you end your
turn inside another creature.

Tranquil wand

Weapon (wand), very rare (requires attunement)
While you are attuned to this want, your spell attack
modifier and spell save DC both increase by +2.
Additionally you can add the following spells to your
spell list; Burning hands, Flame blade, Fireball, Wall
of fire and Flame strike.
The spells follow all regular restrictions. You must be
able to cast spells at the required level and have
spell slots available.

37



Barbarian Magic Items

The following items are restricted and can
only be used by Barbarians. Powerful
combatants that rely on brute force and
pure strength, most of the items they
use lean directly into these aspects.

Anger absorption amulet

Amulet, rare (requires attunement)

This amulet floods your body with adreneline and
testosterone when you enter a range. While you are
wearing this amulet you are immune from all damage
and all condition effects on the turn that you enter
rage.

Atrocitus

Ring, rare (requires attunement)

This ring is used to extend your stamina and increase
your ability to push through discomfort and strain. It
has been enchanted with several powerful spells.
While you are attuned to this ring, you no longer
suffer from exhaustion.

Axe of mania

Weapon (greataxe), very rare (requires attunement)

While you are attuned to this weapon, you gain an
additional attack and receive a +2 to your attack and
damage rolls. Additionally your strength score
increases by +2.

If a creature is slain and the killing blow is made by
this axe, roll a d20. On a 1, you become completely
enraged and unable to distinguish ally from foe. Your
mania takes over you and you must attack any and
all creatures within 50ft of you starting with the
closest creature.

You remain in this state until you are reduced to 0 hit
points or are the subject of a lesser restoration or
greater restoration spell.

39

Berserker's Warpaints

Wondrous item, uncommon
This small pot of wax has been tinted using the
pigments from several herbs and inks. As a result,
when applied to your face you gain advantage on
ability checks made to intimidate.

Belt of empowerment

Wondrous item, uncommon
When entering a rage, the belt can detect a change
in the bodies hormones and emitts an aura of
vitality.
When you enter rage, you gain temporary hit points
equal to your Barbarian level.

Boots of advanced attacks

Wondrous item, rare (requires attunement)
These boots have kept your feet safe in battle and
have given you a step up in countless fights. While
wearing these boots you may add your proficiency
modifier to your initiative rolls.

Crazed frenzyroot

Consumable, uncommon
While not necessarily a rare herb, Crazed frenzyroot
is not particularly common either. When crushed into
a powder and mixed with water, it causes incredible
anger in most people. Barbarians can use this herb to
regenerate one charge of rage.

Dancing Wristguards

Wondrous item, rare (requires attunement)
These leather cuffs are designed to protect your
forearms from flying weapons in battle while being
light enough to keep you quick and battle ready.
While you are attuned to these wristguards, you gain
an additional +2AC providing you are not wearing
any armor. These can be used while using a shield
and still grant the benefit.

40

Goggles of Bravery

Wondrous item, rare (requires attunement)

Most barbarians would rather rely on their own
eyesight than use some vision enhancing goggles,
these prove to be very valuable in combat. So much
so that some barbarians are willing to let their pride
take a bit of a hit if it allows them to gain an
advantage in a fight.

While you are wearing these goggles and are attuned
to them, you gain advantage on saving throws made
against frightened and petrified condition effects.

Heavy steel choker

Amulet, uncommon (requires attunement)

This choker places you in the mental state of being a
slave. You are reminded that this is something you
never want to experience and fills you with
determination. Whenever you are in a position to
take a level of exhaustion, roll a d20. On an even roll
you do not suffer from the exhaustion. On an odd roll
you do.

Potent crown

Wondrous item, very rare (requires attunement)

Most barbarians are not capable of casting spells, but
the few that are tend to lose control of their arcane
abilities when they rage. This crown aims to
concentrate all of your abilities and allow you to
maximise your potential. While you are wearing this
crown and are attuned to it, you can cast spells even
when raging.

Retaliation

Wondrous item, rare (requires attunement)

While you are attuned to this cloak you gain +1 AC.
Additionally, if you are attacked from behind you
may use your reaction to lash out and make a
retaliatory attack.

41

Ring of prolonged rage

Ring, uncommon (requires attunement)
Have you ever heard of an angry ring? Sentient
items aren't as rare as you think, even if they don't
appear to be.
While you are wearing this ring and are attuned to it,
you gain an additional charge of rage. Once this
charge has been used, you must finish a long rest
before using it again.

Shield splitting Sword

Weapon (longsword), rare (requires attunement)
This longsword is incredibly sharp and unsually
heavy. Attacks made using this weapon have a
critical hit range of 19-20. If you are attuned to this
weapon and land a critical hit on a target that has a
shield, the shield is destroyed.

Throwing axe of pure power.

Weapon (handaxe), very rare (requires attunement)
An awkward weapon to wield and use in melee
combat, this handaxe was designed to be thrown as
hard as possible at anyone that moves. If you
attempt to use this in melee combat, you receive a
-1 penalty to attack and damage rolls.
When used as a ranged weapon, you can use your
strength modifier instead of dexterity when
determining your attack and damage rolls. You make
these rolls with a +3 modifier.

42

Bard Magic Items

The following items are restricted and can
only be used by Bards. Fantastic
performers and entertainers, most bards
will be found with some kind of musical
instument with them, ready to entertain
their friends and anyone with coin at a
moments notice.

Broken harmonica of reviving

Wondrous item, rare

This instrument has long been broken but every now
and then it works. As an action you can attempt to
play a song to a fallen ally. Roll a d10. On a roll of
10, the instrument works and the ally is brought
back to life. If you roll a 1-9 the potential magic
inside the harmonica fades. You cannot attempt to do
this again for 24 hours.

Chaucer's forgery kit

Forgery tools, rare

This forgery kit looks just like any other, but when
used it produces works of art that would fool even
the original creator. Anything from Summons,
decrees, edicts, warrants, patents of nobility. The
original owner of these tools was even known to
scribble down a poem or two, if the muse descended.

Collar of peace

Amulet, rare (requires attunement)

This metal collar amplifies the sounds that emenate
from your mouth when used to soothe and assure. If
any of your allies benefit from your song of rest, the
die they use to heal always rolls the maximum value.

Cannot be used alongside the Collar of Vigilance

Collar of Vigilance

Amulet, rare (requires attunement)

This metal collar amplifies the sounds that emenate
from your mouth. Whether that be a rousing speech
or a song of battle. As a result, whenever you grant
an ally the use of a Bardic inspiration die, the die
always rolls the maximum value.

Cannot be used alongside the collar of peace.

43

Eyeglasses of magnetism

Wondrous item, uncommon
These delicate wire framed eyeglasses are elegant
and enchanted. As an action, you may speak the
command word to change the color of your eyes to
any color you choose. Additionally, your eyes are
irresistible and attract the attention of all those who
gaze at you. You gain advantage ability checks made
to seduce.

Fiddle bow

Weapon (shortsword), uncommon
This sword looks eerily similar to the bow one would
use with a violin or fiddle. As such, a Bard can
smuggle this weapon into areas where you would
normally not be permitted weapons.

Jack of all trades

Wondrous item, very rare
This is a small booklet of information and
experiences that you have added to over the years.
It serves as a simple reminder on how to do simple
tasks and how to simplify more complex ones.
During a long rest, you may read this booklet and
change one of your expertise bonuses from one
ability to another. You may only change one
expertise using this.

Master of none

Wondrous item, very rare
This is a small booklet of information and
experiences that you have added to over the years.
It serves as a simple reminder on how to do simple
tasks and how to simplify more complex ones.
During a long rest, you may read this booklet and
change one of your proficiency bonuses from one
ability to another. You may only change one
proficiency using this.

44

Performer's gloves

Wondrous item, uncommon (requires attunement)

Most people think a Bard spends hundreds of hours
to master their craft. Usually this is true, but
sometimes it's more of a trick rather than endless
hours of training.

While you are attuned to these gloves, you gain
proficiency in all instrument and tool kits.

Perished Flute

Wondrous item, uncommon (requires attunement)

This flute was carved from the femur of a long dead
creature.

While you are attuned to this flute, you gain access
to the following spells; spare the dying and animate
dead. When you use the flute to cast these spells you
do not consume a spell slot and the range is 150ft.
Each song has one charge, you regain the expended
charges when you complete a long rest.

Pied Pipers flute

Wondrous item, rare (requires attunement)

A small handheld flute carved from a fallen branch
from an elder tree, this instrument has an affinity to
nature.

While yo are attuned to this flute you hain access to
the following spells; Animal friendship, animal
messenger and conjure animals. When you use the
flute to cast these spells you do not consume a spell
slot and the range is 150ft. Each song has one
charge, you regain the expended charges when you
complete a long rest.

Supreme ring

Ring, very rare (requires attunement)

While you are attuned to this ring, you may cast a
spell that you know but do not have prepared,
without expanding a spell slot. Once you have done
this, the ring must recharge its power. This takes 24
hours.

45

Talisman of knowledge

Wondrous item, very rare (requires attunement)
Bards are regularly known to be quite skillful in many
a way. They tend to exceed whenever they put their
mind to something. This talisman certainly helps feed
that narrative.
While you are attuned to this item, you gain
proficiency with all skills.

Tambe-rune

Wondrous item, very rare (requires attunement)
This small handheld drum has brass symbols along
its edge. As an action, you can pound the drum to
inspire allies, granting them advantage on all attacks
made before your next turn. Alternatively, as an
action you can shake the symbols to cause a metallic
clattering sound, distracting your enemies. All
enemies within 60ft of the drum when shaken have
disadvantage on attack rolls until the start of your
next turn.
The Tambe-rune has 5 charges that renew at dawn.

Violent violin

Weapon (club), rare (requires attunement)
Anyone looking at this violin would notice
immediately it looks wrong. Nothing stands out at
first but the fact it has no strings should be a give
away. This violin is used as a weapon of musical
destruction.
This violin acts as a club, it is carved from a solid
piece of oak so is deceptively tough. Attack and
damage tolls made with this weapon gain a +2
bonus.

46

Cleric Magic Items

The following items are restricted and can
only be used by Clerics. Powerful
warriors and casters who were granted
their power directly from the gods, most
of the items here will be gifts from the
gods themselves.

Broken compass

Wondrous item, rare

This compass would appear broken to most who pick
it up. However, when held by a cleric this compass
activates. It is true that this compass does not point
north. It points to that whichever the Cleric is most
in need of at the current moment in time.

Crown of mischief

Wondrous item, very rare (requires attunement)

This large golden crown is uncomfortable, heavy and
impractical. But it grants the attuned user benefits
that far outweigh those drawbacks.

The following spells are added to your prepared spell
list and are classed as Cleric spells for you; Minor
illusion, disguise self, invisibility, major image and
phantom steed.

Divine cloak

Wondrous item, uncommon (requires attunemnt)

Sometimes people seem to hit things harder than
they should be able to. Sometimes its because
they're unnaturally stong, other times its because
they have been gifted by the gods.

While you are attuned to this cloak, your weapon
attacks deal an additional 1d4 radiant damage.

Orb of Tagovailoa

Wondrous item, very rare (requires attunement)

This brown prolate spheroid is soft to the touch, but
firm. When you have this item in hand while attuned
to it, you gain additional temporary hit points during
a short rest equal to any hit points recovered using
hit die.

47

Gods will

Wondrous item, uncommon (requires attunement)

This item is a small metallic relief of a symbol that
best represents your god. While you are attuned to
this item, your spells can originate from it. Whether
the relief is placed in a static location or attached to
a creature, it matters not. Providing you are within
300 ft of this item, your spells can be used in this
way.

Holy bandages

Wondrous item, rare

These mundane looking bandages are imbued with
Holy magic from the Cleric's god. During a long rest,
these bandages can be used to help bolster an allies
wellbeing, the patient recovers all spent hit die
during a long rest. Once used, the bandage loses all
magical properties.

Holy Hand Grenade

Wondrous item, legendary

Armaments, chapter two, verses nine
through twenty-one.

And Saint Attila raised the hand grenade up on high,
saying, "O Lord, bless this thy hand grenade, that
with it thou mayst blow thine enemies to tiny bits, in
thy mercy." And the Lord did grin. And the people did
feast upon the lambs, and sloths, and carp, and
anchovies, and orangutans, and breakfast cereals,
and fruit bats, and large chu...

This metallic sphere is ordained with symbols of the
Cleric's God. It can be thrown up to 300 ft and is
guided to the desired location by a supreme power.
When thrown it deals massive damage in a large
area. All creatures in a 50ft radius of the grenade
must make a DC 25 Dexterity saving throw or take
20d12 Holy damage or half as much on a successful
save.

Pacifier

Ring, rare (requires attunement)

A simple gold band with a small ruby set into it. This
ring has immeasurable power. You may hold this ring
up to the sky and impose your will upon all creatures
in a 150ft sphere of you. Each creature must make a
DC 18 Wisdom saving throw. Any creatures that fail
must kneel and lay down all weapons. They remain in
this position for 1 hour or until they feel they are in
danger.

You must finish a long rest before being able to do
this again.

48


Click to View FlipBook Version